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The Captain Outfitter is one of the outfitters that has included in Spore Galactic Adventures and allows the player to equip their Captain with up to 32 new parts and abilities, alongside the clothing parts from the Outfit Editor. Abilities range from combat and survivability to socializing and mobility.

Captains can unlock up to 10 new weapons and abilities by advancing in rank, which is achieved by acquiring Captain Points (by completing missions). Advancing one rank gives the player the ability to choose one accessory from one of the eight different sets of tools (referred to as a "tool-set"). Parts in a tool-set must be unlocked in order, going from left to right.

Every philosophy, except Knight and Wanderer, has its own tool-set of equipment. Tools are Weapons or Abilities used on a Adventure. Collecting the fourth part in a philosophy's tool-set awards the respective philosophy's Consequence ability for saved games to use in the Space stage.

Tools[]

Warrior - Raw damage at a High energy cost

  • Bladed Knuckles - Claw-like gloves worn on the creature that can be used to attack targets in a strike-like fashion, for an energy cost. They can be upgraded to do more damage in exchange for a higher energy cost. Replaces the creature's Bite ability.
  • Plasma Pulser - A gun-like weapon that shoots a blast of energy, for an energy cost. Similar to, and as such replaces, the creature's Spit ability. Can be upgraded to do more damage, for a higher energy cost.
  • Lightning Striker - A sword-like energy weapon used to inflict damage by cutting and striking targets. Enemies hit by this attack become stunned by the electricity. Can be upgraded to do more damage for a higher energy cost. Replaces the creature's Strike ability.
  • Missile Flinger - A homing missile that shoots forward and explodes on contact with the target, damaging those around it. Can be upgraded to do more damage for a higher energy cost. Replaces the creature's Charge ability.

Shaman - Damage over Time and Inflicting ailments

  • Toxic Crystal - Similar to the Bladed Knuckles, but don't require energy to use and cannot be upgraded. The initial attack is quite weak, but targets may lose a great deal of health from the poison effect it causes. Replaces Bite, and goes inactive if Bladed Knuckles are equipped.
  • Swarm Magnet - Summons a swarm of insects to chase the target away. The insects also do damage over time. Similar to the Bee animation in the Creepy and Cute test drive, the Spore Booster pack. Replaces Spit (like the Plasma Pulser) but requires no energy to use and has a long start-up animation. Goes inactive if Plasma Pulser is equipped.
  • Icy Band - Freezes the target for a period of time. Requires no energy and cannot be upgraded. Replaces Strike, and goes inactive if Lightning Striker is equipped.
  • Hypnomelder - Temporarily brainwashes an enemy and makes them an ally for a short period of time. Requires no energy and cannot be upgraded. Replaces Charge, and goes inactive if Missile Flinger is equipped.

Scientist - Energy Restoration and Capacity

  • Compact Generator - Increases energy regeneration to 15 units/sec.
  • Compact Battery - Increases maximum energy capacity to 1500.
  • Power Generator - Increases energy regeneration to 20 units/sec. Effect does not stack with Compact Generator.
  • Power Battery - Greatly increases maximum energy capacity to 2000. Effect does not stack with Compact Battery.

Ecologist - Health Restoration and Capacity

  • Invigorator - Adds health regeneration (at 1 Hitpoints/sec).
  • Stam-Booster - Increases maximum health capacity by 100.
  • Super Invigorator - Adds Improved health regeneration (at 2 Hitpoints/sec). Effect does not stack with Invigorator.
  • Mega Stam-Magnifier - Greatly increases maximum health capacity by 200. Effect does not stack with Stam-Booster.

Diplomat - Social abilities

  • Ducal Cape - Enables Harmonious Song. Requires no energy and cannot be upgraded. Replaces Sing.
  • Princely Pad - Enables Graceful Waltz. Requires no energy and cannot be upgraded. Replaces Dance.
  • Regal Ring - Enables Royal Charm. Requires no energy and cannot be upgraded. Replaces Charm.
  • Imperial Robe - Enables Radiant Pose. Requires no energy and cannot be upgraded. Replaces Pose.

Bard - Powerful social abilities at a High energy cost

  • Harpolizer - Enables Inspiring Song, an upgradable version of Sing that requires energy to use.
  • Hop Gogs - Enables Stunning Dance, an upgradable version of Dance that requires energy to use.
  • Synergizer - Enables Holo Charm, an upgradable version of Charm that requires energy to use.
  • Fettipopper - Enables Confetti Pose, an upgradable version of Pose that requires energy to use.

Trader - Movement Abilities at the cost of energy

  • Sprint Pack - Enables Sprint Burst, a powered-up sprint that requires energy to use. Cannot be upgraded.
  • Glider Pack - Enables Hover, a powered up Glide that requires energy to use.
  • Stealth Helmet - Enables Stealth Field, a powered up Sneak that requires energy to use.
  • Jump Jet - Enables Jump Jet, a very high powered-up jump with an energy cost.

Zealot - Armor and Damage Reduction

  • Protecto-Shell - Reduces incoming damage a bit, no energy cost.
  • Danger Reductor - Greatly reduces incoming damage, and improves energy efficiency.
  • Power Shield - Eliminates all incoming damage but boasts a large energy cost.
  • Regen-Deflector - Converts a small percentage of incoming damage into useable energy.

Notes[]

Captain Outfitter Default Captain
  • Pressing the key combo to create a new creature (Control-N) causes the outfitter to default to a pre-made captain with heavy armor, resembling a Maxis-made space stage creature called Oobergrowb, and a randomly selected color with the default paint patterns. This does not match the other creature outfitters, which all show an error message stating that "This creation cannot be loaded" and resetting the color scheme of the creature.
  • Occasionally, a creature with Hop Gogs will not dance when commanded to do so, although the disco floor will still appear underneath them.
  • As none of the effects from any of the parts stack, it is recommended to remove old parts when upgrades become available.
  • Due to a developer oversight, the armour parts from the Tribal stage will still increase the captain's health. The 'Singuard' part offers the best bonus of 10 additional health.
  • Obtaining consequence abilities (from unlocking the fourth part from a philosophy's tool-set) is especially useful for Zealots and Scientists, whose superpowers break the Galactic Code.

Videos[]

Spore_Galactic_Adventures_Captain's_Parts

Spore Galactic Adventures Captain's Parts


Trivia[]

  • The Bladed Knuckles are similar in appearance to the Lightning claws from Warhammer 40,000. They also appear similar to the claws of the Marvel character Wolverine.
  • The Zealot armor is similar to medieval period European knight's armor, but the helm looks like a Spanish conquistador's helm (this may be a reference to the achievement of the same name). This is probably a reference to the fact that the Conquistadors had similar attitudes as Zealots do in Spore.
  • The Power Battery has a striking resemblance to the health-meter on the back of the RIG armor from video game series Dead Space, which was also made by EA around the time of Spore's release.
  • The Stealth Helmet is similar to those found in Halo ODST, without the mouthpiece and visor.
  • The Toxic Crystal is similar to Protoss psionic blades from StarCraft games, it may be a reference to the fact that Protoss philosophy is similar to Shamans and Zealots
  • The Lightning Striker may be a reference to lightsabers from Star Wars, or the energy swords from Halo.

See Also[]

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