As the player collects solarite for completing optional objectives, the solar core's power output rises and the player can activate more abilities at a time. Solarite not being used to activate abilities can be diverted to the auxiliary systems, which are divided into three categories: raising the regen rate of shields, lowering construction rate of buildings, and raising the initial supply the player has on each mission. Every five units of solarite diverted to one of these auxiliary systems gives a 5% bonus to it, to a maximum of 20% with twenty solarite allocated. After all bonus objectives are complete before the final Aiur levels, a maximum of 300 solarite can be allocated between abilities and auxiliary systems, but this will not be enough to activate the most expensive options for all six systems and fully increase the auxiliary systems as well, so the player will have to choose very carefully based on their preferred tactics.
The available abilities are sorted as follows:
All Tier 1 abilities cost 75 energy to cast and have a 60-second cooldown. From left to right, each ability requires an allocation of an additional 25 solarite to unlock.
|Deploy Pylon||Chrono Surge||Warp-in Reinforcements|
|Create a pylon anywhere in sight radius. Pylon takes 5 seconds to warp-in.||Increase the warp-in and research speed any any allied building by 1000% for 20 seconds.||Create a pylon, two melee units, and two ranged units anywhere in sight radius. Pylon and reinforcements take 5 seconds to warp-in.|
All Tier 2 abilities cost 50 energy to cast and have a 60-second cooldown. From left to right, each ability requires an allocation of an additional 25 solarite to unlock.
All Tier 3 abilities are passive effects that always take effect when appropriate. From left to right, each ability requires an allocation of an additional 25 solarite to unlock. This section requires 75 solarite to unlock.
|Nexus Overcharge||Orbital Assimilators||Warp Harmonization|
|The player's nexuses automatically attack nearby enemies and have a sensor range revealing enemy units inside the fog of war. The nexus' attack has range 13, an attack speed of 1.2, and deals 20 damage.||Assimilators the player builds mine vespene automatically without needing probes.||Robotics facilities and stargates can transform to warp in units anywhere in pylon power. Warp-In cooldowns are lowered by 20%|
All Tier 4 abilities start on cooldown, and have varying energy costs and cooldown. From left to right, each ability requires an allocation of an additional 50 solarite to unlock.
|Mass Recall||Shield Overcharge||Deploy Talandar|
|Recalls all units in radius to the player's primary nexus. Grants targeted units a barrier that absorbs damage. Costs 25 energy, 60 second cooldown.||Grants friendly units on the map a barrier that absorbs 200 damage. Lasts 20 seconds. Costs 50 energy, 180 second cooldown.||Deploy Talandar to the field, dealing 200 damage to enemies in the impact zone. Talandar moves and attacks on his own, cannot be selected or controlled, and lasts 30 seconds. Costs 50 energy, 180 second cooldown.|
All Tier 5 abilities are passive abilities. From left to right, each ability requires an allocation of an additional 50 solarite to unlock.
All Tier 6 abilities cost no energy and start on cooldown, with a cooldown of five minutes. From left to right, each ability requires an allocation of an additional 50 solarite to unlock.
The core has been described as "the heart and soul of the ship."
- ↑ Blizzard Entertainment. StarCraft II: Legacy of the Void. (Activision Blizzard). PC. Cutscenes: Spear of Adun (in English). 2015-11-10.
- ↑ 2.0 2.1 2.2 2014-11-07, StarCraft II Legacy of the Void Campaign Overview. YouTube, accessed on 2014-11-12
- ↑ 2015-11-01, StarCraft II: Legacy of the Void - Co-op Missions Preview. YouTube, accessed on 2015-01-11