High Templar
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High Templar are almost always members of the Templar Caste and are sometimes simply referred to as Templar. They give up their rage and martial training in order to more perfectly command their awesome psionic abilities, gained through following the Khala. High Templar use the Archives to directly commune with their ancient ancestors and thereby gain knowledge inaccessible to ordinary warriors.
High Templar can be warped in by a Gateway. High Templar cannot initially cast any spells, but they are able to use the Archon Meld skill. Summoning High Templar requires the Templar Archives structure, where High Templar can be upgraded to learn the spells Psionic Storm and Hallucination, as well as gain a 50-point increase to their energy maximum. Additionally, High Templar armor and shields can be upgraded at the Forge. The High Templar is a physically weak unit, with 40 hit points and 40 shield points. Each High Templar costs 50 minerals, 150 gas, and 2 supply in the game. High Templar float slowly over the battlefield. High Templar are considered small units and thus take less damage from Explosive damage, although they take full damage from Concussive attacks. Templar provide tempting targets for the Dark Archon Mind Control and Feedback abilities.
The two High Templar skills have significant range and thus High Templar are most effectively used when placed behind ranged/support units such as the Dragoon, allowing stray fire to be directed toward those heftier and less precious units rather than the High Templar, which can be killed with ease. Note that using multiple High Templar requires considerable micromanagement not only for the special abilities, but also for keeping them alive for the next battle. Players must be wary of decoy attacks in other areas while an opponent's main attack force quickly tears the High Templar to shreds. Generally, High Templar have little hope of survival if not escorted. When maneuvering High Templar, placement in pairs allows them to quickly begin Archon Meld when all energy has been expended in the middle of a battle, placement on higher ground can improve their life expectancy, and placement under doodads such as trees can make them hard to detect by other players, especially since using the High Templar's skills do not cause a spell line showing where the spell is coming from (like Lockdown, Yamato Gun, and Spawn Broodling do).
A High Templar can close their mind to the outside world, creating psychic "ripples". These ripples can be focused through the Khala into a storm of psychic energy that can tear apart the minds of living creatures. (It seems that Blizzard had intended to release two separate versions of Psionic Storm [during beta testing?], one that affected biological units and one that affected mechanical/robotic units, but merged them prior to release, which would explain the damage that Psionic Storm does to Reavers, Shuttles, Spider Mines, and other robotic units.)
Psionic Storm may well be one of the best special abilities that Blizzard Entertainment has to offer in a game - as nefarious as the Corpse Explosion skill in Diablo 2. There are some things that the ordinary Protoss player should know about Psionic Storm:
Psionic Storm (hotkey T) may be researched at the Templar Archives and costs 75 points of energy per use, and it does 112 points of damage.
There are several reasons to use Psionic Storm. The most obvious is to attack ranged/support forces, forcing them to move, thus preventing them from attacking, while they are taking damage. Another strategy, leading the enemy, involves predicting where enemy forces will be when the Psionic Storm's damage begins and not when it is cast, since the spell involves a delay. A player that suspects a Psionic Storm trap can withdraw, causing the leaded Psionic Storm to be wasted. Psionic Storm can also be used on melee enemies, but could possibly damage any of your own units in the area if they get close to the targeted enemy melee units. This difficulty is less significant when the units of yours and your allies' are much tougher than the enemy units. For example, casting Psionic Storm on an allied Siege Tank in Siege Mode can quickly destroy any Zerglings attacking it, which could possibly save the Siege Tank (although the tank will likely be almost destroyed). Psionic Storm is also effective against enemy mining operations, facilitated by a Shuttle drop. Since all workers have low HP and are closely clustered, a single Psionic Storm can destroy 200-400 minerals' worth of enemy workers (not to mention the resources they would mine in the time it takes to build new ones), causing significant damage to the enemy economy, while the High Templar can immediately evacuate.
Some High Templar can create illusionary duplicates of other beings with no physical substance. Such creations can confuse an opponent but will naturally expire after a short duration. With each cast of Hallucination, a High Templar can create two fakes, spreading confusion among enemy forces.
Hallucination (hotkey L) may be researched at the Templar Archives and costs 100 points of energy per use. Hallucination is a very interesting spell; note the following:
One of the best uses for Hallucinations is to create multiple copies of an Arbiter. The real Arbiter can be hidden amongst them, allowing it to sneak into a heavily defended base and teleport an army inside, or keep a cloaked group of units for a generally longer period of time. A basic counter is the use of an enemy Arbiter to Stasis Field the group of Arbiters, instantly destroying the fakes, preventing your Arbiter from casting its spells, and turning off the cloak field at the same time. A cluster of Arbiters simply makes for a more lucrative target. Additionally, fakes of a big unit can be enticing targets for Dark Archons, Battlecruisers, Ghosts, and Queens, causing them to use their energy on costly spells. Common battlefield hallucinations have a short lifespan since they can easily be obliterated by any special ability used on them, including EMP Shockwave, Ensnare, and Stasis Field, all of which are usually available all over the battlefield.
A special hallucination of Tassadar appears in the center of an "island" on one of the levels of Episode 3 and two of Aldaris in Episode 4.
Since an Archon Meld takes up a large amount of space, it may be used as an obstruction. Archon Meld is the only way of obtaining an Archon, besides using Mind Control. While an Archon Meld is under attack by enemy melee forces, using a Psionic Storm can damage other units with minimal effect on the Archon since the meld gains shields at almost half the rate that Psionic Storm deals damage. When playing defensively, using Archon Meld is much safer since Shield Batteries can instantly replenish all of the shields being damaged by invading forces, and the Archon Meld would likely be mostly complete by the time the nearby Shield Batteries are destroyed.
Click on the Archon a few times and you may hear it say "Power Overwhelming", a StarCraft cheat code.
Templar Quotes
"Khassar de Templari"
"Your thoughts betray you" (From )
"I see you have an appetite for destruction" (Reference to Guns 'N Roses album)
"And you learn to use your illusion" (Reference to Guns 'N Roses album)
"I find your lack of faith disturbing" (From )
Archon Quotes
"The merging is complete!"
"It all looks so different on this side"
"Break on through!" (Reference to The Doors)
"It's beautiful!"
"They should have sent a poet" (From Contact)
"Power overwhelming!" (Reference to invincibility cheat for the game)
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''Steps to : Notable High Templars
Unit Basics
High Templar and all of their spells and upgrades, including Archon Meld, are available in-game on Episode 3 level 4.Advantages
Disadvantages
Psionic Storm
Advantages
Disadvantages
Hallucination
Advantages
Disadvantages
Archon Meld
The Archon has been described as a burning effigy of the Protoss spirit, radiating psionic energy like a star. Two High Templar can merge into a Protoss Archon. Their individualities are squashed by this act and they lose their bodily form. However, the celestial rage of the High Archon often makes up for the loss of the two High Templar. Those who join the Khala in this way are forever honored in the annals of the Templar Archives. The Archon, a psionic entity, has very few hit points but a great deal of shield points. For more information on the Archon, see High Archon. The following provides information on the spell, Archon Meld.Advantages
Disadvantages
Quotes
See also
References
StarCraft
StarCraft Universe Gameplay of StarCraft • StarCraft storyline • StarCraft units and structures • Psionic technology (StarCraft)>Psionic technology
Factions and Organizations Dark Templar • Judicator Caste • Kel-Morian Combine • Khalai Caste • Protoss • Protoss Conclave • StarCraft Pirate Militias>Pirate Militias • Raynor's Raiders • Sons of Korhal • Templar Caste • Terran • Terran Confederacy • Umojan Protectorate • United Earth Directorate • Xel'Naga • Zerg • Zerg Brood
Locations Aiur • Antiga Prime • Braxis • Char (StarCraft)>Char • Chau Sara • Korhal • Mar Sara • Moria • Shakuras • Talematros • Tarsonis • Umoja • Zerus
Characters Aldaris • Artanis • Admiral DuGalle>Gerard DuGalle • Edmund Duke • Samir Duran • Fenix • Sarah Kerrigan • Arcturus Mengsk • • Raszagal • Jim Raynor • Alexei Stukov • Tassadar • Zeratul • Zerg Overmind • Minor Characters
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