There’s also a series of options for upgrading each of the Protoss units, in keeping with the theme of Artanis’ quest to unite the disparate Protoss faction. For instance, the Spear of Adun can also cast an instantaneous proxy pylon, which is a handy way to move a mission along with some warped-in reinforcements. Not everything is a magical super power, some of it is much more utilitarian. A second later, a salvo of devastating plasma blasts will saturate the area. You simply click the right button on the hotbar at the top of the screen, and the game pauses as you go into targeting mode and paint five targets on the map. For instance, it’s always available to just unleash an orbital bombardment into the middle of a mission. Basically, the ship levels up and becomes a more useful tool as you work through the campaign. Most importantly, it’s also upgradeable with a variety of in-mission super powers. But the Spear of Adun is a more memorable device, a massive and elegant clockwork warship that carries enough firepower and troops to carry on a war by itself. The voyage of the Spear of Adun gives the campaign its structure, just as the Battlecruiser Hyperion gave shape to Wings of Liberty. The fading glory and long-shot hopes of the Protoss are embodied in the Spear of Adun, a massive “ark vessel” designed at the height of the Protoss empire for just the kind of shitstorm that’s struck the race. To stave off this final threat, the Protoss lead Artanis is making a return after a lengthy absence from the stage.Įven for someone who has gotten a bit exhausted of evil ancient precursor races (seriously, when are they ever not complete dicks?), there’s a nice air of fatalism and wistful grandeur to Legacy of the Void that, if Blizzard live up to their word, will be an appropriate tone for the end of one of the longest-running sagas in RTS games. Theoretically, Legacy of the Void is going to pay off on every dangling bit of story as Amon, the evil Xel’Naga who set the Zerg swarm in motion, returns to bring about the galaxy’s end-times. She’s Zerg now! She’s chosen to stay with the Swarm! Wait, no, she can be human again! No, hang on, humanity sucks. StarCraft has been torturing Sarah Kerrigan and Jim Raynor for sixteen years, reversing every major plot development almost as soon as it happens. If you were invested in the unfolding tragedy of Arthas’ slide into a moral abyss in Warcraft 3, it took the better part of a decade to see where that story ended. Their stories are notoriously, frustratingly open-ended.