StarCraft: Brood War чит-файл №12

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StarCraft: BroodWar Expert Guide
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Version 6.31

Written by Stephanus Rudiyanto N.
email: s_rudiyanton@mailcity.com (old, but still functioning)
s_rudiyanton@lycos.com (NEW!!!)

NOTES from Author:
If you send an email to me, may be the reply is too late, this is
happen because I check my mailbox not very frequent. I'm sorry for this
incovenient. But, if you send me some info or corrections, I WILL
reply the letter (even it may be take a few days, weeks or months)
If I don't send the reply, just wait until it comes :) (There are
also another possibility: I had send it and it doesn't reach your
mailbox). Thanks just for reading this.

To read this FAQ, use Fixed Width fonts like Courier, if not many of
the tables below will look terrible.
Use WordPad to read this FAQ, and maximize the window.

Table of Contents
-----------------
i) Introduction
ii) Version
iii) Future edition
iv) Credits
v) How to get this FAQ

I - Special Ability
1) Terran Special Ability
2) Zerg Special Ability
3) Protoss Special Ability

II - Upgrade
1) Energy Upgrade
2) Weapon, Armor, and Shield Upgrade
3) Miscellaneous Upgrade

III - Tables and Data
1) Unit Data
2) Cooldown
3) Weapon Range
4) Score
4.1) Unit's Score
4.2) Hero's Score
4.3) Building's Score
4.4) Special Building's Score
5) Broods, Squadrons, and Tribes
6) Animation Height
7) Splash Damage
8) Record
9) Unit Speed
10) Supply
11) Hot Keys
11.1) Zerg Hot keys
11.2) Protoss Hot keys
11.3) Terran Hot keys
12) Building Data
13) Critters
14) Traps
15) Patches

IV - Miscellaneous Info

-----------------------------------------------------
i) Introduction

Starcraft is real-time strategy game from Blizzard. It is a great
game, if you are fans of any RTS game, this one is recommended for
you. Broodwar is an expansion set, and introduce many new elements,
including 6 new units. The FAQ I used here is based on Broodwar
with patches version 1.08. (You can download it at www.blizzard.com).
I also include some notes for patches version 1.07 (because it is
one of the most used patches before 1.08 is out).

First, I apologize if my English is not good. Maybe some grammars and
spellings have some error in this FAQ. This is my first unpublished
FAQ I wrote, so there may be so many mistakes here.
Email me at s_rudiyanton@mailcity.com for corrections and suggestions,
and of course you will be credited even for small fixes.

This FAQ is created for intermediate and expert players that have
played the game long enough to truly know the aspect of the game.
Although the beginners can also read this FAQ, it is not recommended
because of complicated data. I don't include any "how to play", basic
strategies or other because I assume all who read this FAQ have already
known how to play Starcraft.

A lot of info I acquired from Blizzard official website, while the
others I acquired by searching, trying, and my other hardwork by
playing the game itself and also by using StarDraft SE from Camelot
Systems.

If you include any information below in any FAQ or Websites, please ask
my permission first (usually I will answer yes) and give credits for me.
(It's extremely hard to collect information in this FAQ, you know).

I will update this FAQ when there is a mistake or error. I can also add
an entirely new section if I think it's important.

And lastly, I don't own Starcraft CD. I play the game by borrowing
my cousin's CD. This is just for info. :P

ii) Version
Numbers after the dot mean minor updates, while numbers before the dot
mean Major updates.

22 June 1999 - Version 1.0 (Initial release)
27 June 1999 - Version 1.1:
- Some changes in Introduction and Credits (I forgot to include this in
the first release)
- Added line breaks in Special Ability sections (For easy read, and no
need of Word wrapping the documents).
- Some little addition on Burrow Ability.
- Some little addition and corrections in table and data descriptions.
- Added Future editions section.
28 June 1999 - Version 2.0:
- Little addition and correction in Unit Data tables.
- Add Lurker Aspect to Zerg Special Ability.
- Add Upgrade section.
7 July 1999 - Version 3.0:
- Major Corrections on Special Ability sections.
- Add some strategies on Special Ability section.
- Add Unit Weapons table in Weapon Range Section.
23 August 1999 - Version 4.0:
- Corrections for most "typos" and "grammar"
(hate to see they are so many of them)
- Major Corrections and additions on Special Ability sections.
- Add some strategies on Special Ability section.
- Some corrections in Table and Data section.
- A little lateness for updates, just because I want to add a whole new
section, but it's hard to write it (very long and complicated), so I
cancelled it.
I may not update this FAQ for a while (except for corrections and
additions).
28 October 1999 - Version 4.1:
- Minor corrections on Special Ability section.
- Add some strategies on Special Ability section.
Somewhere around December 1999 - Version 4.2:
- Small corrections and typos.
24 April 2000 - Version 5.0:
- Update after a long time.
- Add some information about Optic Flare, Nuclear, Defensive Matrix,
and Consume.
- Correct some typos.
- Add patches information on Tables and Data section.
- Reformat the order on Tables and Data section.
- Add some strategies on Special Ability section.
- Add a whole new section.
- Correct small but very important information about EMP
Shockwave and Stasis
10 June 2000 - Version 5.1:
- Very little update
Middle July 2000 - Version 6.0:
- Add Hotkeys section (thanks Poison)
- Change email address because mailcity restructuring.
(even the old address is still functioning)
10 August 2000 - Version 6.01:
- Add small notes on Nuclear
5 October 2000 - Version 6.02:
- Very small addition, only add sites where you can find this FAQ.
8 February 2001 - Version 6.03:
- Add another new site that host my FAQ.
- Patches 1.08 will out soon with many new changes, also with a new
feature (like Replay recorded games), and may be others.
When the patches is out, I will update this FAQ.
Note: I already have the patches, but it still in testing
version, so I will wait the official patches.
There are so many changes now, especially in units and
special abilities.
Late February 2001 - Version 6.1:
- Fix some small errors.
- Change all words "gasses" to "gas".
- Add some informations about patches 1.08 O.
14 April 2001 - Version 6.2:
- Add another new sites that host my FAQ.
- Add Building, Critters, and Traps section.
- Fix some typos and errors.
19 May 2001 - Version 6.3:
- Patches 1.08 is out now, update all info based on this new
patches. I plan to update this FAQ again after the new patches
out (Blizzard want to fix the bug in 1.08 soon)
30 May 2001 - Version 6.31:
- Patches 1.08b is out now. Update the Patches section.

iii) Future editions
I MAY : - Add Global Strategies
- Add Unit Strategies section
(some people asked me to write this sections)
- More detailed unit's speed
(It's hard to check, especially some unit have
acceleration)
I WILL NOT: - Add Campaign Strategies
- Add Map Editor guides

iv) Credits
- Blizzard, for making a great game for me to play.

- Jeff "CJayC" Veasey (GameFAQs webmaster), for hosting my FAQ,
GameFAQs is truly a good website for game guides and other
game-related info!

- Camelot Systems, for making StarDraft SE. A great program for
StarCraft.

- My Cousin (ARC) and my friend (A Ceng), for lent me Starcraft CD.
- My little brother (Lunar Ray), for a great inspiration for making
this FAQ.
Some very useful info in this FAQ is from him.
- Zack Culver (zman7681@bellsouth.net) for corrections in Psionic
Storm. (small correction but very important!)
- Kaminari11@aol.com for his major suggestions and corrections.
- "z.f." at for few additional informations.
- James Harsono at for few additional
informations.
- "Andrew Lang" at for useful information
about Spider Mine.
- "Jason and Alison Overstreet" for some
tips.
- CyberSlag2000@aol.com for few corrections and additions.
- Poison for the whole new Hot keys section.
- Tim Hutchison for few notes on Nuclear.

v) How to get this FAQ

You can get this FAQ only in these sites:
- http://www.gamefaqs.com
- http://DLH.Net
- http://www.gameunited.com
- http://www.lfreespace.com/game/project86/
- http://www.actiontrip.com

If you want to check my newest FAQ, please check www.gamefaqs.com
first, because I will send my newest FAQs to GameFAQs before other
sites.
If you host my FAQ in your website and I already has give you
my permission but your site is not listed, please inform me with
email (sorry for this inconvenient). Note that I add your site in
the next revision, so it may be rather late.

*******************
I - Special Ability
*******************
One of the most interesting aspects in the game is the Special Ability
that the units have. Many people who can play Starcraft know well that
Special Ability can not be neglected. (May be except those who always
rush). This section explains the description and strategies of Special
Abilities in all three races.

Notes:
Cost : Cost for unit to use the ability (e mean energy)
Range : The ability range (some abilities used by the unit itself, so
they have no range).
Upgrade : Building where you must research the ability, and the cost
needed to upgrade.
If no upgrade listed, the the ability is the initial special
ability that doesn't need to be researched.
BT : Build Time, or time needed to research the ability.
(Higher number mean longer time)

1) Terran Special Ability
-------------------------
1.1) Stim Packs
Cost : 10 Health
User : Marine, Firebat
Research : Academy (100 Minerals, 100 Gas, 80 BT)
When used will double the Marines/Firebats attack rates, and also
increase their speed significantly.
- If your Marine/Firebat has less than 10 HP, he cannot use Stim Packs.
- You can use Stim Packs multiple times, but the effects are not
cumulative. (Only one Stim Pack is active at one time)
- Stim Packs are not permanent effect, after a few seconds
Marines/Firebats revert to their normal state.
- Stim Packed Marines/Firebats can win battles that you thought
impossible, use this when you're defending from/attacking a large group
of enemy or powerful enemy.
- Stim Packed Marines are best to attack enemy's Mutalisks.
- Stim Packs can be used to run from Hydralisk and other units chasing
down your marines/firebats. But better find some protection soon, since
stimpack effect dissipates rather quickly.
- Before patches 1.04 or Broodwar, Stim Packed Firebat would only
increase speed, but not attack rates.
- Use Stim Pack before enemy comes near you or before you attack the
enemy, so the effect of Stim Pack still exist when your medic heals
your army to full HP.
- If you use firebats rush, research Stim Pack before U-238 Shell.


1.2) Deploy Spider Mines
Cost : None, but only 3 mines/Vulture
User : Vulture
Research : Machine Shop (100 Minerals, 100 Gas, 80 BT)
Vultures can deploy spider mines (Each Vulture only has 3 mines and
they can't be replaced). Vulture must stop in an area briefly to deploy
it. When deployed, the mine will take a second to burrow, and it is
vulnerable during burrowing time. Once burrowed, friendly units can see
the mine, but the enemy units can't (unless using Detector). Any enemy
Ground Units (but not Hovering units) that enter the Mine sight range
(3) will activate it. The mine will pop up of the ground and attempt to
run into target, and explode. It will damage any unit within short
radius.
- Spider Mines have 125 damage, amd have splash damage that can hit
friendly units.
- Air units and Hovering units will not trigger the mines, but Hovering
units can take damage from the splash damage.
- Spider Mine is not detector, but it can chase cloaked Ghost.
- Units that are NOT set off Spider Mines: All air units, Probe,
Archon, Dark Archon, Vulture, Drone, and SCV.
- Spider Mines can be attacked while chasing enemy, and will not
explode if destroyed with this way.
- Air units can spot burrowed Spider Mines. (Old Starcraft version)
Newer patches make Spider Mines can't be detected with air units
anymore, but I don't know after what version.
- If you use Optic Flare on your Spider Mines, It CAN make them more
effectively, because it will explode when enemy units step on it. If
you don't do so, the enemy might shoot it down and you'll have a wasted
mine.
- Before patches 1.05, Spider Mine isn't affected by Disruption Web.
- Before patches 1.05, Spider Mine research needs 150 Minerals and 150
Gas.

1.3) Siege Tech
Cost : None
User : Siege Tank
Research : Machine Shop (150 Minerals, 150 Gas, 80 BT)
Siege Tech will allow all Siege Tanks to have ability go into Siege
Mode (and revert back into Tank Mode). In Siege Mode, Tanks cannot
move, but it will greatly increase attack ranges and also attack
damage.
- Tank in Siege Mode can't enter Dropship (or other Transport).
- Tanks need some time to transform into Siege Mode and vice versa.
- In Siege Mode, Tank has more attack range than its sight range.
- In Siege Mode, Tank cannot attack units/buildings that are in 2
matrices. In the other words, it cannot attack units that are next to
it.
- If a unit gets too close to a Siege Tank while in Siege Mode, the
tank won't be able to target it. You can use this to your advantage by
having a Dropship/Overlord/Shuttle drop the troops right next to the
tank so it can't fight back.

1.4) Cloaking
Cost : 25e for initial cloaking, 1e/second to remain cloaked
User : Wraith, Ghost
Research (Ghost) : Covert Ops (100 Minerals, 100 Gas, 80 BT)
Research (Wraith): Control Tower (150 Minerals, 150 Gas, 100 BT)
Cloaked units cannot be targeted by enemy units or single-unit special
ability (Like Parasite). Any splash damage and special abilities that
affect multiple units can still attack the target. To target cloaked
units, enemy must have buildings or units that have Detector. Once a
cloaked unit is detected, any units belonging to or sharing vision with
that opponent can target it normally.
- Cloaking for Ghost is called Personnel Cloaking, while Wraith is
called Cloaking Field
- If the energy of cloaked units downs to zero, it will decloak.
- Special ability that can damage cloaked units when they are not
detected: Psionic Storm and Nuclear Strike.
- Special ability that can be used to reveal cloaked units are:
Ensnare, Plague, Maelstorm, Acid Spores (only if the cloaked unit are
in splash effect), EMP Shockwave (will drain cloaked units energy in
area to zero) and Stasis Field (the cloaked unit visible but can't be
attacked).
- Special ability with visible special effect will reveal cloaked units
(Irradiate, Defense Matrix, Lockdown, Ensnare, Plague, Acid Spores, and
others)
- Parasited units are revealed to the owner of the parasite.

1.5) Lockdown
Cost : 100e
User : Ghost
Range : 8
Research : Covert Ops (200 Minerals, 200 Gas, 100 BT)
Targets a mechanical unit to become immobile for 60 seconds. The
affected units can't be controlled in any way (including use special
ability).
- Lock down does not work on buildings.
- Locking down Detector makes it lose its Detector ability.
- Locking down cloaked unit makes it visible.
- Locking down Arbiter cancels its ability to cloak nearby units.
- You can repair Terran units in Lockdown status.
- Units that can be locked down: SCV, Vulture, Goliath, Siege Tank,
Wraith, Dropship, Valkyrie, Science Vessel, Battlecruiser, Probe,
Dragoon, Reaver, Shuttle, Observer, Corsairs, Scout, Interceptor (hard
and worthless), and Carrier.
- It is advised not to research Lockdown when fighting against Zerg
players. All Zergs are biological, thus immune to Lockdown.

1.6) Nuclear Strike
Cost : 1 Armed Nuclear Silo
User : Ghost
Range : 8 or 10 (Ghost's Sight Range - 1)
Units and buildings at the area of Nuclear Strike will lose either 2/3
of their combined maximum Shield and Hit Points or take 500 points of
damage, whichever is greater. The farther the distance, the lesser
damage is received, but almost any unit caught within the blast will be
killed instantly.
- Cancelling a nuke or Ghost killed before finishing its aiming, will
make a nuclear lost.
- The only unit that can survive the Nuclear Blast is Battlecruiser
with full HP. (It survives with small HP left equal to its armor level)
- To nuke Protoss's base, better if you use EMP Shockwave first.
- Two nukes on same target will destroy all buildings or units.
- Burrowed or cloaked units receive no protection against nuke.
- Researching Ocular Implants can increase the nuke ranges.
- Cloaking is highly recommended when you want to use nuclear strike.
- You can also use Defensive Matrix on your Ghost when he tries to
nuke, if he is spotted by enemy.
- Defensive Matrix can protect units from Nuclear Strike by increasing
its HP (+250 non-regenerating shield). So some units can survive from
Nuclear Strike. (Like Ultralisk and Carrier).
- Before Broodwar, burrowed units gains protection from nuclear strike.
- Place nuclear red-point at some units with red colour like Dark
Archon or Firebats to hide your nuclear strike point.
- An armed Nuclear Silo add-on can be captured by other Terran player's
Command Center. As long as the nuclear is not launched, the supplies
(8 supply) are still being deducted from enemy's supply.

1.7) Defensive Matrix
Cost : 100e
User : Science Vessel
Range : 10
Gives 250 Non-regenerating Shield to targeted unit. After about 30
seconds, the effects wear off, even if the shield still has HP.
Defensive Matrix doesn't mean invulnerability, because there is small
damage that can still damage your shielded unit.
- EMP Shockwave can't drain this special Shield.
- Defensive Matrix on a cloaked unit makes it visible.
- Defensive Matrices are not cumulative, placing a new Matrix onto an
old one, means replacing it with the new matrix.
- Defensive Matrix is best used on expensive unit (Siege Tank,
Battlecruiser, Science Vessel), units attacking tower (Wraith), Ghost
ready for nuclear, Dropship trying to unload, or units in battle that
have red/yellow HP (but not too weak).
- Defensive Matrix doesn't prevent Irradiate, but it will slow down the
damage.
- Defensive Matrix can protect units from Nuclear Strike by increasing
its HP (+250 non-regenerating shield). So some units can survive from
Nuclear Strike. (Like Ultralisk and Carrier).
- Defensive Matrix can protect units from Yamato Gun, so it only deals
10 damage (260 - 250).
- Defensive Matrix can protect from Feedback damage, but feedback still
drain the Energy.
- Defensive Matrix cannot protect damage from Plague or Broodling.

1.8) Irradiate
Cost : 75e
User : Science Vessel
Range : 9
Research : Science Facility (200 Minerals, 200 Gas, 80 BT)
Targeted Unit becomes irradiated for 30 seconds. All air and ground
biological units nearby (within 2 matrices) will take damage up to 250
HP of damages. The targeted unit will also take damage if it an
Biological/Organic unit.
- Mechanical units can be irradiated and damage all nearby biological
units, but the targets itself don't receive damage.
- Irradiating more than once on same target doesn't have cumulative
effect. (It's only replacing the old Irradiate), but overlapping
Irradiation can cause more damage if they are near each other.
- You can Irradiate your own units (example: Siege Tank) to protect
them from attacked by enemy biological melee units (like Zealots or
Zerglings). This will make them take damage from irradiation, while
your tank takes damage only by enemies but not by the irradiation
itself.
- Irradiate can't be protected by Defensive Matrix, it's only slowing
down the damage.
- Irradiating a transport doesn't affect the units inside.
- If you Irradiate a biological units, and that unit enters a
transport, then that unit and all biological units in the transport
also take damage. The same also applies to Bunkers.
- Irradiate can be removed by Medic's Restoration.
- Burrowed unit doesn't make units invulnerable to irradiation, they
can be affected by irradiates while burrowing. But when burrowing,
Irradiate doesn't damage any nearby friendly units.
- Irradiated flying units can deal damage to ground units and vice
versa.
- Zerg Eggs are not affected by Irradiate, but the new zerg unit
hatched from the Egg will retain it's irradiated status.
- Units take no damage caused by irradiation if in the Stasis Field.
- Unit that can be Irradiated: All Zerg units, SCV, Marine, Firebat,
Medic, Ghost, Zealot, High Templar, Dark Templar.
- Before patches 1.08, Irradiate research cost: 150 Minerals and
150 Gas.

1.9) EMP Shockwave
Cost : 100e
User : Science Vessel
Range : 8
Research : Science Facility (200 Minerals, 200 Gas, 120 BT)
Fires an EMP missile that explodes in short 3x3 matrices area. Any
units or buildings in the area will have its shield and energy reduced
to zero.
- EMP Shockwave best used on Protoss units and buildings or enemy
Spell-casters.
- EMP Shockwave can make Archon and Shield Battery become weak and
almost unusable.
- EMP Shockwave can make cloaked Wraiths and Ghosts visible by draining
their energy to zero.
- Science Vessel that using EMP Shockwave is immune to its own effect,
but not the friendly units nearby.

1.10) Yamato Gun
Cost : 150e
User : Battlecruiser
Range : 10
Research : Physics Lab (100 Minerals, 100 Gas, 120 BT)
The Battlecruiser can fire an energy blast to targeted unit or
building, and it deals 260 damage to the target.
- The Yamato Gun has longer range than Battlecruiser sight range.
- Once charged (if not cancelled by special circumstances), Yamato Gun
will always hit, and can't be avoided even by the fastest unit.
- Once charged, Yamato Gun can't be canceled by EMP Shockwave.
- Yamato Gun can be cancelled if Battlecruiser is affected in Stasis
Field, Battlecruiser is locked down, or the Battlecruiser is destroyed.
- Yamato Gun can be cancelled if the target destroyed, cloaks, burrows,
or is in Stasis Field.
- A single blast of Yamato Gun can destroy a Photon Cannon or Missile
Turret, but Spore Colony needs two blasts.
- You can select multiple Battlecruisers and fire Yamato Gun
simultaneously to greatly increase damage.
- Yamato Gun also can be avoided with targeted unit entering a transport
or bunker.
- Yamato Gun can be avoided by use Recall on targeted unit (need very
precise timing).
- Defensive Matrix can protect units from Yamato Gun, so it only deals
10 damage (260 - 250).
- Yamato Gun can also be cancelled by using Mind Control on
Battlecruiser ready to fire Yamato Gun
- Before patches 1.04/Broodwar, the damage is only 250.
- Before patches 1.08, Yamato Gun research cost: 200 minerals
and 200 gas.

1.11) Scanner Sweep
Cost : 50e
User : Comsat Station Addon
Range : Unlimited
Targeted area in map (20x20 matrices) becomes visible for 15 seconds.
It also serves as Detector in that area.
- You can use shotcut keys for Comsat (Ctrl-#) and use # for quick
Scanner Sweep.
- You can use Scanner Sweep immediately after the Comsat Station Addon
construction finished.
- Comsat Station has maximum 200 energy.
- Comsat Station is the most safe scouting tools, use this to check the
enemy's strategies often and also check expansion sites.
- Comsat Station can be used to detect cloaked and burrowing units
because it serves as Detector, but don't rely on this too much because
it only detects for short time.
- Scanner Sweep used on a terrain can be seen by all player (a circling
blue stars).
- It's always better to save 50 energy to Comsat Station for Scanner
Sweep in critical moment.
- Before Broodwar/patches 1.04, Scanner Sweep costs 75 energy.

1.12) Heal
Cost : 1e per 2 HP healed
User : Medic
Range : 2
Medic automatically heals any nearby friendly or allied biological
ground units. If that unit damaged is in her sight range, she will
automatically move near that target and heal it until its HP is full or
her energy is zero, you can command her not to heal if you want to.
- A damaged unit can only be healed by one Medic at a time. Because of
this, you can't increase the speed of recovery.
- Medic can heal: SCV, Marine, Firebat, Ghost, Medic, All Zerg ground
units, Zealot, High Templar, Dark templar, and Civilian (for special
missions only).
- Medic can't heal their wound by herself, but few Medics can heal each
other.
- Medic can't heal unit inside transports or bunkers. To heal them
unload the units first.
- Medic automatically heals allied units, and makes her very useful in
multiplayer games.
- Medics are usually combined with Marines and/or Firebats, so they can
survive longer and use Stim Packs more often.
- Medic usually be placed in workers area (yours or allied workers), to
automatically heal them when they're in danger to survive a surprise
attack.

1.13) Restoration
Cost : 50e
User : Medic
Range : 6
Research : Academy (100 Minerals, 100 Gas, 80 BT)
Restoration cures any harmful effects on target unit, except Stasis
Field.
- Restoration best used to remove permanent effect like Parasites and
Blind.
- Although Medic can cure most of area effects, but she can only cure
one unit at a time.
- Medic doesn't cure automatically, like Heal.
- Harmful effect that can be restored by Medic: Lockdown, Optic Flare,
Irradiate, Devourer Acid Spores, Plague, Ensnare, Maelstorm, and
Parasites.
- Medic cannot remove the effects of Defensive Matrix and Stasis Field.
- It is advised NOT to research Restoration when fighting against
Protoss. What kind of effect do you expect to restore from a Protoss
player? The researched Restoration only gives advantage to enemy's Dark
Archons when they steal your medic.

1.14) Optic Flare
Cost : 75e
User : Medic
Range : 9
Research : Academy (100 Minerals, 100 Gas, 120 BT)
Targeted unit becomes Blind, their sight range decreased to 1
permanently (unless cured by Medic). It also loses its detection
ability (only if it has detector ability).
- If you're facing Terrans, Optic Flare may not be that useful because
they also have Medics. But if they don't research Restoration, you can
use Optic Flare to blind their Science Vessel, Siege Tank, Dropship,
Valkyrie or Battlecruiser.
- Protoss and Zerg can't remove Blind status. But Protoss can Mind
Control your Medics to cure Blind Status (if you have researched
Restoration).
- If the enemy uses multiple units, you must blind all of them for
Blind status to work. So Optic Flare is not useful for 'Rush'ing unit
(example: Hydralisk)
- Optic Flare is very effective against High Templar, Dark Archon,
Queen, and Defiler, because they now need other unit to spot for them
before they can use their abilities.
- Optic Flare is also effective against Carrier, Arbiter, Lurker,
Devourer, Dark Templar, Reaver, and Shuttle. Because their sight range
is dramatically decreased.
- Optic Flare is very useful to use on Overlord, because this makes
Zerg's Overlord become useless in combat. Science Vessels and
Observers can be blinded, but not that useful, because Terrans have
Medics, and Observers are hard to find, easier to destroy than to
blind.
- Medics with Optic Flare and/or Ghost trying to nuke is a very good
combo against Zerg's players. Use Optic Flare to blind all the nearest
or coming Overlord trying to detect the cloaked Ghost, and without
detector, the Ghost can't be attacked.
- Beside reducing unit's sight range to 1 Matrix, Optic Flare also
reduces the casting range of these following special abilities: Mind
Control, Defensive Matrix, Feedback, and Hallucination. Those special
ability's range are reduced to 1 Matrix. Best use against
Dark Archons.
- Blinded Drone that morph into a building will make that building has
blind status (the building have 1 sight range) With this, you can blind
a Spore Colony by blinding a drone which will morph into Spore Colony.

2) Zerg Special Ability
-----------------------
2.1) Burrowing
Cost : None
User : Drone, Zergling, Hydralisk, Defiler, Infested Terran
Research : Hatchery/Lair/Hive (100 Minerals, 100 Gas, 80 BT)
Almost all Zerg's ground unit can burrow underground, and while they
burrow, they can't be seen by enemy units until detected. There is a
little time for a unit to burrow, so sometimes units can't burrow when
being heavily attacked..
- Burrowed unit can be attacked by Psionic Storm and Nuclear Strike
even when they are not detected.
- Burrowed unit can only be detected by unit with Detector.
- While Special Ability like Ensnare, Plague, and Stasis Field can be
used to detect cloaked units, they can't be used to detect burrowed
units.
- Larva, Ultralisk, and Broodling can't burrow.
- Lurker can burrow even you don't research burrow. And its the only
Zerg's unit that can attack while burrowed.
- Burrowed units are usually used to scout and guard an expansion set
or choke points.
- Even if the enemy has a Detector near your burrowed Zerg units, they
may not see them. The small hole that shows a burrowed unit is hard to
see, espically on Ash World maps. They can also be hard to click on, so
you might consider hot-keying them.

2.2) Parasite
Cost : 75e
User : Queen
Range : 12
Targeted unit that affected by parasites can always be seen by the
owner of parasite (It serves as reconaissance purpose).
- If parasited units have a cloak or burrowing ability, they always be
seen by the owner of parasite when cloaking or burrowing.
- If parasited unit has Detector ability, it also serves as detector
for the owner of parasite. All nearby cloaked or burrowed unit can be
seen by the owner of parasite.
- The owner of affected unit can detect Parasite in two ways: When the
unit is selected as a part of group it will have a green border on
unit's wireframe, and when the parasited unit selected it will display
"Parasite Detected" in the unit statistic.
- The only way to remove Parasite from a unit is using Medic's
Restoration or destroy the host.
- Parasited Zerg Drone can remove the parasite by morphing into
building.
- A few effective targets for parasites are Detectors (Overlord,
Science Vessel, Observer), Transports (Dropship, Shuttle), Spellcasters
(Ghost, Defiler, Queen, Dark Archon, High Templar), expensive units
(Siege Tank, Carrier, Devourer, Guardian, Arbiter, Battlecruiser), or
Wraith (before cloaked).
- A smart player can used his/her parasited units as a decoy attack,
pretending he/she doesn't know that the units are parasited.
- If the enemy has a "Hero" they have to keep alive, Parasiting that
unit is VERY useful. They can't just kill the unit, and if they aren't
Terran they can't get rid of the Parasite. There are very few times
this is useful, but every now and then it comes up... Note that this only works in Campaign or maps with Use Map
Settings.
- Enter your parasited unit to bunkers, shuttles, overlord, or
dropships to hide your parasited unit from your enemy.
- Use Parasites on the NPC creatures that populate the map. This
serves as excellent reconnaissance, especially when you get the flying
pterodactyl-like creatures (Kakaru). Most people don't think to click
on them to see the "parasite detected" message and therefore, don't
realize they're spies.

2.3) Ensnare
Cost : 75e
User : Queen
Range : 9
Research : Queen's Nest (100 Mineral, 100 Gas, 80 BT)
Queen releases a sticky fluid to an area of 4x4 matrices, and any units
in the area become slower in movement (in half) and attack rates (very
little and almost unnoticed) and last approximately for 40 seconds.
- Ensnare can be used to detect cloaked enemies (but not burrowed
enemies) like Wraith, Ghost, Observer, and Dark Templar. It can be very
effective to decloak enemy within the Arbiter Cloaking Field.
- Ensnare can be used on a large group of Marine/Firebat when they are
using Stim Pack, this will nullify the Stim Pack effect.
- Ensnare fast flying units (Scout), so you can Scourge them.
- Ensnare can be used to fight enemy that use hit-and-run tactics.
- Ensnare doesn't affect Queen who casts it.
- Ensnare can be used for Queen to run by slowing down enemy's Corsair,
Scout, Wraith, Mutalisk, or Scourge trying to chase.
- Ensnare works really well on Battlecruisers, Guardians, and Carriers.
The first two are slow enough already, and if the Battlecruiser is
slowed down, you can try to kill the Battlecruiser before it can Yamato
you. If you target it right, you can ensnare the Carrier and most of
it's Interceptors, which is very useful.

2.4) Spawn Broodling
Cost : 150e
User : Queen
Range : 9
Research : Queen's Nest (100 Mineral, 100 Gas, 80 BT)
Targeted non-robotic ground unit is destroyed and become a pair of
Broodling.
- Broodlings created by Queen's ability have the same melee and
carapace upgrade with other ground unit.
- Broodling has 120 energy, and it will die if the energy becomes zero.
(this isn't affected by EMP Shockwave)
- Prime targets for Broodling are High Templar with Psi Storm, Siege
Tank, and Ultralisk (the most common units to be targeted by this
ability)
- There are also a few targets for Spawn Broodling: Enemy spellcasters
(Defiler, Ghost, High Templar), Air Support Units (Goliath, Dragoon),
Lurkers, and enemy's expensive units.
- Although this ability can target cheap unit like zergling, it is
worthless.
- You can create Queens in large quantity, and use hit and run tactics
with Broodling ability to gain advantage in mid-game (not early and
late game).
- You can Broodling Zerg's mutated larva/egg
- Units that are not affected by Spawn Broodling: All air units, Probe,
Archon, Dark Archon, Reaver, and Spider Mines.
- Before Patches 1.04/Broodwar, the range is only 8.
- Before Patches 1.08, Spawn Broodling cost: 200 Minerals and 200 Gas.

2.5) Infest Terran Command Center
Cost : None (Need halfly or less damaged Command Center)
User : Queen
When there is a badly damaged Terran Command Center (had half or less
HP), a Queen near it will automatically infest it. The Command Center
becomes Infested Command Center under the Queen's owner control with
new full HP. This new building has regeneration ability, can fly like
other Terran buildings, and produces Infested Terran.
- Infested Terran can't hit air targets.
- Queen will automatically infest any Command Center within her sight
range, but you can also manually target her to control the Command
Center.
- Infested Terran is a suicide unit, it deals huge damage (500 damage)
and has splash damage. It can also burrow and have regeneration
ability. This fast unit is a good addition, so infest Command Center if
you have an opportunity.
- In multiplayer games, an allied Terran player usually sacrifices a
Command Center to be infested by his/her Allied Zerg player.
- Player usually uses a Science Vessel to Defensive Matrix an
allied/friendly infested Terran.

2.6) Dark Swarm
Cost : 100e
User : Defiler
Range : 9
Dark Swarm cast by Defiler covers 6x6 matrices area. All ground units
under Dark Swarm are immune to any ranged attacks from ground or air.
But ranged unit from Dark Swarm can still attack from inside the cloud.
It lasts about 60 seconds.
- Ranged unit inside Dark Swarm can't attack other unit inside Dark
Swarm.
- Melee, Splash Damage, and Special ability can still damage unit
inside Dark Swarm.
- Dark Swarm doesn't protect buildings.
- All flying units have ranged attack (except Scourges and Devourers
which can't attack ground unit), so Dark Swarm is a great tool to
protect your unit being attacked from air.
- Almost all Terran units use ranged attack, except Firebat and Siege
Tank in Siege Mode (only splash damage that still deals damage and not
full damage). So they're very vulnerable to Dark Swarm. Zerglings,
Ultralisks and/or Lurkers can destroy a whole Terran base if protected
by Dark Swarm.
- Units that are not affected by Dark Swarm:
Terran Unit: SCV, Firebat, Siege Tank in Siege Mode (Still inflict
Splash damage), Spider Mine (Inflict Direct and Splash damage)
Protoss Unit: Probe, Zealot, Dark Templar, Reaver, Archon (Still
inflict Splash damage)
Zerg Unit: Drone, Zergling, Lurker (Inflict Direct and Splash damage),
Ultralisk, Broodling, Infested Terran (Inflict Direct and Splash
damage)
- Even though Archon's Splash attack is not affected by Dark Swarm,
their attack power will be reduced greatly.
- Dark Swarm's best known combo are the Lurkers. Because Lurker has
ranged splash damage (can attack multiple enemy at once), and it
is very weak against ranged attack or air attack.
The other good combos are the Zerglings and Ultralisks.

2.7) Consume
Cost : None
User : Defiler
Range : 1
Research : Defiler's Mound (100 Mineral, 100 Gas, 100 BT)
Consume instantly gives Defiler +50 energy by sacrificing a Zerg unit.
Defiler can only consume unit within your broods or your teammates.
- Consume will not add energy beyond 200 (or 250 if you research
Metasynaptic Node).
- The size of unit doesn't affect energy gained, so the best unit to
consume is a Zergling or a Broodling.
- Hallucination of Zerg's can't be consumed.
- Larva can be consumed, but the Defiler doesn't gain energy.
- You can consume Zerg Egg.
- Consume can be used on burrowed unit.
- With the proper use of Consume, a single Defiler can cast unlimited
Plague and Dark Swarm. But this requires a good control.
- Consume best used against EMP Shockwave, so the Defiler can recharge
their energy faster when depleted by EMP Shockwave's ability.

2.8) Plague
Cost : 150e
User : Defiler
Range : 9
Research : Defiler's Mound (200 Mineral, 200 Gas, 100 BT)
Defiler can cast Plague on 3x3 matrices target area. All units and
buildings in that area are affected by plague. Plague can hit friendly
or enemy unit/building, it can also affect flying or cloaked units.
Affected unit/building HP will slowly decrease, 25 HP per second for
each affected unit/building. If the target has taken a total 300
damage, the Plague stops. Plague can never kill a unit/building (Plague
continues but will stop if the unit/building has only 1 HP).
- Protoss's units and buildings can be affected by Plague, but this
only reduces their HP and not their shield.
- Plague doesn't affect burrowed unit, unless they are affected before
they burrow.
- Plague is not cumulative.
- Plague on Terran's building is very dangerous, because all Terran
building are burned down when they're in low HP (below 1/3 HP).
- Terran Medic's Restoration ability is the only way to stop Plague
when it is in process.
- Stasis Field can also be used to stop Plague process, though it is
not very effective.
- Plague doesn't effect the Defiler who cast it.
- Plague is best used on Terran's building, because Medic can't restore
the building, while SCV repairing it will cost minerals (it will repair
as long as the plague effect is still working)

2.9) Acid Spores
Cost : None
User : Devourer
Range : 6 (Devourer's Attack Range)
When Devourer attacks, its attack can cause splash effect (but not
splash damage).
Any enemy flying unit in the small area will be affected by Acid
Spores. Acid Spores are cumulative in effects, each spore increases
cooldown in weaponry by 1/8th of the original cooldown value. They also
make the affected units suffer additional damage when being attacked.
(6 Acid Spores mean +6 damage when attacked). Acid Spores will
disappear in time.
- A unit can have maximum 9 Acid Spores. Acid Spores disappear one by
one.
- Devourer's Splash effect doesn't affect friendly units but affect
allied units.
- Devourer's Splash effect can make cloaked unit visibles. (Or target
unit visible when cloaked, if it is attacked first before cloaking).
- A unit with high Cooldown (Battlecruiser, Devourer, Valkyrie) will
suffer greatly because of Devourer's attack. Because 1/8 of their
cooldown is very high number.
- Devourer's Acid Spore can be cured by Medic's Restoration. It cures
all Acid Spores on target unit.
- Acid Spore effect can make enemy flying units more vulnerable,
because 9 Acid Spores can mean +9 damage when attacked.

2.10) Lurker Aspect
Cost : 1 Hydralisk
User : Hydralisk
Research : Hydralisk Den (200 Mineral, 200 Gas, 120 BT)
All of your Hydralisks can morph into Lurkers. Lurkers are the only
Zerg unit that can attack while burrowed (but can't attack if not
burrowed). It's also the only Zerg unit who has splash damage.
- Lurker can burrow even you haven't researched Burrowing.
- A new Lurker will have full health even if the Hydralisk who morphed
to it was badly damaged.
- A newly born Lurker will retain Hydralisk status (Parasited Hydralisk
will morph into new parasited Lurker).
- Lurker needs 2 supplies each, while Hydralisk needs only 1 supply
each. So you may need some new Overlords to have some decent Lurkers
army.
- Lurker attack has splash damage that doesn't damage your friendly
units, but will damage allied units.
- Lurkers are the only Zerg unit that can burrow when heavily attacked
(other Zerg unit will cancel burrowing), but Lurker needs more time to
burrow than other units.
- Any special upgrade to Hydralisk (Grooved Spines and Muscular
Augments) will not change Lurker speed or attack range, even they are
born from Hydralisk.
- Before Patches 1.08, Lurker Aspect cost: 125 Minerals and 125 Gas.

3) Protoss Special Ability
--------------------------
3.1) Psionic Storm
Cost : 75e
User : High Templar
Range : 9
Research : Templar Archives (200 Minerals, 200 Gas, 120 BT)
High Templar can unleash Psionic Storm in target 3x3 matrices area. Any
unit within this area will suffer damage. Its affect all units,
friendly or not, flying or not.
- Psionic Storm doesn't affect any buildings.
- Psionic Storm deals all unit in the area with 128 damage and ignores
units' armor and other upgrades.
- Psionic Storm can hit cloaked or burrowing units.
- Psionic Storm can't affect units in Stasis Field.
- Unit inside Bunkers can't be affected by Psionic Storm.
- Unit inside Transport cannot be affected by Psionic Storm, but the
transport can be destroyed by the Storm, and all units inside will die.
(Thanks to Zack Culver for correcting the mistakes.)
- Psionic Storms aren't cumulative, so casting multiple Storms at once
doesn't increase damage.
- Psionic Storms can affect the High Templar who casts it.
- You can cast immediately cast Psionic Storm from a High Templar when
unloaded from a transport, and quickly enter the transport again.
- High Templar is small enough, so he can hide behind the tree and cast
Psionic Storm.
- Units with full HP that dies when attacked by Psionic Storm (the unit
must affected by Psionic Storm from beginning to the end of duration):
Terran units: SCV, Marine, Firebat, Medic, Ghost, Wraith, Vulture,
Goliath, Dropship, Spider Mine
Zerg units: Larva, Drone, Zergling, Hydralisk, Lurker, Mutalisk, Queen,
Defiler, Scourge, Broodling, Infested Terran
Protoss units: Probe, High Templar, Dark Templar, Observer
- Units that need 2 Psionic Storms to be killed in full HP: Overlord,
Siege Tank, Devourer, Guardian, Dropship, Valkyrie, Science Vessel,
Zealot, Dragoon, Dark Archon, Shuttle, Corsair, Scout, Reaver
- Units that need more than 2 Psionic Storms to be destroyed in full
HP: Ultralisk (4), Battlecruiser (4), Carrier (4), Archon (3),
Arbiter (3)
- One High Templar must cooldown after casting Psionic Storm and before
casting another Psionic Storm.
- Two or more templars can cast multiple Psionic storm, this can be
used to fight large group of enemy (benefit from larger area, not
overlapping psi storm)

3.2) Hallucination
Cost : 100e
User : High Templar
Range : 7
Research : Templar Archives (150 Minerals, 150 Gas, 80 BT)
Hallucination creates 2 illusions of any unit that can be controlled by
High Templar's owner that casts this. Targeted unit can be anything,
friendly, opponent, or even critter. Hallucination units appear just
like their original units, except the owner who can see the units as
light blue units.
Hallucination units are limited into 5 basic commands: move, attack,
patrol, hold position, and stop. When this unit ordered to attack, they
look like attacking, but their attack does no damage.
- Hallucination unit will disappear in 180 seconds (their energy), or
when they are destroyed.
- Hallucination unit takes double damage from attacks.
- Hallucination unit disappears if enemy units cast special ability on
them.
- Hallucination unit of Zerg's unit cannot be consumed.
- Hallucination can be used for decoys, to make enemy units attack the
illusions, while the real unit can perform their duty. (Usually Shuttle
for transport, Carrier and Arbiter). They can also make enemy units
fire at the illusions while the real units attack them.
- For cheap scouting, hallucination units are very useful. You can send
them into dangerous area without fear of losing costly units. You can
seek enemy weak points, what is their main forces, or just seeking
their expansion base with free hallucinated units.
- Intimidation is one good tactic for hallucination. An enemy attacked
by 30 Hallucinated Archons, Carrier, or even 40 Dragoons will be very
surprised and confused. Just remember too included some real units to
improve the illusions. while enemy is confused, just use your real
forces to attack from other direction.
- Hallucinated unit doesn't have any special ability. So hallucinated
Shuttle can't load or unload units, Observers can't cloak, and Carrier
can't have any interceptors.
- In single player mission, a hallucinated Dark Templar controlled by
the computer can not be seen by human player.
- If the unit that had Hallucination cast on it had no regular attack
(like a Medic, Defiler, or High Templar) then the Hallucination won't
either.
- Hallucinated units can't be recalled by Arbiter.
- Hallucinated High Templars are used to lure enemy's Queen's
Broodling.
- Before patches 1.04/ BroodWar Hallucination's cost are 125.
- Before patches 1.08 Hallucination's research cost: 200 Minerals,
200 Gas, and 120 Build Time.

3.3) Summon Archon
Cost : 2 High Templar
User : High Templar
Two High Templars can meld into single powerful Archon that has 350
Shields and 10 HP. Archon is powerful and can attack enemy ground and
air units.
- Use this when you have exhausted High Templar's energy or need
powerful units for combat.
- When one of your High Templars has a damaged HP, and the other is
with full HP, the Archon they formed has a full HP. But if two of them
have damaged HPs, the Archon summoned will also have damaged HP.
- Archon Summoning can't be cancelled.

3.4) Permanent Cloaking
Cost : None
User : Dark Templar, Observer
Observers and Dark Templars have permanent cloaking. They always cloak
and don't need energy like Terran Ghost or Wraith. Only hallucinated
Observers and Dark Templars that aren't cloaked. For more information
on cloaking, look at Cloaking in Terran Special Ability sections.
- Parasited Dark Templar and/or Observer will lose their cloaking
ability, only for the owner of parasite.

3.5) Summon Dark Archon
Cost : 2 Dark Templar
User : Dark Templar
Two Dark Templars can meld into single Dark Archon that has powerful
Special Abilities. Dark Archon can't attack, but their ability is
feared by the enemy.
- When one of your Dark Templars has damaged HP, and the other is with
full HP, the Dark Archon they formed has a full HP. But if two of them
have damaged HP, the Dark Archon summoned will also have damaged HP.
- Summon a Dark Archon when your Dark Templars are badly damaged. Just
find a safe place to summon Dark Archon.
- Dark Archon Summoning can't be cancelled.

3.6) Feedback
Cost : 50e
User : Dark Archon
Range : 10
Targeted enemy unit that has energy will be depleted. And that unit is
damaged equal to the energy lost.
- If the targeted unit has more energy than its HP, then Feedback will
kill that unit.
- Feedback doesn't affect buildings that have energy (Comsat Station
and Shield Battery).
- Feedback doesn't affect units that have no energy.
- Unit that can have Feedback to use against them: Medic, Science
Vessel, Ghost, Battlecruiser, Wraith, Queen, Defiler, High Templar,
Corsair, Arbiter, and Dark Archon.
- Feedback is quite a 'fast spell' (fast animation), you could gain
advantage by using this against Science Vessel trying to EMP you. Do
not use this for BattleCruiser trying to Yamato you, it is unaffected
(feedback only drain it's remaining Energy).
- Kills enemy's Corsair, Wraith, Science Vessel, Queen, Defiler, Ghost,
Medic, Dark Archon (if enemy research +50 energy), and/or High Templar
using only 50 energy (quite cheap) using feedback. 5 Wraith can be
killed by only ONE Dark Archon.

3.7) Maelstrom
Cost : 100e
User : Dark Archon
Range : 10
Research : Templar Archives (100 Minerals, 100 Gas, 100 BT)
All biological flying or ground units in the target area of effect (3x3
matrices) will be paralyzed (can't attack, move, or use special
abilities) for several seconds.
- Maelstrom can be cast to reveal and immobilize cloaked units (Ghosts,
Dark Templar, or biological units that hide under Arbiter Cloaking
Field).
- Maelstrom can't be used to detect or used on burrowed units.
- Maelstrom is best used against Zerg, because all Zerg units are
biological.
- Maelstrom and Psi-storm are good combination, but beware, Maelstrom
effect are quite fast disappearing.

3.8) Mind Control
Cost : 150e + All Shields
User : Dark Archon
Range : 8
Research : Templar Archives (200 Minerals, 200 Gas, 120 BT)
Dark Archon can permanently control any enemy or neutral units (for
example: critters).
Controlled unit is permanent and can't be reversed. If Dark Archon
succeeds in Mind Controlling an enemy unit, it loses all its shield.
- Each unit that is successfully mind controlled will have their own
supply requirements. (Supply Depot for Terran, Overlord for Zerg, and
Pylon for Protoss).
- You can control enemy worker (SCV, Probe, Drone), so you can build an
entire colony with it. But remember they need different supply. With
this, you can have a maximum 600 units under your command (maximum 200
units for each race).
- You aren't limited by supply when you mind controlled enemy unit, so
your supply may be exceeded the supply you possess. But this mean you
can't produce new units until you have sufficient supply.
- Unit that can't be controlled: Spider Mine, Larva, Scarabs, and
Interceptors.
- When you are Mind Controlling a transport (Shuttle, Overlord,
Dropship), you gain control of all its carried units.
- Hallucination Unit will die if Mind Controlled.
- Once controlled, all enemy's command queue will be cancelled (when
you Mind Control enemy Battlecruiser moving to your base, the move
command is cancelled). The only exception is Ghost that has targeted a
spot for Nuclear Strike (you can cancel or continue nukes manually).
- Mind Control transfers any special unit upgrades that an affected
unit has achieved (but not weapon, armor, and shield upgrades) to the
player that used Mind Control.
Example: if you Mind Control an Arbiter with Recall ability, then all
your existing Arbiters will gain Recall. This also means that you have
researched Recall ability.
- The only elements that are not transferred when you Mind Control
enemy unit are the map knowledge.
- Mind Control doesn't override any tech tree you have. So if you Mind
Control a Dragoon, but you don't have Cybernetic Core, you still not
able to build Dragoons.
- When you Mind Control a Ghost, if you don't have a Nuclear Silo
attached to Command Center, you can't use Nuclear Missiles (except when
you are controlling Ghost while he is targeting for Nuclear Strike).
- Mind Controlled Critters will wander to and fro if they receive no
order.
- Enemy will still attack your Mind Controlled critters automatically
(because they're not neutral units anymore).
- Mind Controlled Kakaru will move slower after they are mind
controlled.
- Mind Controlled Dark Archon will have no mana immediately after it
mind controlled.
- The only way to revert back Mind Controlled units is to Mind Control
them again.

3.9) Disruption Web
Cost : 125e
User : Corsair
Range : 9
Research : Fleet Beacon (200 Minerals, 200 Gas, 80 BT)
Corsair can cast a Disruption Web on target area. All ground units and
buildings in the area affected by the Web cannot attack. Disruption Web
will disappear after a while.
- Disruption Web can be cast on defensive buildings (Missile Turret,
Bunker, Photon Cannon, Sunken Colony, and Spore Colony) to make that
building unable to attack.
- Ground units inside Web can't attack but can be attacked by enemy not
in the Web area.
- Ground units inside Web can still move and use any special ability.
- Disruption Web is useful to break out heavily defensive area (Siege
Tank/Bunker/Missile Turret combos). It can also be used to force a safe
way in island war, that is usually guarded by defensive buildings along
coasts.

3.10) Recall
Cost : 150e
User : Arbiter
Range : Infinite
Research : Arbiter Tribunal (150 Minerals, 150 Gas, 120 BT)
When Arbiter casts Recall, all friendly units within target area (5x5
matrix) will be teleported/transported into casting Arbiter location.
- Recall affect your units and your team mates' units but not allied
units.
- Recall can affect other units race (Zerg or Terran), as long as it is
your own units (or your team units).
- Recall doesn't remove any unit's status. Units Recalled are still in
their current state (when you recall an Irradiated unit, it is still in
Irradiated status).
- If Arbiter uses Recall on impassable terrain, only air units that are
being recalled, all ground units are not recalled.
- Arbiter can't recall unit that in Stasis Field.
- Arbiter Recall ability can be used as offensive purpose. Offensive
means transport your units into enemy's base for attack. This is best
used on islands warfare, or to reach hard-to-get locations for ground
units.
- You can transport damaged units (usually Carrier, Archon, Dark
Archon, or other Arbiters) back into your base to Recharge their shield
in Shield Battery.
- Recalled siege tank in siege mode, will siege mode again after
recalled.
- Before patches 1.08, Recall research time: 166.

3.11) Stasis Field
Cost : 100e
User : Arbiter
Range : 9
Research : Arbiter Tribunal (150 Minerals, 150 Gas, 100 BT)
All units in the 3x3 matrices area around the point of casting will be
trapped in Stasis Field for 40 seconds. While trapped, these units
can't attack, move, use special ability, or being damaged.
- Stasis Field can be used to detect cloaked but not burrowed enemies.
- Units in Stasis Field still gain their energy, and they still
regenerate their HP (for Zerg) and shields (for Protoss).
- Unit in Stasis Field can't be repaired.
- Stasis Field is often used to freeze a large group of enemies so
greatly decrease their powers. Example: You are attacked by 30
Hydralisks. With Stasis Field, you can cut their numbers and paralyze
13 Hydralisks. Destroying them is now much easier.
- You can also use Stasis Field for protecting your own units. Example:
Your Carriers are being attacked heavily and almost destroyed and near
its there is no friendly units to help. To retreat will be too late.
Just Stasis Field them. The Carriers are safe (they can't be attacked)
for a moment, while you can send reinforcements to defend.
- Stasis Field also works for High Templars and Dark Archons. If they
have no energy points left to cast anything and are in danger, then
cast Stasis Field on them to protect them. They will be safe in there
and replenish their energy.
- You can also use Stasis Field to protect you units from enemy special
abilities like: Plague (wait until the effect is wear off), Psionic
Storm, Spawn Broodling (if cast before Spawn Broodling is used),
Nuclear Strike, Irradiate, and other special abilities.
- You can use Stasis Field on enemy workers, this will greatly slowly
their economic powers.

3.12) Cloaking Field
Cost : None
User : Arbiter
All units within Arbiter Ranges are automatically in cloak status. This
doesn't need energy.
Note: Cloaking Field in this section does not refers Cloaking Field
belonging to Wraith. What is in a name? by Shakespeare :)
- Cloaking Field can cloak all of your friendly or teammate units, but
not your ally units.
- Cloaking Field also works on other unit races.
- Cloaking Field can be cancelled if you Arbiter is Locked Down or in
Stasis Field.
- For more information on cloaking, look at Cloaking in Terran Special
Ability section.
- Arbiter doesn't cloak itself, and two Arbiters can't cloak each
other.
- If you Recall a unit under your Arbiter, it will be cloaked. This way
the enemy can't tell that you Recalled a unit. If you send a single
Arbiter and the enemy detects under it with Comsat Sweep or sends a
Detector out, they won't find anything until it is too late.


************
II - Upgrade
************

1) Energy Upgrades
------------------
All energy upgrades will add unit's energy capacity by 50.

Upgrade Unit Race Time Mineral Gas Building
-----------------------------------------------------------------------
Gamete Meiosis Queen Zerg 166 150 150 Queen Nest
Metasynaptic Node Defiler Zerg 166 150 150 Defiler
Mound
Titan Reactor Sc. Vessel Terran 166 150 150 Science
Facility
Moebius Reactor Ghost Terran 166 150 150 Covert Ops
Apollo Reactor Wraith Terran 166 200 200 Control
Tower
Colossus Reactor Battlecruiser Terran 166 150 150 Physics Labs
Caduceus Reactor Medic Terran 166 150 150 Academy
Khaydarin Amulet High Templar Protoss 166 150 150 Templar
Archives
Khaydarin Core Arbiter Protoss 166 150 150 Arbiter
Tribunal
Argus Jewel Corsair Protoss 166 100 100 Fleet Beacon
Argus Talisman Dark Archon Protoss 166 150 150 Templar
Archives

2) Weapon, Armor, and Shield Upgrades
-------------------------------------
All Upgrades have maximum 3 times to upgrade.
TF means Time Factor and CF means Cost Factor.
Example:
First Zerg Carapace needs 150 Minerals and Gas to upgrade, it has 75
Cost Factor, so if you upgrade it the second time, it will need
225 (150+75) Minerals and 225 (150+75) Gas.

2.1) Zerg Upgrades
Upgrades Time Mineral Gas TF CF Building
--------------------------------------------------------------------
Zerg Carapace 266 150 150 32 75 Evolution Chamber
Zerg Flyer Carapace 266 150 150 32 75 Spire/Greater Spire
Zerg Melee Attacks 266 100 100 32 50 Evolution Chamber
Zerg Missile Attacks 266 100 100 32 50 Evolution Chamber
Zerg Flyer Attacks 266 100 100 32 75 Spire/Greater Spire

Upgrades Units
-----------------------------------------------------------------------
Zerg Carapace Drone, Zergling, Hydralisk, Lurker, Broodling,
Ultralisk, Defiler, Infested Terran
Zerg Flyer Carapace Overlord, Mutalisk, Scourge, Queen, Guardian,
Devourer
Zerg Melee Attacks Zergling, Broodling, Ultralisk
Zerg Missile Attacks Hydralisk, Lurker
Zerg Flyer Attacks Mutalisk, Guardian, Devourer

2.2) Terran Upgrades
Upgrades Time Mineral Gas TF CF Building
---------------------------------------------------------------------
Terran Infantry Armor 266 100 100 32 75 Engineering Bay
Terran Vehicle Plating 266 100 100 32 75 Armory
Terran Ship Plating 266 150 150 32 75 Armory
Terran Infantry Weapons 266 100 100 32 75 Engineering Bay
Terran Vehicle Weapons 266 100 100 32 75 Armory
Terran Ship Weapons 266 100 100 32 50 Armory

Upgrades Units
-----------------------------------------------------------------------
Terran Infantry Armor SCV, Marine, Firebat, Medic, Ghost
Terran Vehicle Plating Vulture, Goliath, Siege Tank
Terran Ship Plating Wraith, Dropship, Valkyrie, Science Vessel,
Battlecruiser
Terran Infantry Weapons Marine, Firebat, Ghost
Terran Vehicle Weapons Vulture, Goliath, Siege Tank
Terran Ship Weapons Wraith, Valkyrie, Battlecruiser

2.3) Protoss Upgrades
Upgrades Time Mineral Gas TF CF Building
----------------------------------------------------------------------
Protoss Armor 266 100 100 32 75 Forge
Protoss Plating 266 150 150 32 75 Cybernetics Core
Protoss Ground Weapons 266 100 100 32 50 Forge
Protoss Air Weapons 266 100 100 32 75 Cybernetics Core
Protoss Plasma Shields 266 200 200 32 100 Forge

Upgrades Units
-----------------------------------------------------------------------
Protoss Armor Probe, Zealot, Dragoon, Reaver, High Templar,
Archon, Dark Templar, Dark Archon
Protoss Plating Scout, Corsair, Shuttle, Observer, Carrier,
Interceptor, Arbiter
Protoss Ground Weapons Zealot, Dragoon, Dark Templar, Archon
Protoss Air Weapons Scout, Corsair, Interceptor, Arbiter
Protoss Plasma Shields All Protoss Units and Buildings

3) Miscellaneous Upgrades
-------------------------
Upgrades Units Time Mineral Gas Upgrade
----------------------------------------------------------------------
Ventral Sacs Overlord 160 200 200 Transport Ability
Antennae Overlord 133 150 150 Sight Range +2
Pneumatized Carapace Overlord 133 150 150 Speed
Metabolic Boost Zergling 100 100 100 Speed
Adrenal Glands Zergling 100 200 200 Attack rates
Muscular Augments Hydralisk 100 150 150 Speed
Grooved Spines Hydralisk 100 150 150 Attack Range +1
Anabolic Synthesis Ultralisk 133 200 200 Speed
Chitinous Plating Ultralisk 133 150 150 Armor +2
U-238 Shells Marine 100 150 150 Attack Range +1
Charon Boosters Goliath 133 100 100 Air attack range +3
Ion Thrusters Vulture 100 100 100 Speed
Ocular Implants Ghost 166 100 100 Sight Range +2
Singularity Charge Dragoon 166 150 150 Attack Range +2
Leg Enchantments Zealot 133 150 150 Speed
Scarab Damage Scarab 166 200 200 Damage +25
Reaver Capacity Reaver 166 200 200 Scarab Capacity +5
Gravitic Drive Shuttle 166 200 200 Speed
Sensor Array Observer 133 150 150 Sight Range +2
Gravitic Boosters Observer 133 150 150 Speed
Apial Sensors Scout 166 100 100 Sight Range +2
Gravitic Thrusters Scout 166 200 200 Speed
Carrier Capacity Carrier 100 100 100 Interceptor
Capacity +4

*********************
III - Tables and Data
*********************

1) Unit Data
------------
Below is the table for all units in Starcraft (doesn't include heroes
and building, except for defensive buildings)
Conventions:
Sz : Size Sup : Supply Grd : Ground Attack
Rng : Range Arm : Armor Air : Air Attack
AtM : Attack Mod SgR : Sight Range BT : Build Time
Shd : Shield
For Cooldown data, it is on section III.2.
For Building data, it is on section III.12.

Terran Unit Sz Sup Min Gas Arm HP Grd Air Rng AtM SgR Notes BT
---------------------------------------------------------------------------
Battlecruiser L 6 400 300 3 500 25 25 6 3 11 SA,M 133
Dropship L 2 100 100 1 150 0 0 0 0 8 T,M 50
Firebat S 1 50 25 1 50 16cs 0 1 2 7 B 24
Ghost S 1 25 75 0 45 10c 10c 7 1 9/ B,SA 50
11 upg
Goliath L 2 100 50 1 125 12 20e 6/8 Air 1Gnd/ 8 M 40
upg. 4Air
Marine S 1 50 0 0 40 6 6 4/5 upg 1 7 B 24
Missile Turret L 0 100 0 0 200 0 20e 7 0 11 D 30
Science Vessel L 2 100 225 1 200 0 0 0 0 10 D,SA,M 80
SCV S 1 50 0 0 60 5 0 1 0 7 B,W,M 20
S.Tank (Siege) L 2 150 100 1 150 70es 0 12 5 10 M 50
S.Tank (Tank) L 2 150 100 1 150 30e 0 7 3 10 M 50
Vulture M 2 75 0 0 80 20c 0 5 2 8 SA,M 30
Wraith L 2 150 100 0 120 8 20e 5 1Gnd/ 7 SA,M 60
2Air
Medic S 1 50 25 1 60 0 0 0 0 9 B,SA 30
Valkyrie L 3 250 125 2 200 0 6es 6 1 8 M 50
Nuclear Miss. - 8 200 200 0 - 0 0 0 0 3 100
Civilian S 0 0 0 0 40 0 0 0 0 7 B 0
Spider Mine S 0 0 0 0 20 125es0 0 0 3 0

Zerg Unit Sz Sup Min Gas Arm HP Grd Air Rng AtM SgR Notes BT
------------------------------------------------------------------------
Broodling S 0 0 0 0 30 4 0 1 1 5 B 0
Defiler M 2 50 150 1 80 0 0 0 0 10 B,SA 50
Drone S 1 50 0 0 40 5 0 1 0 7 B,W 20
Egg L 0 0 0 10 200 0 0 0 0 4 0
Guardian L 2 150 200 2 150 20 0 8 2 11 B 40
Hydralisk M 1 75 25 0 80 10e 10e 4/5 1 6 B 28
upg.
Inf. Terran S 1 100 50 0 60 500es 0 1 0 5 B 40
Larva S 0 0 0 10 25 0 0 0 0 4 B 0
Mutalisk S 2 100 100 0 120 9 9 3 1 7 B 40
Overlord L 0 100 0 0 200 0 0 0 0 9/11 D,B,T 40
upg.
Queen M 2 100 100 0 120 0 0 0 0 10 B,SA 50
Scourge S 0.5 12 38 0 25 0 110 1 0 5 B 30
Spore Colony L 0 175 0 0 400 0 15 7 0 10 D 20
Sunken Colony L 0 175 0 2 300 40e 0 7 0 10 20
Ultralisk L 4 200 200 1/3 400 20 0 1 3 7 B 60
upg.
Zergling S 0.5 25 0 0 35 5 0 1 1 5 B 28
Devourer L 2 250 150 2 250 0 25e 6 2 10 B 40
Lurker M 2 125 125 1 125 20s 0 6 2 8 B 40

Protoss Unit Sz Sup Min Gas Arm HP Shd Grd Air Rng AtM SgR Notes BT
--------------------------------------------------------------------------
Arbiter L 4 100 350 1 200 150 10e 10e 5 1 9 SA,M 160
Archon L 4 100 300 0 10 350 30s 30s 2 3 8 20
Carrier L 6 350 250 4 300 150 6 6 8 1 11 M 140
Dragoon L 2 125 50 1 100 80 20e 20e 4/6 2 8 M 50
upg.
High Templar S 2 50 150 0 40 40 0 0 0 0 7 B,SA 50
Observer S 1 25 75 0 40 20 0 0 0 0 9/11 D,M,R 40
upg.
Photon Cannon L 0 150 0 0 100 100 20 20 7 0 11 D 50
Probe S 1 50 0 0 20 20 5 0 1 0 8 W,M,R 20
Reaver L 4 200 100 0 100 80 100s/ 0 8 0 10 M,R 70
125s
upg.
Scout L 3 275 125 0 150 100 8 28e 4 1Gnd/8/ M 80
2Air 10 upg.
Shuttle L 2 200 0 1 80 60 0 0 0 0 8 T,M,R 60
Zealot S 2 100 0 1 100 60 16 0 1 2 7 B 40
Corsair M 2 150 100 1 100 80 0 5es 5 1 9 SA,M 40
Dark Archon L 4 250 200 1 25 200 0 0 0 0 10 SA 20
Dark Templar S 2 125 100 1 80 40 40 0 1 3 7 B 50
Interceptor S 0 25 0 0 0 40 40 6 4 1 6 M 20

* Attack Mod is the Damage modifier for each level of upgrade.
* Gnd is Ground attack for units with split Air/Ground Weapon Systems.
* Air is Air attack for units with split Air/Ground Weapon Systems.
* Upg is a stat change after getting an upgrade .
* 2 Scourges need 25 minerals and 75 gasses.
* Devourer and Guardian's cost is Mutalisk cost (100m, 100g) added with
their evolving cost, not their normal evolving cost.
* Archon and Dark Archon's merging cost no minerals and gasses, the cost
listed above are the cost of 2 Templars that merging.

Attacks:
E : Explosive Attack (50% damage to Small Units 75% damage to Medium
Units, full damage to Large Units).
C : Concussive/Plasma damage Attack (50% damage to Medium Units, 25%
damage to Large Units).
S : Splash damage, which affects all units in the blast area.

Notes:
B = Biological M = Mechanical R = Robotics
T = Transport W = Worker
D = Detector, unit can Detect cloaked/burrowed units
SA = Unit has one or more Special Abilities (is a spell-caster)

Notes:
The Unit Data tables are taken from the official Starcraft Broodwar
websites. I made small changes, just for space considerations (I forgot
to mention this in version 1.1 below).

2) Cooldown
-----------
Cooldown is the time between the ending of attack and the beginning of
another. So the lowest cooldown mean the fastest attack rate. For
weapon information just read Unit's Weapon on Table 3 below.

Weapon Cooldown Notes
--------------------------------------
Fusion Cutter 15
Gauss Rifle 15 7.5 with Stimpack
Flame Thrower 22 11 with Stimpack
Fragmentation Grenade 30
Twin Autocannons 22
Hellfire Missile Pack 22
Arclite Cannon 37
Arclite Shock Cannon 75
Burst Lasers 30
Gemini Missiles 22
Halo Rockets 64
C-10 Canister Rifle 22
ATS/ATA Laser Battery 30
Spines 22
Claws 8 6 with Adrenal Glands
Needle Spines 15
Glave Wurm 30
Subterranean Spines 37
Toxic Spores 15
Acid Spores 30
Corrosive Venom 100
Kaiser Blades 15
Particle Beam 22
Psi Blades 22
Phase Disruptor 30
Dual Photon Blasters 30
Anti-matter Missiles 22
Neutron Flare 8
Scarab 60
Warp Blades 30
Psionic Shockwave 20
Pulse Cannon 1
Phase Disruptor Cannon 45
Longbolt Missiles 15
Subterranean Tentacle 32
Seeker Spore 15
STA/STS Photon Cannon 22

Listed below, is some hero cooldown rates that are different from
normal unit (with normal unit's cooldown for comparison).

Hero Cooldown Normal
------------------------------------
Raynor (Vulture) 22 30
Hyperion (BC) 22 30
Infested Kerrigan 15 8 (Uses Claws, just like Zergling)
Fenix (Dragoon) 22 30
Tassadar 22 n/a (Psi Assault only used by Tassadar)
Zeratul 22 30

3) Weapon's Range
-----------------
Actual weapon's range (in pixel) will be listed here.
For easy range (in some websites and FAQ, including in Unit Data
section), just divided the numbers with 32 rounded up. This is usually
called matrix.
Ex: Yamato Gun range: 320/32 = 10.

Unit's Weapon
Weapon Unit
------------------------------
Gauss Rifle Marine
C-10 Concussion Rifle Ghost
Fragmentation Grenade Vulture
Twin Autocannons Goliath
Hellfire Missile Pack Goliath
Arclite Cannon Siege Tank (Tank Mode)
Fusion Cutter SCV
Gemini Missiles Wraith
Burst Lasers Wraith
ATS/ATA Laser Battery Battlecruiser
Halo Rockets Valkyrie
Flame Thrower Firebat
Arclite Shock Cannon Siege Tank (Siege Mode)
Longbolt Missiles Missile Turret
Claws Zergling, Infested Kerrigan
Needle Spines Hydralisk
Kaiser Blades Ultralisk
Toxic Spores Broodling
Spines Drone
Acid Spore Guardian
Corossive Acid Devourer
Glave Wurm Mutalisk
Seeker Spores Spore Colony
Subterranean Tentacle Sunken Colony
Subterranean Spines Lurker
Suicide (Ground) Infested Terran
Suicide (Air) Scourge
Particle Beam Probe
Psi Blades Zealot
Warp Blades Dark Templar
Phase Disruptor Dragoon
Psionic Shockwave Archon
Dual Photon Blasters Scout
Anti-matter Missiles Scout
Neutron Flare Corsair
Phase Disruptor Cannon Arbiter
Pulse Cannon Interceptor
STS/STA Photon Cannon Photon Cannor
Scarab Reaver

Weapon/Special Ability Range Weapon/Special Ability Range
-----------------------------------------------------------------------
Gauss Rifle 128 Gauss Rifle (Raynor) 160
C-10 Concussion Rifle 224 C-10 Concussion Rifle (Hero) 192
Fragmentation Grenade 160 Spider Mines 10
Twin Autocannons 160 Hellfire Missile Pack 160
Arclite Cannon 224 Fusion Cutter 10
Gemini Missiles 160 Burst Lasers 160
ATS/ATA Laser Battery 192 Halo Rockets 192
Flame Thrower 32 Arclite Shock Cannon 64-384
Longbolt Missiles 224 Claws 15
Needle Spines 128 Needle Spines (Hunter Killer) 160
Kaiser Blades 25 Toxic Spores 2
Spines 32 Acid Spore 256
Corossive Acid 192 Glave Wurm 96
Seeker Spores 224 Subterranean Tentacle 224
Subterranean Spines 192 Suicide (Ground) 3
Suicide (Air) 3 Particle Beam 32
Psi Blades 15 Warp Blades 15
Phase Disruptor 128 Psionic Shockwave 64
Dual Photon Blasters 128 Anti-matter Missiles 128
Neutron Flare 160 Phase Disruptor Cannon 160
Pulse Cannon 128 STS/STA Photon Cannon 224
Scarab 128 Yamato Gun 320
Lockdown 256 Irradiate 256
EMP Shockwave 288 Optical Flare 288
Restoration 192 Stasis 288
Psi Storm 288 Disruption Web 288
Mind Control 256 Feedback 320
Maelstorm 320 Parasite 384
Spawn Broodling 288 Ensnare 288
Dark Swarm 288 Plague 288
Consume 16

4) Score
--------
4.1) Unit's Score
After victory or defeat in Starcraft games, score is always shown.
One of the most complicated score calculation is the unit's score.
Here is the score table for units.
Build means the score achieved when building that unit, and Destroy
means the score achieved when the player destroys that unit.
This informations is given because maybe in some unofficial/amateur
tournaments or competition use scores to determine the winner.

Zerg Unit Build Destroy Terran Unit Build Destroy
--------------------------------------------------------------------
Larva 0 10 Spider Mine 0 25
Egg 0 25 SCV 50 100
Broodling 0 25 Marine 50 100
Zergling 25 50 Vulture 75 150
Drone 50 100 Firebat 100 200
Overlord 100 200 Medic 125 250
Scourge 100 200 Ghost 175 350
Hydralisk 125 350 Goliath 200 400
Infested Terran 200 400 Dropship 300 600
Defiler 225 450 Siege Tank 350 700
Lurker 250 500 Valkyrie 400 800
Mutalisk 300 600 Wraith 400 800
Queen 400 800 Sc. Vessel 625 1250
Guardian 550 1100 Nuclear 800 0
Devourer 550 1100 Battlecruiser 1200 2400
Ultralisk 650 1300
Lurker Egg 0 500
M/G Cocoon 0 1100

Protoss Unit Build Destroy
-------------------------------
Scarab 0 0
Interceptor 30 60
Probe 50 100
Zealot 100 200
Shuttle 200 400
Observer 225 450
Dragoon 250 500
Dark Templar 325 650
High Templar 350 700
Corsair 350 700
Reaver 400 800
Dark Archon 650 1300
Scout 650 1300
Archon 700 1400
Carrier 950 1900
Arbiter 1025 2050

4.2) Hero's Score
Heroes also have scores, but they can only be seen on Campaign or Use
Map Settings.

Hero Destroy Hero Destroy
-------------------------------------------------------------------
Critters 10 Civilian 10
Devouring One 100 Jim Raynor (Marine) 200
Jim Raynor (Vulture) 300 Gui Montag 400
D. Templar 400 Fenix (Zealot) 400
Yggdrasil 400 Hunter Killer 500
Infested Duran 700 Samir Duran 700
Alexei Stukov 700 Sarah Kerrigan 700
Alan Schezar 800 Zeratul 800
Unclean One 900 Fenix (Dragoon) 1000
Kukulza (Mutalisk) 1200 Raszagal 1300
Edmund Duke (S.Tank) 1400 Tassadar 1400
Aldaris 1400 Tom Kazansky 1600
Warbringer 1600 Matriach 1600
Kukulza (Guardian) 2200 Artanis 2400
Magellan 2500 Mojo 2600
Torrasque 2600 Tas/Zer (Archon) 2800
Gantrithor 3800 Infested Kerrigan 4000
Danimoth 4100 Arcturus. Mengsk 4800
Hyperion 4800 Norad II 4800
Gerard Dugalle 4800

4.3) Building's Score
Besides the score, below is a list of Building's Sight Range.
Note that if a building has a detector, its detector range is always 7
regardless its sight range.
For more information about buildings, look on section III.12

Building Build Destroy Sight
---------------------------------------------
Supply Depot 50 150 8
Refinery 50 150 8
Missile Turret 50 150 11
Bunker 50 150 10
Engineering Bay 65 195 8
Comsat Station 75 225 10
Nuke Silo 75 225 8
Barracks 75 225 8
Covert Ops 75 225 8
Physic Labs 75 225 8
Machine Shop 75 225 8
Control Tower 100 300 8
Academy 100 300 8
Armory 100 300 8
Factory 200 600 8
Starport 200 600 10
Science Facility 275 825 10
Command Center 400 1200 10
Extractor 25 75 7
Spore Colony 25 195 10
Evolution Chamber 40 120 8
Creep Colony 40 120 10
Sunken Colony 40 240 10
Spawning Pool 75 225 8
Nydus Canal 75 225 8
Hydralisk Den 100 300 8
Defiler Mound 150 450 8
Queen Nest 175 525 8
Greater Spire 200 1350 8
Spire 250 750 8
Ultralisk Cavern 275 825 8
Infested Command Center 300 900 10
Hatchery 300 900 9
Lair 100 1200 10
Hive 100 1500 11
Pylon 50 150 8
Assimilator 50 150 10
Shield Battery 50 150 10
Gateway 75 225 10
Photon Cannon 100 300 11
Cybernetic Core 100 300 10
Forge 100 300 10
Robotic Support Bay 125 375 10
Observatory 175 525 10
Citadel of Adun 200 600 10
Templar Archives 250 750 10
Robotic Facility 300 900 10
Stargate 300 900 10
Fleet Beacon 350 1050 10
Nexus 400 1200 11
Arbiter Tribunal 450 1350 10

4.4) Special Building

Special Building HP Destroy Sight
---------------------------------------------
Power Generator 800 600 8
Warp Gate 700 2000 8
Cerebrate 1500 2500 8
Cerebrate Daggoth 1500 2500 8
Khaydarin Crystal F. Inv. 2500 10
Psi Disruptor 2000 3600 10
Overmind Cocoon 2500 4000 10
Xel'Naga Temple 5000 5000 10
Mature Chrysalis 250 5000 8
Norad II 700 5000 10
Protoss Temple 1500 5000 10
Ion Cannon 2000 5000 8
Stasis Cell/Prison 2000 5000 8
Zerg Overmind 2500 10000 8
Zerg Overmind (Shell) 5000 10000 8

5) Brood, Squadron, & Tribes
----------------------------
Below, is the table for the Starcraft (and not BroodWar). In Broodwar,
the name is almost the same, except for few Terran's Squadron.
The Green color in BroodWar is a replacement used only on Desert and
Snow tilesets. When you are on Snow, Green replaces White, and on
Desert, Green Replaces Brown. It's there because on the Minimap, White
would be hard to see on the snow tileset, like Brown on desert.
Thanks to "z.f." at for this information.
Although this information doesn't affect gameplay, but may be you want
to know it.

Colour Zerg Terran Protoss
--------------------------------------------------------
Red Tiamat Brood Elite Guard Ara Tribe
Blue Surtur Brood Mar Sara Sargas Tribe
Teal Fenris Brood Kel-Morian Combine Akilae Tribe
Purple Jormungand Brood Antiga Furinax Tribe
Orange Garm Brood Delta Squadron Auriga Tribe
Brown Grendel Brood Omega Squadron Venatir Tribe
White Baelrog Brood Alpha Squadron Shelak Tribe
Yellow Leviathan Brood Epsilon Squadron Velari Tribe

Just another info, all Zerg's Brood are named after monsters or evil
gods in mythology.

6) Animation Height
-------------------
Higher Animation Height, will mean higher elevation. So in table below,
a Wraith will be on top of a Dropship. This may sound unimportant, but
it is not. Don't forget, hiding a unit under other unit can be a good
tactic. (Observers are always in top of Carriers)
The exception is the 19 value, they can't be higher than flying units
but always higher than any ground units or building.

Anim. Height Object
----------------------
0 Beacon
1 Floor Hatch, Start Location
2 Larva, Spawning Pool
3 Bunker
4 All other objects that not included in other height
16 Science Vessel, Dropship, Battlecruiser, Overlord,
Valkyrie, Arbiter, Carrier
18 Wraith, Nuclear Missile, Scanner Sweep, Mutalisk,
Guardian, Queen, Scourge, Cocoon, Corsair, Devourer,
Shuttle, Scout, Interceptor, Observer, Kakaru,
Raszagal, Map Revealer
19 Disruption Web, Dark Swarm

7) Splash Damage
----------------
In Starcraft (BroodWar) there are three type of Splash Damage: Radial
Splash, Line Splash, and Air Splash. Any unit with splash damage has 3
value: S1, S2, and S3.
These values determine the 'far' of area that is affected by splash
damage from unit's weapon.
In Radial Splash, S1 means how far (in pixel) any unit will be dealt
with 100% damage from the weapon, while S2 and S3 show how far any unit
will be dealt with 50% and 25% damage.
Air Splash has same meaning with Radial Splash, but only work in air
units.
Line Splash is almost the same with Radial Splash, but it only affects
the area between the target unit and the attacker (In other words: "in
the line of fire").
Unit that has Radial Splash damage: Siege Tank (Siege Mode), Spider
Mine, Psi Storm, and Infested Terran.
Unit that has Line Splash damage: Firebat, Archon, Scarab, and Lurker.
Unit that has Air Splash damage: Corsair and Valkyrie.
Devourer has special Splash Damage, so it can't do damage to any nearby
target unit.
Nuclear Missile and Irradiate has special damage adjustment.
In table below, is the value of S1, S2, and S3.

Unit S1 S2 S3
-----------------------------------
Firebat 15 20 25
Siege Tank 10 25 40
Scarab 20 40 60
Spider Mine 50 75 100
Inf. Terran 20 40 60
Archon 3 15 30
Lurker 20 20 20
Corsair 5 50 100
Valkyrie 5 50 100
Psi Storm 48 48 48
Nuclear Miss. 128 192 256
Irradiate 64 64 64

8) Record
---------
Unit Special
--------------------
Vulture The fastest Ground unit (with upgrade)
Zergling The fastest Zerg's Ground unit (with upgrade)
Zealot The fastest Protoss's Ground unit (with upgrade)
Overlord The slowest unit (without upgrade)
Reaver The slowest ground unit
Ultralisk The strongest ground unit (highest HP)
Siege Tank The farthest attack range unit
SCV The best combat unit of all Workers

9) Speed
--------
Unit's speed is hard to check, and it also has acceleration.
Below is the data of units, from the fastest to the slowest unit.
(1 is the fastest, larger number mean slower units)
I have so many times and also trial and error to presents the table
below, if you found any mistake, please inform me.
The only unit not included here are Stim Packed Marines and Firebats.
(It's hard to check this).

Unit Speed
----------
1. Vulture (Upgraded)
2. Zergling (Upgraded)
3. Ultralisk (Upgraded) -> Almost have no difference with no. 2
4. Wraith, Scourge, Mutalisk, Queen, Shuttle (Upgraded), Scout
(Upgraded), Corsair
5. Valkyrie -> Almost have no difference with no. 6
6. Vulture
7. Broodling
8. Infested Terran, Zealot (Upgraded), Lurker, Marine (Stimpack)
9. Valkyrie -> Almost have no difference with no. 8 (before patches 1.08)
10. Zergling, Dropship
11. Hydralisk (Upgraded)
12. Ultralisk, Science Vessel, Observer (Upgraded)
13. Devourer -> Almost have no difference with no. 14
14. Drone, SCV, Probe, Archon, Dragoon, Scout, Arbiter, Dark Templar,
Dark Archon
15. Goliath
16. Shuttle
17. Firebat, Ghost, Siege Tank, Marine, Defiler, Zealot, Medic
18. Hydralisk, Dropship (before patches 1.08)
19. Carrier, Observer, Overlord (Upgraded)
20. Templar
21. Battlecruiser, Guardian
22. Overlord (Upgraded/before patches 1.04 or BroodWar)
23. Reaver
24. Overlord

10) Supply
----------
Below are units and buildings that can provide supply:

Unit/Building Race Supply
------------------------------------
Supply Depot Terran 8
Pylon Protoss 8
Overlord Zerg 8
Hatchery/Lair/Hive Zerg 1
Command Center Terran 10
Nexus Protoss 9
Yggadrasil Zerg Hero 30

11) Hot Keys
------------
This whole section is credited to Poison
I only add a few important missing Hoy keys.

11.1) Zerg Hot Keys

+ Buildings
Hatchery Spawning Pool
S - Select Larva M - Evolve Zergling Movement
R - Set Rally Point A - Evolve Zergling Fast Attack
B - Evolve Burrow Ability
L - Evolve Hatchery to Lair

Evolution Chamber Hydralisk Den
M - Upgrade Melee Attack M - Evolve Faster Hydralisk Movement
A - Upgrade Missile Attack G - Evolve Hydralisk Range
C - Upgrade Carapace L - Evolve Lurker Aspect

Lair/Hive Queens Nest
V - Evolve Overlord Transport B - Evolve Broodling Ability
A - Evolve Overlord Increase Sight E - Evolve Ensnare Ability
P - Evolve Overlord Speed G - +50 Queen Energy
H - Evolve Lair to Hive

Spire / Greater Spire Creep Colony
A - Upgrade Air Attack S - Evolve to Spore Colony
C - Upgrade Air Carapace U - Evolve to Sunken Colony
G - Evolve Spire to Greater Spire

Defiler Mound Ultralisk Cavern
G - Evolve Plague Ability A - Upgrade Ultralisk Movement
C - Evolve Consume Ability C - Upgrade Ultralisk Armor
M - +50 Defiler Energy

Nydus Canal
N - Nydus Canal Exit

Infested Command Center
I - Build Infested Terran
R - Set Rally Point
L - Lift off/Land

+ Larva
O - Overlord
D - Drone
Z - Zergling
H - Hydralisk
Q - Queen
S - Scourge
M - Mutalisk
U - Ultralisk
F - Defiler

+ Combat Unit
General Hydralisk Overlord
M - Move L - Morph to Lurker Aspect L - Load Troops
S - Stop U - Unload Troops
A - Attack Mutalisk
P - Patrol G - Morph to Guardian Aspect
H - Hold Position D - Morph to Devourer Aspect
U - Burrow / Unburrow
G - Gather
B - Build Basic
V - Build Advanced

Queen Defiler
I - Infest Command Center C - Consume
R - Parasite W - Dark Swarm
B - Spawn Broodling G - Plague
E - Ensnare

+ Building Construction
Basic Buildings ( B ) Advanced Buildings ( V )
H - Hatchery S - Spire
C - Creep Colony Q - Queen's Nest
E - Extractor N - Nydus Canal
S - Spawning Pool D - Defiler Mound
V - Evolution Chamber U - Ultralisk Cavern
D - Hydralisk Den

11.2) Protoss Hot Keys

+ Buildings
Nexus
P - Build Probe
R - Set Rally Point

Gateway Forge
Z - Zealot W - Melee Weapon Upgrade
D - Dragoon A - Ground Armor Upgrade
T - Templar S - Shield Upgrade
K - Dark Templar

Cybernetics Core Robotics Facility
W - Arial Weapons Upgrade S - Build Shuttle
A - Arial Armor Upgrade V - Build Reaver
S - Dragoon Range Upgrade O - Build Observer

Observatory
G - Increase Observer Speed
S - Increase Observer Sight

Stargate Citadel of Adun
S - Build Scout L - Zealot Speed Upgrade
C - Build Carrier
A - Build Arbiter Shield Battery
O - Corsair R - Recharge Shields

Robotics Support Bay
S - Upgrade Scarab Damage.
C - Increase Reaver Capacity
G - Increase Shuttle Movement

Templar Archives Fleet Beacon
P - Research Psionic Storm A - Increase Scout Sight
H - Research Hallucination G - Increase Scout Speed
K - +50 Templar Energy C - Increase Carrier Capacity
M - Mind Control D - Research Disruption Web
E - Maelstrom J - + 50 Corsair Energy
T - +50 Dark Arch on Energy

Arbiter Tribunal
R - Research Recall
S - Research Stasis
K - +50 Arbiter Energy

+ Combat Units
General
M - Move
S - Stop
A - Attack
P - Patrol
H - Hold Position
G - Gather
B - Build Basic
V - Build Advanced

High Templar Dark Archon
T - Psionic Storm F - Feedback
L - Hallucination C - Mind Control
R - Archon Warp (2 Templar) E - Maelstrom

Arbiter Dark Templar
R - Recall R - Archon Warp (2 Dark Templar)
T - Stasis Field

Reaver
R - Build Scarab

Shuttle
L - Load Troops
U - Unload Troops

Carrier
I - Build Interceptor

Corsair
D - DisrupTion Web

+ Building Construction
Basic Build ( B )
N - Nexus
A - Assimilator
C - Cannon
B - Battery
G - Gateway
F - Forge
Y - Cybernetics Core

Advanced Build ( V )
K - Robotics Facility
S - Stargate
C - Citadel Of Adun
B - Support Bay
F - Fleet Beacon
T - Templar Archive
O - Observatory
A - Arbiter Tribunal

11.3) Terran Hot Keys

+ Buildings
Factory Buldings
L - Lift Off Land

Command Center Barracks
S - Build SCV M - Marine
R - Set Rally Point F - Firebat
C - Build Comsat Add-on G - Ghost
S - Scanner Sweep C - Medic
N - Build Nuke Silo Add-on
N - Arm Nuke

Engineering Bay Bunker
W - Upgrade Ground Weapons L - Load Troops
A - Upgrade Ground Armor U - Unload Troops

Academy
U - Upgrade Marine Attack Range
T - Develop StimPack
R - Develop Medic Restoration
F - Develop Medic Optic Flare
D - +50 Medic Energy

Factory
V - Vulture
T - Siege Tank
G - Goliath
C - Build Machine Shop Add-on
I - Upgrade Vulture Thrust
M - Develop Spider Mine
S - Develop Siege Tech
C - Upgrade Goliath Missile Range

Starport
W - Build Wraith
D - Build Drop ship
V - Build Science Vessel
B - Build Battle Ship
Y - Build Valkyrie
C - Build Control Tower Add-on
C - Develop Wraith Cloaking
A - + 50 Wraith Eneray

Armory
W - Upgrade Vehicle Weapon
S - Upgrade Ship Weapon
P - Upgrade Vehicle Armor
H - Upgrade Ship Armor

Science Facility
R - Develop EMP Ability
I - Develop Irrad Sate 'Ability
T - +50 to Science Vessel Energy
C - Build Coven Ops Add- on
L - Develop Lockdown Ability
C - Develop Ghost Cloaking
O - Upgrade Ghost Sight
M - +50 Ghost Energy
P - Build Physics Lab Add-on
Y - Develop Yamato Cannon
E - +50 Battleship Energy

+ Combat Units
General
M - Move
S - Stop
A - Attack
P - Patrol
H - Hold Position
R - Repair ( SCV )
G - Gather
B - Build Basic
V - Build Advanced

Marine / Firebat
T - Use StimPack

Ghost
C - Cloak
L - Lockdown
N - Nuclear Strike

Battleship
Y - Fire Yamato Cannon

Wraith
C - Cloak

Siege Tank
O - Siege Mode

Science Vessel
D - Defensive Matrix
E - EMP Shockwave
I - Irradiale

Vulture
I - Lay Spider Mine

Dropship
L - Load Troops
U - Unload Troops

Medic
A - Heal
R - Restoration
F - Optic Flare

+ Building Construction

Basic Buildings ( B )
C - Command Center
S - Supply Depot
R - Refinery
B - Barracks
E - Engineering Bay
T - Missile Turret
A - Academy
U - Bunker

Advanced Buildings ( V )
F - Factory
S - Starport
I - Science Faciiity
A - Armory

12) Building Data
-----------------

Terran Buildings Min Gas HP Build Time Notes
------------------------------------------------------------
Command Center 400 0 1500 120 M
Supply Depot 100 0 500 40 M
Refinery 100 0 750 40 M
Barracks 150 0 1000 80 M
Bunker 100 0 350 30 E,M
Academy 150 0 600 80 M
Comsat Station 50 50 500 40 SA, A, M
Engineering Bay 125 0 850 60 M
Missile Turret 75 0 200 30 D, M
Factory 200 100 1250 80 M
Machine Shop 50 50 750 40 A, M
Armory 100 50 750 80 M
Starport 150 100 1300 70 M
Control Tower 50 50 500 40 A, M
Science Facility 100 150 850 60 M
Physics Lab 50 50 600 40 A, M
Covert Ops 50 50 750 40 A, M
Nuclear Silo 100 100 600 80 A, M
Norad II 800 600 700 320 S, M
Ion Cannon 200 0 2000 60 S, M
Psi Disruptor 1000 400 2000 320 S, M
Power Generator 200 50 800 160 S, M

Zerg Buildings Min Gas HP Build Time Notes
---------------------------------------------------------------
Hatchery 300 0 1250 120 B
Spawning Pool 200 0 750 80 B
Creep Colony 75 0 400 20 B
Sunken Colony 50 0 300 20 B
Extractor 50 0 750 40 B
Evolution Chamber 75 0 750 40 B
Spore Colony 50 0 400 20 D, B
Hydralisk Den 100 50 850 40 B
Lair 150 100 1500 120 B
Queen's Nest 150 100 850 60 B
Spire 200 150 600 120 B
Hive 200 150 2500 120 B
Greater Spire 100 150 1000 120 B
Ultralisk Cavern 150 200 600 80 B
Defiler Mound 100 150 850 60 B
Nydus Canal 150 0 250 40 B
Infested Command Center 1 1 1500 120 B
Mature Chrysalis 0 0 250 0 S, B
Overmind Cocoon 1000 500 2500 160 S, D, B
Overmind 1 1 2500 0 S, D, B
Overmind (with Shell) 1 1 5000 0 S, D, B
Cerebrate 0 0 1500 0 S, D, B
Cerebrate Daggoth 0 0 1500 0 S, D, B

Protoss Buildings Min Gas HP SP Build Time Notes
---------------------------------------------------------------------
Nexus 400 0 750 750 120 M
Pylon 100 0 300 300 30 M
Assimilator 100 0 450 450 40 M
Gateway 150 0 500 500 60 M
Forge 150 0 550 550 40 M
Photon Cannon 150 0 100 100 50 D, M
Shield Battery 100 0 200 200 30 SA, M
Cybernetics Core 200 0 500 500 60 M
Citadel of Adun 150 100 450 450 60 M
Templar Archives 150 200 500 500 60 M
Robotics Facility 200 200 500 500 80 M
Robotics Support Bay 150 100 450 450 30 M
Observatory 50 100 250 250 30 M
Stargate 150 150 600 600 70 M
Fleet Beacon 300 200 500 500 60 M
Arbiter Tribunal 200 150 500 500 60 M
Stasis Cell/Prison 150 0 2000 0 0 S, M
Warp Gate 600 200 700 0 160 S, M
Khaydarin Crystal Formation 250 0 100000 0 0 S
Protoss Temple 250 0 1500 0 0 S
Xel'Naga Temple 1500 100 5000 0 320 S

Notes:
* All Data are based on patches 1.07.
For other building stats before patches 1.07 looks on patches
section III.15.
* For Building's Sight Range, look on section III.4.3
* For other Defensive buildings data like Attack, Range, and
other notes, look on section III.1
* All buildings have these properties:
- Size : Large
- Supply : 0
- Armor : 1 (Except Pylon, Photon Cannon, Missile Turret,
Creep Colony, Spore Colony that has no
Armor)
* M = Mechanical A = Addon SA = Have Special Abilities
B = Biological D = Detector E = Unit can enter here

S = Special Building
(Can't build normally, only in Campaign or with 'Use Map settings')

13) Critters
------------
Critters are small non-dangerous creatures that roams in Starcraft
maps. Although they don't affect any conflict or war directly,
they can be used by some smart players.
Example: Parasiting critters can make the critters scout for you.
Below is the table of the critters data.

Critters World HP Sight Notes
-------------------------------------------
Rhynadon Badlands 60 7 B
Bengalaas Jungle 60 7 B
Scantid Desert 60 7 B
Kakaru Twilight 60 7 F, B
Ragnasaur Ashworld 60 7 B
Ursadon Ice World 60 7 B

Notes:
B = Biological
F = Flying

14) Traps
---------
Traps only appear in Installation map (a campaign-based map).

Trap Names HP Damage Range Cooldown Sight Notes
------------------------------------------------------------
Floor Missile 50 10 E 5 22 6 D,M
Floor Gun 50 10 5 22 6 D,M
Left Wall Flame 50 8 CS 2 22 3 D,M
Right Wall Flame 50 8 CS 2 22 3 D,M
Left Wall Missile 50 10 E 5 22 6 D,M
Right Wall Missile 50 10 E 5 22 6 D,M

Notes:
* All Trap have Large sizes and no Armor.
* On Damage Column:
E : Explosive Attack (50% damage to Small Units 75% damage to Medium
Units, full damage to Large Units).
C : Concussive/Plasma damage Attack (50% damage to Medium Units, 25%
damage to Large Units).
S : Splash damage, which affects all units in the blast area.
* On Notes Column:
D = Detector
M = Mechanical

15) Patches
-----------
Patches information can also be seen in patch.txt (in your Starcraft
directory after you install the patches), I include this just for
convenient info.

Notes: There are some changes in version 1.08 that doesn't mentioned
in patches.txt, I include those undocumented changes with
+ signs. I also add a table to reflect the stats changes
(for those who want to knows the accurate stats).

* patch 1.08b
- Fixed a bug that caused the game to crash when a damaged morphing
creep colony, changed into a sunken colony.
- Mac ladder maps are now correct.
- Corrected URLs for KBK. www.kbk21.com .
- Removed URL for replay FAQ.

* patch 1.08
+ There is a serious bug in the 1.08 patches. When a player morph
a creep colony with HP below 100 to sunken colony the game
will crash.
- Adds support for a new template "Top vs Bottom". This template
functions like Melee, with the exception that players in each half
are automatically allied and share vision at game start, thus
removing the "who am I allied with" question (and reducing the
amount of clicking done after the game starts). The game creator
can move players around between the two sides as needed to assign
teams properly. Note that Top vs Bottom only works for games with
two sides - if you want to play 2x2x2 games, you will still need
to use Melee.
- Adds support for Game Recording. When a game is over, there will
be a new button "Save Replay" in the victory/defeat screen. If
you save a replay, you can watch it at a future date. Replays are
saved to the "replay" folder inside your Maps folder. Create a game
and pick your replay from the "replay" folder.
A replay is always passworded. Up to 7 other people can your
your replay game to watch it with you; chat is from the people
currently connected to the replay game. Replay files can be
transferred to other people automatically (if someone joins your
replay game, they get your replay transferred to them
via the automatic map download facility), or you can copy your
replay files (replays end in .REP) from your "replay" folder
to a desired destination manually.
See www.blizzard.com\starcraft\replay for more information.
- Adds support for gateway selection. You can now specify which
Battle.net cluster to connect to. In normal cases, you will do
nothing, and you will be sent to the "closest" Battle.net cluster.
If you wish to override the automatic selection, you can pick a
cluster manually.
- Save Game clarification - the save game window now shows:
Saving Multiplayer Game
Save Game Name: XXX
in order to avoid the "Saving Starcraft Virus 1.0 to Hard Disk"
joke.
- If you are really clever, you can crush tanks by landing
buildings on them. This is the unexpected consequence to fixing
a cheeze that allowed players to have siege tanks underneath
barracks.
- Better proxy support
- Clearer battle.net messages.
- Updated "Connecting to fastest server" messages to be clearer.
- Ladders maps updated.
- Ladder cheating fix - Ladder map alteration fix (Japanese version,
too!)
- Fixed various language translation problems.

ADDITIONAL KBK SUPPORT
Template Types
- KBK (Beginner)
- KBK (Game Room)
- KBK (Professional)
- KBK (Single)
- KBK (TEAM)
- KBK (Zone)
Account Types:
- KBK Beginner
- KBK Game Room
- KBK Professional
- KBK Single
- KBK Team-6
- KVK Zone-6
Visit www.kbk.co.kr\starcraft for more details

* 1.08 Balance Changes

TERRAN:
Valkyrie:
- Damage increase to 6 per missile.
- Acceleration and velocity increased slightly.
- Build time decreased.
Science Facility:
- Build time decreased.
- Irradiate research cost increased to 200 minerals, 200 gas.
- Yamato Cannon research cost decreased to 100 minerals, 100 gas.
Missile Turret:
- Decreased cost to 75 minerals.
Factory:
- Charon Missile Booster research cost decreased to 100 minerals,
100 gas.
Dropship:
- Increased speed.
Goliath:
- Increased ground attack range.
Battle Cruiser:
- Build time decreased.
- Supply cost decreased to 6.

PROTOSS:
Dragoon:
- Build time increased.
Scout:
- Decreased cost to 275 minerals, 125 gas.
Carrier:
- Supply cost decreased to 6.
Templar:
- Psi Storm Damage reduced.
Templar's Archives:
+ Hallucination research cost decreased cost to 150 minerals, 150 gas.
+ Hallucination research time decreased.
Corsair:
- Disruption Web spell duration decreased.
Zealot:
- Shields decreased to 60 and hit points increased to 100.
Arbiter Tribunal:
+ Recall research time decreased.

ZERG:
Lair/Hive:
+ Ventral Sacs research time decreased.
Queen:
- Decreased build cost to 100 minerals, 100 gas.
Ultralisk:
- Supply cost decreased to 4.
Queen's Nest:
- Spawn Broodling cost decreased to 100 minerals, 100 gas.
Hydralisk Den:
- Lurker Aspect cost increased to 200 minerals, 200 gas.
- Hydralisk speed upgrade cost increased to 150 minerals, 150 gas.
Spawning Pool:
- Increased build cost to 200 minerals
- Adrenal Glands research cost increase to 200 minerals and 200 gas.
Sunken Colony:
- Building armor increased to 2.
- Hit points decreased to 300.

Statistic changes from 1.07:
(Acceleration and speed are not included in here because I still
don't know the exact number)

Unit/Building 1.07 1.08
---------------------------------------------------------------------
Protoss Zealot HP (80), Shield (80) HP (100), Shield (60)
Protoss Dragoon Build time (40) Build time (50)
Protoss Scout Cost (275 m, 125 g) Cost (300 m, 150 g)
Protoss Carrier Supply (8) Supply (6)
Zerg Queen Cost (100 m, 150 g) Cost (100 m, 100 g)
Zerg Ultralisk Supply (6) Supply (4)
Spawning Pool Cost (150) Cost (200)
Sunken Colony HP (400), Armor (1) HP (300), Armor (2)
Terran Valkyrie Attack (5 per missile) Attack (6 per missile)
Terran Valkyrie Build Time (60) Build Time (50)
Missile Turret Cost (100) Cost (75)
Terran Goliath Ground attack range (5) Ground attack range (6)
Terran Battlecruiser Supply (8) Supply (6)
Terran Battlecruiser Build time (160) Build time (133)
Science Facility Build time (80) Build time (60)

Research/Upgrade 1.07 1.08
---------------------------------------------------------------------
Irradiate Cost (200 m, 200 g) Cost (150 m, 150 g)
Yamato Gun Cost (200 m, 200 g) Cost (100 m, 100 g)
Charon Boosters Cost (150 m, 150 g) Cost (100 m, 100 g)
Hallucination Cost (200 m, 200 g) Cost (150 m, 150 g)
Hallucination Research time (120) Research time (80)
Recall Research time (166) Research time (120)
Psionic Storm Damage (128) Damage (112)
Ventral Sacs Research time (200) Research time (160)
Muscular Augments Cost (100 m, 100 g) Cost (150 m, 100 g)
Adrenal Glands Cost (150 m, 150 g) Cost (200 m, 200 g)
Spawn Broodlings Cost (200 m, 200 g) Cost (100 m, 100 g)
Lurker Aspect Cost (125 m, 125 g) Cost (200 m, 200 g)

* patch 1.08 O (Beta version)
Notes: because this patch is not official and only beta version,
the changes are not included in my other FAQ's section (tables,
units, and other sections above). I only listed here just for
information. Maybe there are some other changes (especially building)
that don't listed here because I check them manually one by one.
I will check more thoroughly in official patches 1.08.

Included in patch.txt:
- Fixed "gluLoad.bin" not found error in 1.08N
- "Top vs. Bottom" game type had Portuguese and English text swapped.

Changes not included in patch.txt:
- Add a Save Replay function when you end a game, this feature
records your game that has just been played, and place it in
Maps/Replay/ directory. (the file has .REP extension)
To Replay a Recorded Game just use Load Replay in Player's Main
menu.
- Carrier Armor decreased to 3 (from 4)
- Dragoon Build time increased to 50 (from 40)
- Reaver Speed increased. (not 100% confirmed)
- Scout cost decreased to 275 minerals and 125 gas (from 300 minerals
and 150 gas)
- Battlecruiser Build Time decreased to 133 (from 160)
- Valkyrie Air Attack increased to 6 (from 5)
- Valkyrie Build Time decreased to 50 (from 60)
- Goliath Ground attack range increased to 6 (from 5)
- Queen cost decreased to 100 minerals and 100 gas (from 100 minerals
and 150 gas)
- Lurker cost increased to 125 minerals and 175 gas (from 125 minerals
and 125 gas)
- Missile Turret cost decreased to 75 minerals (from 100 minerals)
- Spawning Pool cost increased to 200 minerals (from 150 minerals)
- Irradiate research cost increased to 200 minerals and 200 gas
(from 150 minerals and 150 gas)
- Yamato Gun research cost decreased to 100 minerals and 100 gas
(from 200 minerals and 200 gas)
- Spawn Broodling research cost decreased to 100 minerals and 100 gas
(from 200 minerals and 200 gas)
- Hallucination research cost decreased to 150 minerals and 150 gas
(from 200 minerals and 200 gas)
- Hallucinaton research time decreased to 80 (from 120)
- Recall research time decreased to 120 (from 166)
- Disruption Web effect duration decreased
- Psionic Storm damage reduced to 112 (from 128)
- Charon Boosters research cost decreased to 100 minerals and 100 gas
(from 150 minerals and 150 gas)
- Ventral Sacs research time decreased to 160 (from 200)
- Adrenal Glands research time increased to 200 minerals and 200 gas
(from 150 minerals and 150 gas)
- Muscular Augments research cost increased to 150 minerals and
150 gas (from 100 minerals and 100 gas)

* patch 1.07
- Adds support for Korean tournament (KBK).
- Fixes lag meters on join game screen.
- Changes default Battle.net font so that it is easier to distinguish
certain characters while in chat.
- Fixes German text for Brood War units which appeared as English on
some systems after upgrading to v1.06.

* patch 1.06 - (Battle.net client patch)
- Adds Battle.net support for Warcraft II: Battle.net Edition.
- Adds command completion to Battle.net chat. It can be accessed by
pressing the key.
- Fixes some minor battle.net issues.
- Displays cancel dialog in situations when server is busy.

* patch 1.05
- Reduced Academy cost to 150 minerals.
- Reduced Science Facility cost to 100 minerals, 150 gas.
- Reduced Spider Mine research cost to 100 minerals, 100 gas.
- Reduced the cooldown for units on unload from a transport.
- Added a limit so games can only be saved at most once every two
minutes during a multiplayer game.
- Fixed a bug that caused save game compatibility problems with 1.03
save games loaded into 1.04 and Brood War.
- The 'something for nothing' cheat no longer gives Brood
War upgrades in normal Starcraft games.
- When using the 'exactly' modifier in trigger conditions, incomplete
units are no longer included in the comparision.
- Hallucinated devourers no longer leave acid spores on targeted units.
- Spider mines are now properly affected by disruption web.
- Neutral medics no longer auto-heal units.
- Added a wireframe for Infested Duran in a dropship.
- The low memory version of the disruption web art is now correct.
- Terran insane AI no longer locks the system.
- Fixed the bug that allowed terran buildings to move after landing.
- Fixed the bug that incorrectly allowed 'morph to lurker' commands
to be issued to units that weren't hydralisks.
- Miscellaneous minor bug fixes.
- (StarEdit) Eliminated dependence on updated comctrl32.dll
- (StarEdit) Now displays language based on installed version of
Starcraft rather than operating system setting
- (StarEdit) Fixed a bug in the Player Upgrades dialog that could cause
settings for one player to be inadvertently copied to another

* patch 1.04
- Custom AI has been strengthened, beware.
- Invincible Drone bug has been fixed.
- Starcraft compatibility with Brood War implemented.
- You can select all burrowed units of the same type or cloaked units
of the same type by using the Ctrl+select method or by double
clicking.
- If you have multiple Carriers or Reavers selected you can build
Interceptors and Scarabs for all of them at the same time.
- Cooldown times of units being dropped out of transports corrected.
- Stim Pack causing Firebats to fire slowly corrected.
- Zergling adrenal gland upgrade effects corrected.
- Fixed a bug where the muzzle flash on a full fire bunker aiming south
displayed incorrectly.
- Air unit movement near the edge of the map corrected.
- The Ladder directory has been updated with the Season 4 ladder maps.
Retired ladder maps have been moved to the OldLadder directory.

* Patches 1.04 Changes to StarEdit (Map Editor)
- New save feature that identifies all 'enhanced' data in the scenario
and specifies which versions of Starcraft will be able to load the
scenario.
- Addition of the comparing conditional 'exactly' for use in such
triggers as: ACCUMULATE, BRING, COMMAND, COUNTDOWN TIMER, DEATHS,
ELAPSED TIME, KILL, OPPONENTS, and SCORE.
- Increased number of Switches to 256.
- Increased number of usable locations to 254.
- Added the ability to specify 'Random' in the SET SWITCH trigger
action.
- Added the ability to name switches.
- Added the ability to set Fog-of-War for multiple players
simultaneously by holding down Control or Shift.
- Added the ability to re-name any unit.
- New triggers:
a) ORDER UNIT (Move to, Patrol to, Attack to)
b) The ability to specify a quantity for the following actions:
CREATE UNIT, CREATE UNIT W/PROPERITIES,
MOVE UNIT, KILL UNITS AT LOCATION, REMOVE UNITS AT LOCATION.
c) PAUSE/UNPAUSE TIMER
d) MODIFY UNIT ENERGY
e) MODIFY HANGER COUNT
f) MODIFY UNIT HIT POINTS
g) GIVE UNITS TO PLAYER
h) MODIFY UNIT RESOURCES
I) MODIFY UNIT SHIELD POINTS
j) SET ALLIANCE STATUS
k) COMMENT TRIGGER
l) END IN DRAW
m) SET UNIT DEATHS
- You can now select locations obscured by other locations.
- Location operations are now undoable.
- You can now explicitly sort Conditions.
- You can remove all Map Revealers from a map (really!).
- The Unit and Hero Settings dialog has been enhanced.
A new StarEdit help file with info on these triggers and all the new
features in StarEdit can be downloaded from our web site
(http://www.blizzard.com).

* 1.04 Balance Changes
TERRAN:
Wraith
- Decreased cost to 150 minerals, 100 gas.
- Increased cooldown rate of ground attack.
- Increased air to air damage to 20.
Dropship:
- Increased speed slightly.
- Although the patch.txt included with patch 1.04 states that dropship
build time was increased, this is INCORRECT.
Science Vessel:
- Decreased cost to 100 minerals, 225 gas.
- Increased acceleration.
- Increased overall damage of Irradiate.
- Increased sight radius.
Battlecruiser:
- Increased its starting armor to 3.
- Increased Yamato Cannon damage to 260.
Goliath:
- Increased ground damage to 12.
- Increased effectiveness of weapon upgrade on ground to air weapon system.
Nuke:
- Nuclear Missiles build faster.
ComSat:
- Decreased energy cost to 50.
Starport:
- Decrease cost of Starport to 150 minerals, 100 gas.
- Decreased add-on cost of Control Tower to 50 minerals, 50 gas.
- Decreased build time.

PROTOSS:
Archon:
- Increased acceleration.
Dragoon:
- Decreased cost to 125 minerals, 50 gas.
- Decreased build time.
- Increased range upgrade (Singularity Charge) by 1.
High Templar:
- Decreased energy cost of Hallucination to 100.
Scout:
- Increased Air to Air damage to 28.
- Increased shields to 100 and hit points to 150.
- Increased cooldown rate of ground attack.
Carrier:
- Changed build cost to 350 minerals, and 250 gas.
- Increased hit points of Carrier to 300.
- Increased starting armor of Carrier to 4.
- Increased Interceptor shields and hitpoints to 40.
- Increased Interceptor damage to 6.
Arbiter:
- Decreased cost to 100 minerals, 350 gas.
Shuttle:
- Increased build time.
Reaver:
- Increased build time.
Templar Archives
- Increased cost to 150 minerals, 200 gas.
Citadel of Adun
- Decreased cost to 150 minerals, 100 gas.
Stargate:
- Decreased cost to 150 minerals, 150 gas.
- Decreased build time.
Robotics Facility:
- Increased build time.
Robotics Support Bay:
- Increased cost to 150 minerals, 100 gas.
Observatory:
- Decreased cost to 50 minerals, 100 gas.
Forge:
- Decreased cost to 150 minerals.
Photon Cannon:
- Decreased build time.
Fleet Beacon:
- Decreased cost of "Increased Carrier capacity" upgrade to 100 minerals,
100 gas.
- Decreased research time of "Increased Carrier capacity" upgrade.
Shield Battery:
- Increased starting energy to 100.
- Increased effective range of 'Recharge Shields'.

ZERG:
Overlord:
- Increased speed bonus for "Pneumatized Carapace" upgrade.
- Decreased research time of "Ventral Sacs" upgrade.
Scourge:
- Increase hit points to 25.
Hydralisk
- Increased build time.
Mutalisk
- Although the patch.txt included with patch 1.04 states that Mutalisk
build time was increased, this in INCORRECT.
Queen:
- Increased range of Broodling by 1.
- Increased energy cost of Parasite to 75
- Decreased Parasite casting range to 12.
Defiler:
- Increased cost to 50 minerals, 150 gas.
Hatchery:
- Decreased the speed at which the Hatchery/Lair/Hive spawn new larva.
- Decreased build cost to 300 minerals.
- Increased build time.
Sunken Colony:
- Decreased cost of Sunken Colony upgrade to 50 minerals.
- Decreased build time.
- Increased attack rate of Sunken Colony.
- Increased damage to 40.
Spore Colony:
- Decreased build time.
- Changed damage type to normal.
Greater Spire:
- Increased build time.

* patch 1.03
- Very long games using the Terran Insane AI will no longer lock up.
- Custom maps that use the "set next map" trigger will now work
properly after loading them from a saved game.
- The length of time you have to leave a game before it counts on your
record on battle.net has been reduced from 5 minutes to 2 minutes.
- New ladder maps have been added. The old ladder maps have been moved
to the OldLadder directory and downgraded to "Blizzard Approved"
status.
The (8)Green Valleys.scm map has been promoted to "Ladder" status.
- Fixed bug where if Zerg burrowers burrowed just as they decloaked
(when leaving an Arbiter's field of influence) it would desync a
network game.
- The MOVE UNIT trigger action now behaves correctly with add-ons.
Buildings with existing add-ons will detach from the add-on if either
the building or the add-on moves. Add-ons under construction will be
cancelled.
- Buildings that are created with the CREATE UNIT trigger action or
moved with the MOVE UNIT trigger action will attempt to reattach to
add-ons of the correct type that are in the correct location.
- Preplaced carriers owned by the Neutral player slot that have an
initial hangar count greater than 0 will no longer crash the game.
- Executing a KILL UNIT trigger action immediately followed by a MOVE
UNIT trigger action will no longer result in a crash.
- Doodads are no longer affected by the MOVE UNIT trigger action.
- The mission countdown timer now has a maximum value of 99:99:99
(h:m:s)
- Fixed bug that caused Elapsed Time to display incorrectly when
finishing a very short mission.

* patch 1.02
- Flying units no longer receive 'cover' from terrain features.
- Fixed the bug when cancelling a guardian in high latency games that
killed the mutalisk and gave multiple refunds.
- Fixed the bug that could sometimes cause a map editor, hit point
modified siege tank's hit points to be incorrect after transforming.
- Time elapsed while the game is paused no longer counts toward total
elapsed game time.
- Increased the cost of a Zerg Hatchery from 300 to 350 minerals.
- Changed the damage type of the Photon Cannon weapon system from
explosion to normal.
- Preplaced heroes for the AI will now auto acquire targets and defend
themselves.
- Fixed a bug that could potentially, in high latency games, over-
charge zerg players when morphing larva into units.
- Modified the 'Free For All' game type so that the rules of diplomacy
apply to computer players. (Computer players are no longer allied in
FFA.) Also, made FFA available for single player custom games.
- Fixed the crash that occurred when selecting a unit type, that would
normally have shields, configured to have 0 shields via the map
editor.
- Fixed the bug that bumped people back to the race select screen after
they had completed a single player campaign mission.
- (Battle.net) Create game screen will now display ladder game speed as
'Fast' instead of 'Faster'.
- (Battle.net) Profile draw code will now handle different sized
destination windows.
- Fixed 'attach to incomplete addon' crash bug.
- Added three new Computer AI scripts for use with the map editor
(Protoss Insane, Terran Insane, Zerg Insane) to be used in custom
campaign levels.
- Fixed bug that played the incorrect 'complete' sound for addons.
- Fixed bug that prevented rescued tanks and goliaths from acquiring
targets correctly.
- Fixed bug that caused Starcraft to allocate unnecessary amounts of
memory while running minimized.
- Fixed bug that could cause maps with a large number of pre-placed
units to crash at load time.
- Fixed bug that, in rare cases, could cause game to crash when certain
types of units died.
- Fixed bug that caused access violation when maps with unplaceable
units were loaded.
- Fixed bug that caused access violation when any zerg air unit died
while cloaked by an arbiter.
- (StarEdit) Fixed bug that prevented changes to Norad II Hero unit
weapon damage fields
- (StarEdit) Mineral patches and geyser are now limited to 50,000.
- (StarEdit) Added exception handler.
- (StarEdit) Fixed bug that made it impossible to remove Map Revealers
via a trigger.
- (StarEdit) Fixed bug that could cause triggers to 'disappear' on
systems using large fonts.
- (StarEdit) Fixed bug that allows powerups to be placed in invalid
locations on high terrain
- (StarInst) Fixed minor over-calculation of disk space used by saved
games for uninstall.
- (StarInst) Moved file pre-cache requests to the install scripts.
- (StarInst) Added support for multiple events per screen item without
the use of sub-scripts.
- (StarInst) Eliminated unnecessary screen refreshes.

* patch 1.01
- Fixed cheat that allowed one player in a multiplayer game to see the
map.
- Fixed bug that allowed players to receive extra resources when
canceling building construction multiple times by exploiting lag in a
multi-player game.
- Fixed pathing problem related crash bug that was most commonly
exhibited in Terran 10.
- Fixed C Runtime Library crash bug exhibited during saved games
when year was greater than 2098.
- Fixed sprite allocation errors that prevent normal combat and
creation of units.
- Fixed occasional hang when joining and leaving Battle.net.
- Enemy Science Vessels no longer continually unmask after
irradiating units.
- Missile turrets controlled by the AI properly acquire targets.
- Fixed blank game names in Battle.net game list.
- Game names with high ASCII characters now show up properly.

***********************
IV - Miscellaneous Info
***********************

1) Bugs
+ Have you seen an Archon walking in Stasis Field ? It's a small bug.
How ? Cast Stasis Field in a merging High Templars.
+ A trusted source indicates that a Reaver can be affected by Acid
Spores when it's dropped from a transport (very rare, and
needs confirmation).
+ A locked down Carrier can still launch Interceptors. To do it:
Create a new map with a Carrier hero and modify its interceptor
capacity to 10. Try to Lock down when it attacks.

2) Hidden Features
+ In single mission, critters will explode they are clicked more
than fifty times!

3) In War
+ Broodling rush. In a game, Computer sent more than 10 Queens and
broodlinged all SCVs, Siege Tanks, and Medics. And the Broodlings
destroyed 1/4 of the base!!!
+ SCV rush. Have you been rushed by SCVs in a small map ? It
happened once when I played, attacked by a horde of SCVs and
destroyed all my probes. This happen a long time ago when I was
still a newbie :)

**********
Unpublished work Copyrighted by S. Rudiyanto N. 1999