A minor mod. Buffs existing units, adds some new ones, and changes the tech tree.

Post news Report RSS Detailed Tech, Upgrades, and Abilities Changes

Detailed list of the changes regarding special abilities and upgrades.

Posted by on


  • Default Spellcaster maximum energy decreased from 200 to 150
  • Energy upgrades work differently for each unit
    - Medic, Wraith, Battlecruiser, Mothership -> +25 starting energy, +100 maximum energy
    - Spectre, Science Vessel, Queen -> +18.75 starting energy, +75 maximum energy
    - Ghost, High Templar -> +12.5 starting energy, +50 maximum energy
  • Upgrades available to the 5th tier


  • Medic
    - Optical Flare removed
    - Medic upgrades moved to Tech Lab
  • Ghost
    - Ocular Implants removed
    - Lockdown changed to Penetrator Round
    - Deals 100 damage Psionic to target unit
    - Buildings are immune
    - Ghost upgrades moved to Tech Lab
  • Spectre
    - Abilties:
    - Cloak: Research at Tech Lab
    - Plant Trackers:
    - Tracks target unit's sight
    - Research at Tech Lab
  • Science Vessel
    - New ability: Holographic Projection
    - Creates two holograms that cannot attack
    - Receives twice the normal damage
    - EMP Shockwave
    - Renamed to Seismic Shockwave
    - Deals 100 Concussive damage to all ground units in target area
    - Buidlings immune
    - Science Vessel upgrades moved to Fleet Control
  • Battlecruiser
    - Yamato damage amount increased from 260 Explosive to 300 Explosive
    - Battlecruiser upgrades moved to Fusion Lab
  • Command Center
    - Granted Sweeper Scan ability
    - Energy cost: 100
    - Research at Machine Shop
    - All Command Centers start with 100/150 energy
  • Academy
    - The Academy has been removed
    - Academy upgrades have been moved to the Tech Lab
  • Engineering Bay
    - The Engineering Bay has been removed.
  • Armory
    - Requires Barracks
    - Contains upgrades for both Infantry and Mech units
    - Infantry Lv. 2+ requires Fusion Lab
    - Mech Lv. 1 requires Factory
    - Mech Lv. 2+ requries Fusion Lab
    - Enables Missile Turret
  • Science Facility (Renamed to Fusion Lab)
    - Contains upgrades for Battlecruisers
    - Science Vessel upgrades moved to Control Tower (Renamed Fleet Control)
  • Covert Ops
    - Has been removed.
    - Ghost upgrades moved to Tech Lab


  • Queen
    - Ensnare and Parasite Removed
    - Spawn Broodling changed to Inject Larva
    - Target: Larva only
    - Spawns two powerful broodlings from each larba
    Each broodling lives for only 20s
    - Plague, Dark Swarm and Consume granted to the Queen
  • Hatchery
    - Can upgrade for Overlord
    - All Overlord upgrades require Lair


  • High Templar
    - Granted the Feedback ability
  • Corsair
    - Disruption Web removed
    - Granted the Void Prison ability
    - Freezes target unit or structure
    - Target unit or structure cannot move, attack, train units, upgrade, etc.
    - Some target buildings are unaffected
    - Energy cost decreased from 125 to 100
  • Mothership
    - Powerful aerial spellcaster
    - Granted Recall, Mind Control, and Maelstrom
    - Mind Control Energy cost increased from 150 to 200
    - Can target buildings
    - Mothership upgrades available at Nerazim Council
  • Observatory
    - Contains upgrades for Observers
    - Not a requirement to build Observers
  • Robotics Bay
    - NEW UPGRADE: Hardened Thermal Plating
    - Increases Immortal base armor by 2
  • Fleet Beacon
    - Contains upgrades for Scouts only
  • Arbiter Tribunal (Renamed Nerazim Council)
    - Contains upgrades for the Corsair and the Mothership
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Send Message
Release date
Mod watch
Post news
Related Games
StarCraft Real Time Strategy