Spore Explanation Page

If I'm honest, I have no idea why I decided to go on a profile creation spree for Spore. This is basically going to be a big compilation of abilities that can be found in the game, an explanation of how various powers and abilities work. Might even cover some of the side games.
This is my first time doing something like this, so if there are any questions or suggestions I'll try to oblige.
==The Cell Stage==
The cell stage is the shortest stage in the game, and is home to the verse's weakest creatures, the Cell. The cell is more like a fish than a real cell, as they approach the size of snail shells at the end of the cell stage and are a major source of food in the Tribal Stage. The player must kill (or be in the area of dying cells) that have parts they don't have so that they may unlock new parts to upgrade their cell, though due to the short nature of the stage there are very few parts you can unlock. The cell is actually relatively well off, even with only a few of these parts, with various movement and weapon options at its disposal. Listed below are these abilities and their function.
Spike: The first weapon the cell unlocks, literally given to you in a cutscene by the game on Easy or Normal difficulty. It basically allows the cell to ram the enemy. They can be placed anywhere on their body (well, not on the top or bottom of its body for gameplay reasons) and provide a line of defense against other cells. Most cells use them to ram enemies, and in the case of the Spiked Shyster and the Needle Buzzy, they protect their mouths, though Maxis doesn't let a player do that without glitches.
Poison: The second weapon the cell gets is simply titled Poison. These bulbs open up to release poisonous clouds. Chasing a cell with poison is like chasing Singed in League of Legends... Only the poison leaves you stunned coughing and can kill you in seconds (as in like 3 or 4) if you don't get out of it quickly. Oh, and the cell can't flip you over its head. Cells are also immune to the poison of other cells, and would likely translate as a resistance to the poisons of other cells.
Electric: The third weapon the cell gets is also simply titled Electric. This is also a bulb, but more like a light bulb, and just like all the light bulbs we know they shoot electricity. When an enemy cell gets close, they are immediately zapped with a jolt of electricity, stunning them and putting the bulb goes on a somewhat short cooldown. If the cell has more bulbs, this cooldown can be less than a second, making them incredibly useful.
Proboscis: The fourth weapon is actually a mouth. The Proboscis is the cell stage's resident omnivorous mouth, allowing it to consume both plants and the innards of its enemies. The proboscis allows it to ignore spikes almost entirely, though that may just be game mechanics, and after pulling away from its prey it gets restored a portion of its life, which again could be game mechanics but has more noticable uses and should be noted. Don't really know what this counts as, but I put it as Healing on the page. Its probably closer to some level of Regeneration though.
Jet: The first movement option past the Flagella. It functions just as it implies, being the fastest movement item in the stage. With enough of them, the cell can move several times its body length in seconds, making it hard to avoid.
Cilia: The second movement option, and it allows the cell to rapidly turn in the water, which provides it with a lot of agility it wouldn't have otherwise.
Eggs: This isn't an ability that can be added to the Player's cell, but an NPC cell named the Maa can release black egg sacs that hatch into tiny cells titled "Juniors." Cells of their size should be incapable of harming larger cells, as is the case in other stages of the game, but Juniors have giant mouths that allow them to, and since the Maa releases large amounts of them, both at will and on death, they are dangerous to encounter in swarms, and don't attack their parental figures until their death, which they then proceed to feast.
==The Creature Stage==
This stage marks the first stage where the Player is able to fully customize their creature, from body length and size, to giving it arms and legs wherever they want. From worms to bears with scorpion tails, you can make almost whatever you want with enough creativity when using the parts. Throughout the creature stage, the goal is the create the strongest creature, or at least one that gets by, and prove it by socializing with other species or by slaughtering them until extinction, with an omnivorous creature doing both, though no group is restricted to that. You can have a Herbivorous Predator by the end of the Creature Stage, even though that makes no sense.
There are two prominent members of the world at this point outside of plants, rocks, and crashed spaceships: The Creatures and the Epics.
===Creatures===
The Creature makes up the most prominent kind of entity the player will encounter, and they themselves are creatures. The creatures are actually relatively intelligent, more like really dumb humans without language than animals. They can befriend members of other species through singing, dancing, charming, and posing, and are very emotive, showing fear, happiness, anger, and sadness very clearly. Some creatures also pick up sticks and stones to throw at other creatures, but that's the most they tend to do. Lastly, all Creatures can lay eggs, as there is no way to set gender in game.
All creatures have the same set of abilities that they can gain through various parts, though each have five levels that make them a little more unique from each other outside of the sheer variety of appearances.
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|-| Consequence Abilities=These are abilities gained from how you ended the Cell Stage, and each have a long cooldown after use.
Raging Roar: Gained by being a carnivorous cell, the creature roars incredibly loudly, putting all enemy creatures into a massive panic. Creatures that normally would attack you on sight will now run in fear for a long time - except epics. Don't try it against epics. It won't work.
Summon Flock: Gained by being an omnivorous cell, the creature does a summoning dance that summons a flock of small creatures of varying species to fight for them. They are incredibly weak individually, but make up for it in numbers, and shouldn't be too far behind their summoner. After some time, the flock flies away.
Siren Song: Gained by being a herbivorous cell, the creature sings a song that makes even the most hostile of creatures befriendable - except epics. Unlike Raging Roar, however, the epic does become friendly for a short amount of time, which is pretty useful.
|-| Attack=These are the primary abilities that a creature uses when fighting other creatures. I will make mention of which does the highest damage in game and the fact that they have cooldowns, but take it with a grain of salt as its game mechanics.
Bite: A basic bite attack made from one or more of the creature's mouths. The creature uses it the most frequently of their abilities due to its short cooldown, and it does the second highest direct damage of the four, tied with Charge and below Strike. Outside of that, it has no other qualities. The bite of the creature's strongest mouth is used.
Charge: If the creature is a reasonable distance away, it can proceed to charge at its enemy, dealing comparable damage to a bite and stunning them for a short time from the impact. If a creature is hit by an enemy's Spit attack, then they themselves are stunned and the charge is stopped. As the ability gets stronger, the Creature can use it from farther away and it gets faster. It has the longest cooldown of all of a creature's abilities.
Strike: The creature slashes at an enemy with claws, hooks, or other weapons, dealing high damage to the target and low damage to enemies around them. At the highest level, the ability has a wind up time, and its cooldown is the second longest.
Spit: The creature shoots one to five, depending on the level, orbs of poison at the target, dealing low damage on impact but poisoning the enemy for a few seconds, overall landing somewhere between a Bite and a Strike in damage. It has the second lowest cooldown after Bite and has the highest range of the abilities. In contrast, while it can be used in close range combat, it cannot be used if the enemy is right in the creature's face.
|-| Social=Only listing these for the sake of compiling the abilities. These won't work in a fight unless its a friendship war between the Creature and Frisk.
Sing: The creature sings.
Dance: The creature dances.
Charm: The creature moves in a charming way. At least I think thats what they're trying to do.
Pose: The creature poses dramatically.
|-| General=Abilities that provide the creature some level of utility outside of direct combat applications.
Sprint: The creature gains a burst of speed, running much faster for a long duration of time. When the ability ends, whether by the creature's choice or when it runs out of stamina, they must wait a long time before they can sprint again.
Sneak: The creature hides from other creatures, friend or foe. Other creatures can become aware of your presence with lower levels of sneak and try to find you, but with higher levels you can get very close before they become suspicious. If the creature Bites or Strikes an enemy from stealth, the attack does increased damage.
Jump: The creature jumps really high. Like, several times their body height high. The applications are obvious.
Glide: After jumping, the creature can use Glide to flap their wings, keeping them in the air. The uses vary depending on the wing, the best wings having 10 uses. However, it is likely this is game mechanics to prevent the ability from becoming to powerful.
</tabber>
===Epic Creatures===
Epic Creatures are basically a nod to Godzilla and other Kaiju from movies and games. Epics tower over other creatures, never bothering to socialize and only attempting to kill and consume them. The epic is unkillable in a direct confrontation without abusing flight to stay literally on top of them and away from their reach, and the only other practical way to kill them is to outrun them and make liberal use of Spit. Unfortunately, the Epic has no feats in this stage, but could possibly be Small Building level due to their sheer size. In later stages, the Epic improves drastically.
Technically speaking, the Epic has all of the abilities a normal creature has. However, except for things like Sneak, Jump, and Glide, and maybe Spit, they don't bother using them, at least in their actual form. Instead, they use the following kinds of attacks, regardless of their form. If there are more abilities they use in the Creature Stage, remind me, because its been a while since I've fought an epic. Their names are derived from the SporeWiki's page on Epic Creatures, as I am unsure if they have any canon names.
Bite: While in the same vein as the Creature Ability, this one has a long wind up and requires the epic to lean down and bite at the target due to its large size compared to creatures.
Slap: The epic, regardless of whether or not their hands provide strike, swings their arm and slaps their enemy.
Stomp: The epic stomps the ground, creating an explosion.
Grab: If the epic has hands, it grabs the target and raises them into the air. It then bites them before throwing them a distance away.
==The Tribal Stage==
This stage strays away from the player actively playing one of the creatures they have created, and you lose all ability to change your creature outside of their clothing. Their creature weapons are now inadequate for full scale tribal warfare and their ability to sing and dance is overall unimpressive to the other races, so as such they decide to make tools. Primitive tools, mind you, but tools nonetheless.
While epic creatures do appear in the Tribal Stage, I'm unsure whether or not the fact that you can kill them and the Chieftain can tank hits from them counts as Game Mechanics or not. Either way, this is before the power surge that puts Epic Creatures at levels where they can destroy buildings, so since the Epic hasn't changed all that much there isn't anything to cover on them.
Anyway, onto their weapons. A tribesman cannot switch between their tools on the fly, and the chieftain not at all. Rather, they must go to the appropriate hut in order to equip themselves with the tool it provides, and can only hold one at a time.
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|-| Chieftain Abilities=The weapons and abilities available specifically to the chieftain of the tribe. Special note, the Chieftain is tougher than other tribesmen, though since the Tribesmen don't really have a specific place in the tier I don't think that would come up in a versus debate.
Chieftain's Staff: The weapon the chieftain of a tribe has. It serves as a multi-tool and, if my memory serves correctly, is by far the strongest weapon in the stage. It deals heavy damage to its target and causes the chieftain to literally beat other tribesmen, even chieftain's on equal level, into the ground, effectively stunning them until he finishes his attack. It also serves as a food gathering tool, allowing the chieftain to knock fruit out of trees and allows him to fish incredibly well. Lastly, it functions as a baton, allowing him to conduct the concerts for other tribes. Unlike other tools, this cannot be swapped out for another tool, probably because the weapon is too good.
Refreshing Storm: The chieftain does a rain dance and it rains, causing trees to regrow their fruit. No combat application, but its technically weather and plant manipulation.
Fireworks: The chieftain places fireworks on the ground and they fly into the air before exploding, instantly bringing a neutral or even hostile tribe into friendship. Probably not combat applicable.
Flying Fish: The chieftain takes out a horn and blows into it. If he is by the sea, a sea monster shows up and they talk for a bit before it jumps into the air and crashes back into the water, causing fish to land on the shore. The chieftain and sea monster then wave to each other. Counts as summoning, but the Sea Monster probably either wouldn't fight for them or wouldn't be able to go onto land to help in a fight.
Beastmaster: The chieftain enchants nearby creatures to fight or socialize alongside him. Could count as mind manipulation or possibly mind control, but it would only work on animals of not significant proportion to the chieftain, seeing how it doesn't work on epic creatures or other tribesmen.
Traps: The chieftain plants a large totem with a bowl filled with fish and fruit around it. While not very hidden, its combat mechanism is. When creatures approach the totem, it sprays poison at them, instantly killing them. After a new group approaches, it sprays once more with the same ill effects. Apparently, this ability also works on epics, which may or may not be game mechanics, but I'm unsure if it works on other tribesmen, and if it doesn't probably is game mechanics. Counts as poison manipulation.
Fire Bombs: The chieftain begins wildly throwing bombs into a ring around him until they explode, dealing heavy damage to enemies around the chieftain. Explosion manipulation.
|-| Weapons=Self explanatory. 
Stone Axe: A powerful melee weapon that allows the tribesman to spin, dealing damage in the area around them.
Throwing Spears: A useful ranged weapon that can also function in a melee, the throwing spear is the only ranged weapon in the tribal stage, and allows the user to charge forward, stunning enemies temporarily and allowing the tribesman to reposition quickly.
Flaming Torches: A weak melee weapon, the flaming torch is a siege tool used to take down enemy huts. However, users can use it to stun their enemy temporarily.
|-| Social=Used when playing concerts for other tribes. Only here for clarity's sake.
Wooden Horn: A simple wind instrument that makes a high whistling noise.
Maracas: A shaken instrument that makes a rattling noise.
Didgeridoo: A simple wind instrument that makes a low sound like the Re-Cola guy.
|-| General=Most aren't weapons, but will be mentioned.
Healing Rod: A mystical staff that allows a shaman to heal others in the thick of battle, including themselves. A poor weapon, but it heals faster than most harm comes in.
Gathering Cane: When beaten against a tree, it causes it to shake and drop fruit. Don't know why you can't just cut it down, but hey its effective.
Fishing Spear: Its a spear, but for some reason more effective than a normal spear at fishing and can't be used in combat, at least not effectively.
</tabber>
==The Civilization Stage==
My least favorite stage in the game, the Civilization Stage abandons creature gameplay entirely in favor of building and vehicles. There are three types of vehicles in the Civilization Stage: Land, Sea, and Air. Each of these has a subtype based on the philosophy of the city they are created at, and that is either Military, Religious, or Economic, and this effects their functionality. Below, I cover their abilities. There isn't much to cover, but here are the ground rules: Military vehicles have big guns, with land vehicles shooting bombs, sea vehicles shooting missiles, both shooting shrapnel at air vehicles, and air vehicles shoot lasers. After some time or numbers they can destroy buildings or even epic creatures, who have now been upgraded. Religious vehicles of all types shoot a low damaging AOE attack at enemy vehicles that appears to be made out of musical energy, and against cities they use these attacks to disable Entertainment buildings so that happiness in the city is low and to disable turrets, and the rest attack the City Hall until the city is fully converted to their religion. Against Epic creatures, this beam makes them friendly to the nation that shoots them for a short time. Economic vehicles can only transport money and have no way of defending themselves.
Now that the vehicles are covered, let us go to the Epic. Epics finally have feats outside of being as tall as trees, being able to destroy buildings with ease. They also gain a new form of attack: the Fireball. The Fireball is its only ranged attack, but it has substantial range and homes in on targets, even being able to outrun and deal decent damage the spaceship when its in the atmosphere, though it usually fizzles out before it connects, and is very likely just game mechanics.
Then we have the Consequence abilities. These are weapons or tools that are obtained based on your philosophy throughout the previous stages. In the Tabber below, I will group them based on the stage you get them in, as you can have any combination of weapons as long as they aren't from the same stage.
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|-| Cell Stage=Healing Aura: Obtained by being an Herbivorous cell. This ability launches a wave of energy from the nearest city at the target location, healing any friendly buildings or vehicles that are in it's radius.
Static Bomb: Obtained by being an Omnivorous cell. This ability launches an EMP from the nearest city at the target location, immobilizing any vehicles or turrets in it's radius.
Invulnerability: Obtained by being a Carnivorous cell. This ability, as the name suggests, turns all of the nation's cities invulnerable. In context, this makes them unharmable by Building level opponents by scaling from Epic Creatures, and possibly even City level weaponry by scaling from the Gadget Bomb, though I would need to test if that is true.
|-| Creature Stage=Diplo Dervish: Obtained by being a Social creature. Temporarily makes the targeted nation friendly with the civilization that used it.
Bribe Bomb: Obtained by being an Adaptable creature. Temporarily makes enemy vehicles in the ability's radius attack each other.
Mighty Bomb: Obtained by being a Predatory creature. Launches a fiery projectile that destroys all buildings and vehicles in its blast radius which takes up an entire city block in game, and does some damage to epics.
|-| Tribal Stage=Special note that this stage provides two abilities to the player's civilization.
Black Cloud: Obtained by being a Friendly tribe. Launches an artificial black cloud that fills the sky above the target city and causes diseased creatures to rain down on the city, causing turrets and entertainment buildings to shut down and causing general unhappiness.
Fanatical Uprising: Obtained by being a Friendly tribe. Creates a massive hologram over the civilization's capital city and launches beams not dissimilar to those fired by religious vehicles at all remaining cities not under the nation's control, instantly converting them.
Ad Blitz: Obtained by being an Industrious tribe. Launches a blimp to the target city that you are trading with and makes it immediately available for purchase without having to wait for sufficient trading.
Global Merger: Obtained by being an Industrious tribe. Launches blimps from the civilization's capital city to any remaining cities not under the nation's control and instantly buys them out by the power of marketing. Or something. This one really doesn't make sense, I'll admit.
Gadget Bomb: Obtained by being an Aggressive tribe. Launches a large nuclear missile that can instantly kill an epic and instantly captures a city it is used on, reducing almost all of the buildings except for the city hall into radioactive rubble.
ICBM: Obtained by being an Aggressive Tribe. As Gadget Bomb, but it launches them at any remaining cities not under the nation's control.
</tabber>
==The Space Stage==
===The Spaceship===
The spaceship is the final thing that you are forced to customize in the game once you hit the Space Stage. This thing boasts a ton of abilities that make it a powerhouse in versatility. Many of them work rather straight forward though, but I'll cover almost all of them here.
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|-| Main Tools=Most of these tools have no application in a battle, but eh.
Scan: Scans the target, giving you access to its creature card in the Sporepedia. In game, the creature card shows you what a creature or vehicle is good at, and what abilities they have. Basic Information Analysis.
Radar: A passive ability that can be toggled on or off that pinpoints objects of note or those that you have selected in the Ecosystem screen. Don't really know what ability this counts as, probably Information Analysis? Don't think it would be that useful in a combat situation, but it might allow him to target enemies easier. Likely doesn't work on invisible targets, as other ships stop chasing you if you use the Cloaking Device ability.
Hologram Scout: As the title implies, it creates a hologram below the spaceship based on your captain that can walk around and observe the planet from the eyes of a creature. Basic Hologram Creation, though it has no practical application, even in game.
Planet Scan: The same as Scan, but it does so to everything on the planet. Again, basic Information Analysis. Probably not as helpful in a combat scenario as normal Scan though.
Return Ticket: The Shaman Archetype's Superpower ability. When activated, it allows the Spaceship to portal back to their home world through a wormhole in front of them after a short delay. Portal Creation. At their homeworld, the Spaceship can trade, repair, and refuel, so its applications should be pretty plain if it can get back to the battle in time.
Safari Vacuum: Abducts two of every plant and animal on the planet. Don't think its classified as anything, but it certainly has no combat application.
|-| Ship Abilities=Most of these are passive and/or useless in a fight. I said I'd do all of them though.
SETI: A passive device that detects intelligent life in a solar system from as far away as it can lock onto a planet to travel and functions as a universal translator.
Abduction Beam: You abduct a thing and put it in your Cargo Hold. Somehow it can fit trees thrice as tall as your ship is long inside it, but whatever. Doubt you'd want to bring any of the Spaceship's enemies on board the ship, but you can use it to fling whatever its grabbing, sometimes causing it to go into orbit, but I'm not sure if that's intentional or not.
Interstellar Drive: The main method of travel for the spaceship. It initially only lets it fly quickly between planets, but its immediately upgraded to let you fly between stars as well. Spaceflight. In an atmosphere however, it does not appear to be used, and the ship flies at a much slower rate comparatively. Regardless, it also gets Flight.
Wormhole Key: Lets you fly through wormholes so that you can fly to different points in the galaxy. Not black holes, wormholes. Don't know what else to say, guess you could put Can fly through wormholes
Energy Storage: The ship uses energy to power all of its abilities, including interstellar flight but not flying in an atmosphere. Energy Manipulation. If the Spaceship is "out" of energy, it can still fly, but it loses health for every star it flies towards. It cannot use any of its other abilities except for a few that don't require energy, such as the Return Ticket, which nullifies the weakness.
|-| Colonization Tools=Really, only one of these would be useful in a combat scenario I think, but I'll cover all of them since this is an indexing site and most of them are definitely notable.
Colony Incred-Pak: Launches a pod that expands into walls for a city, then creating an energy dome to contain air if the planet is not Terraformed.
Bio Protector: After placing it on a planet, it reduces the rate of Eco-Disasters on that planet. In Spore, an Eco-Disaster is a random event that happens way to frequently that basically causes a disease to break out in one of the wild species, and if the Captain chooses not to, or does not have time to, return to the planet in question and destroy the diseased creatures (which glow green for some reason), the ecosystem slowly gets destroyed until the planet becomes uninhabitable. I guess that can be listed as Can provide Resistance to Disease Manipulation, but I doubt it.
Bio Stabilizer: According to it's page on the SporeWiki, this is literally the same thing as the Bio Protector, but since it doesn't specify I guess they stack? I dunno. Probably wouldn't need to be mentioned.
Loyalty Booster: After placing it on a planet, it reduces the likelihood of revolts in a player's colonies. It could be either Mind Manipulation, Empathic Manipulation or possibly even Mind Control on a basic level. Could have sworn this applied as something else, but I can't think of it right now.
Happiness Booster: After placing it on a planet, it increases the happiness of the player's colonists. Very blatant Empathic Manipulation.
Spice Storage: After placing it on a planet, it increases the amount of spice that the player's colonies can store. Doesn't really need to be mentioned, just places a big warehouse on the ground.
Uber Turret: After placing it on a planet, it provides it the "ultimate defense" for colonies. The only one in this section here that would possibly be available in a combat scenario. The Uber Turret is basically a giant flying turret that has a completely indestructible shield by the spaceship or any of its enemies, is ridiculously fast by comparison, and one shots literally anything it shoots, even the Grox, who have the toughest ships in the game. Sometimes it even saves your planets the moment you get called about it. Its so far above you that its health is flat out listed as infinite rather than just having it take no damage. Only way to get rid of it seems to be to use a planet buster, as that gets rid of the planet its on. In game, you can only put it on your own colonies, but that may be Game Mechanics.
|-| Weapons=Basically the only section that matters.
Laser: A basic laser ability that deals damage at a constant rate and is actually an incredibly good anti-spacecraft weapon for when the Proton Missile weapon won't lock on for some Spode forsaken reason. Its basic Energy Projection. The tool can be used to kill Epics or Buildings, albeit at a rather slow rate.
Pulse: If I am honest, this is probably one of the most pointless abilities the Spaceship has. Everything it does, the Laser does better. However, its another source of Energy Projection (don't quote me on that one, I don't remember what the projectile looks like for the life of me) and Explosion Manipulation.
Proton Missile: The proton missile is intended to be the main anti-air weapon that is available to you, and is outright given to you by the story. If you look closely at it, you'll notice that the final upgrade of the Proton Missile fires a cluster of three rockets. When locked on to an enemy, they also home in on them. Explosion Manipulation.
Auto-Blaster: A toggleable weapon that automatically defends the Spaceship against nearby enemies with laser blasts. Basic Energy Projection.
Bomb: The bread and butter siege tool of the Spaceship. It drops a powerful explosion that completely levels buildings, but is incredibly hard to aim at anything other than buildings and epics. Explosion Manipulation. However, technically speaking it can level cities by destroying the City Hall, which causes the city to explode and it very frequently does this on accident. However, I wouldn't scale it from this, because it depends on whether or not you shoot the city hall rather than if you shoot normal buildings. When it hits the ground, it can take out multiple buildings at once, as the damage is constant throughout the blast.
Antimatter Bomb: However, this weapon does destroy a city no matter how you shoot at it. Seriously, this thing leaves a blast as big as the city itself, even leaving a crater if I remember properly. Explosion Manipulation.
Antimatter Missile: The Antimatter Bomb if it was put on a Proton Missile. The missile creates a massive explosion that outright destroys other spaceships in the vicinity with no survivors. Explosion Manipulation.
Planet Buster: It does exactly as it describes. You shoot a projectile at the planet, and when it connects, your ship automatically flies away to a safe distance and makes the planet (well, its crust) go kaplooey. Explosion Manipulation.
Cloaking Device: Turns the spaceship Invisible. Technically not a weapon, but this is the category its listed in in game. While it does cause ships to stop chasing you, since they can't find you, doing anything except for flying will cause it to break out of cloak. Can be useful in a fight though, as it can help set up a sneak attack of some sort.
AOE Repair and Repair Mega Pack: Provides the spaceship with the ability to instantly repair a large portion of its life, so in practice it functions as Healing. AOE repair is just as strong as the Mega Pack and heals all allies in an area around it.
Energy Mega Pack: Restores a lot of the ship's energy stores, allowing it to use more abilities before needing to go back for a refill. Energy Manipulation.
Rally Call: Doubles the damage of the spaceship's and its allies' weapons. Statistics Amplification.
Shield: One of the best defensive abilities the spaceship has. It renders it completely immune to harm for as long as the shield is active, but from experience it can still be knocked back by enemies rather easily. Forcefield Creation
Summon Mini-U: The Knight Archetype Superpower. Summons a miniature version of the spaceship with 20% of its total life. It is otherwise restricted to only a basic rapid-fire blaster like most of the other NPC ships, but still provides a good distraction and extra damage. Summoning.
Graviton Wave: The Scientist Archetype Superpower. It fires an explosive at the planet that explodes into a wave of energy that flies across the planet, destroying any tribe and city on the planet. Qualifies as Explosion Manipulation, and based on its title is probably Gravity Manipulation.
Raider Rally: The Warrior Archetype Superpower. It creates a wormhole that summons an army of pirate spaceships to assault the planet. The pirates aren't technically on the spaceship's side, but they don't bother attacking it. Like the Summon Mini-U ability, they're mostly there as a distraction. Summoning.
Static Cling: The Diplomat Archetype Superpower. It immobilizes all enemy spacecraft and turrets on a planet its used on, effectively functioning as a big, planet-wide EMP. Does that count as Status Effect Inducement? I guess so.
|-| Socialization Tools=I mean it has some of the weirder powers, some of these aren't even social at all.
Happy Ray: Literally makes things happy. Empathic Manipulation at its finest. Only use is for befriending other civilizations, though a particularly tricky captain could use it and then immediately backstab their newfound friend, I suppose.
Fireworks: Shoots fireworks, making people happy. Not much else to say. Guess it counts as Explosion Manipulation?
Mind Erase and Global Mind Erase: One of the more useful abilities. In practice, the Mind Erase abilities stop people from panicking, on a single target scale for Mind Erase and on a global one for Global Mind Erase, and this prevents the empire of the panicking colonist from attacking you while you do cruel things, like kill or abduct citizens. Very clearly Memory Manipulation on a basic level (aka on a "what had just happened" level), but it might allow for more things, like immediately using it to make the enemy forget that they're supposed to be fighting you. Doesn't work on enemy spacecraft or vehicles, though.
Embassy: Makes an embassy on the planet. Not much more to say.
Crop Circles: Creates crop circles on the ground to make citizens examine it and eventually panic. Again, not much more to say.
Species Eradicator: Shoots a purple fog that literally causes a species you target to go extinct after covering the globe. I don't really know how it works outside of that, but it sounds like it could either be Poison Manipulation or even Death Manipulation. Does not work on Civilized creatures, like colonists, but that might just be game mechanics.
Supersizer: One of the more fun tools you get, the Supersizer causes the target non-civilized (again, could be game mechanics) creature to become an Epic Creature after a few seconds. Obvious Size Manipulation. The Epic is hostile to everything, including spaceship, but its uses are obvious if it can get it to target something else than it.
Create Creature and Creature Tweaker: These function almost identically. The Create Creature tool lets you create a creature from scratch, while the Creature Tweaker lets you create it from an already existent creature. Pretty sure that's Biological Manipulation. The Creater Tweaker doesn't work on civilized creatures or epics (this is becoming a trend), but if used on an animal it opens up a modified Creature Creator that takes you inside the ship. I suppose if the captain is fast enough it could remove important things from its opponent's body and shoot them back out of the ship before it tears the thing apart from the inside, but I doubt it.
Wildlife Sanctuary: Makes a structure on a planet that prevents colonization and lets you place more creatures on the planet.
Cash Infusion: The Superpower of the Trader Archetype. It creates a blimp that lets you buy the solar system you've been trading with. Doesn't automatically buy it, just lets you buy it. Not useful in a fight.Manipulation]]
Soothing Song: The Superpower of the Bard Archetype. The ship starts playing a song that makes an empire and its fighters neutral with you for two minutes. Mind Manipulation. The song loses its effects if you take hostile actions against the enemy.
Fanatical Frenzy: The Superpower of the Zealot Archetype. After creating giant holographic members of your species over every single city on the planet, it presumably converts all of the civilians to your religion based on the description, which states "Converts alien owned systems to the one true way," but in effect grants you control of the planet and the rest of the solar system. Mind Manipulation, Morality Manipulation, or Mind Control.
|-| Terraforming Tools=Actually surprisingly effective at destroying civilizations.
Cloud Accumulator and Vacuum: The Cloud Accumulator makes the atmosphere of the planet you're on thicker, and the Vacuum makes it thinner. Either of them can lead to the planet becoming uninhabitable, which can lead to the enemy, if they're planetbound, being killed due to inability to breath I guess... Weather Manipulation?
Refrigeration and Heat Rays: The Refrigeration ray makes the entire planet colder, and the Heat ray makes the entire planet warmer. Its Heat Manipulation and Ice Manipulation, as listed on the page.
Staff of Life: A tool given to the player by the entity Steve after encountering him in the center of the galaxy. When used, a ball of energy is launched at the planet, instantly terraforming it to be 100% habitable and filling it with plants and god knows what kinds of abominations you've got downloaded on your computer. Most of the times these aren't creatures you've encountered before, so as its name implies it could be Life Manipulation. Also, as a nod to the Hitchhiker's Guide to the Galaxy, you get the achievement "42", and the Staff of Life only has 42 charges before it becomes worthless. Or you can mod it for infinite uses but that's cheating
Air Conditioning and Heat Seeder: The Cloud Accumulator combined with either the Refrigeration or the Heat Ray. Has the same effects over time.
Hot Cloud Vacuum and Cold Cloud Vacuum: The Cloud Vacuum combined with either the Refrigeration or the Heat Ray. Has the same effects over time.
Atmosphere and Drought Generators: Basically the Cloud Accumulator and Vacuum, but in a self-contained and short duration form.
Ice Storm: Places a device on the planet that creates a swirling blizzard of ice. Blatant Weather Manipulation and Ice Manipulation, but in practice functions like the Refrigeration Ray.
Meteor Shower: The spaceship tractors in meteors to crash into the planet, heating it up. In practice this functions like the Heat Ray, but it can also be used as a weapon for obvious reasons.
Ice Comet: As meteor shower, but its terraforming effects function as the Air Conditioning ability. Can also be used as a weapon.
Volcano: I wonder what results you could get for making a literal volcano? Anyway, this creates a volcano on the planet, and if used next to a city will completely destroy it. This functions in practice as the Heat Seeder. Pretty sure that's pretty good Earth Manipulation or Magma Manipulation.
Asteroid Call Button: As Meteor Shower, but in practice functions as the Hot Cloud Vacuum. Can also be used as a weapon.
Atmosphere Freezer: As the Drought Generator, but functions more like the Cold Cloud Vacuum.
|-| Planet Sculpting and Painting=Just going to merge these into one section because they're mostly pointless.
Planet Sculpting: The spaceship can create hills, plateaus, craters, mesas, seas, rivers, mountains, canyons, lava flows, and a series of themed variants of these. All of these can be used to damage cities, though the actual power would probably need to be calculated if possible. Earth Manipulation. The rivers, seas, and lava flows are created with water unless the planet is extremely hot, in which they fill with lava.
Planet Painting: Literally painting the planet. You shoot at the sky, land, or sea, and boom, it is exactly the color you chose it to be. The ship can also clear these changes in color, but why would you do that when you can have a hot pink planet with yellow water and a green sky?
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Category:Spore
Category:Explanation Pages