Aether Weapons

*"Ssstranger, you might not want to look at thisss now..."*

This article contains important spoilers that can ruin your experience while playing  FTL: Multiverse! Read at your own risk.

Ancient Weapons are some of the rarest, most powerful weapons in the Multiverse! Spanning across multiple weapon types, these pieces of ancient technology hit hard and are power efficient for their output, typically having hullbust and extremely high breach chances.

Ancient weapons are normally very hard to obtain outside of the Ancient Questline, but are typically well worth using if you can get one of then, being some of the most powerful weapons in each of their respective categories.

There are also special Royal Weapons, used by the Royals. They are typically significantly more powerful than even standard Ancient tech, start fires instead of breaches, and are usually not obtainable by the player unless the ship starts with them or they manage to crewkill the royal transport.

## List of Lasers

### Harbinger MK I

*"Scans show that this is a laser weapon, but its tech is nothing like any laser you've ever seen..."*

* Costs 110
* Fires 3 shots with 15s cooldown
* Deals 1 damage per shot, double hull damage on systemless rooms
* 80% breach chance
* Requires 2 power
* Starting Weapon on the Takthine Ythli.

### Harbinger MK II

*"Scans show that this is a laser weapon, but its tech is nothing like any laser you've ever seen..."*

* Costs 125
* Fires 6 shots with 18s cooldown
* Deals 1 damage per shot, double hull damage on systemless rooms
* 70% breach chance
* Requires 3 power

### Harbinger MK III

*"Scans show that this is a laser weapon, but its tech is nothing like any laser you've ever seen..."*

* Costs 140
* Fires 8 shots with 21s cooldown
* Damage: 1 per shot, double hull damage on systemless rooms
* 60% breach chance
* Requires 4 power

### Royal Harbinger MK III

*"Scans show that this is a laser weapon, but its tech is nothing like any laser you've ever seen..."*

* Costs 140  (cannot be bought)
* Fires 9 shots with 19s cooldown
* Damage: 1 per shot, 1 extra system damage, double damage on systemless rooms
* 100% fire chance, 100% chance for 5s of stun
* Requires 3 power

## Table of Missiles and Bombs

These weapons all have full shield piercing, and most use up one missile each time they fire.

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## List of Missiles and Bombs

### Carnage Missiles

*"An ancient missile launcher, far outdating any launcher you've ever seen."*

* Costs 150
* Fires 3 missiles with 17s cooldown
* Pierces all shields, and uses 1 missile
* Deals 2 damage per shot
* Targets with a 45px radius
* 80% breach chance, 100% chance for 8s of stun
* Requires 3 power
* Starting Weapon on the Pol-84-209.

### Royal Carnage Missiles

*"An ancient missile launcher, far outdating any launcher you've ever seen."*

* Costs 150  (cannot be bought)
* Fires 3 missiles with 19s cooldown
* Pierces all shields, and uses 1 missile
* Deals 2 damage per shot
* Targets with a 45px radius
* 100% fire chance, 100% chance for 12s of stun
* Requires 3 power

### Payload Teleporter

*"A bomb weapon, but unlike any you've ever seen. It appears to be much stronger than common bombs."*

* Costs 100
* Launches 1 bomb with 14s cooldown
* Pierces all shields, and uses 1 missile
* Damage: 1 hull damage, 4 total system damage, 45 crew damage
* 100% breach chance, 100% chance for 7s of stun
* Requires 1 power

### Royal Payload Teleporter

*"A bomb weapon, but unlike any you've ever seen. It appears to be much stronger than common bombs."*

* Costs 100  (cannot be bought)
* Launches 1 bomb with 12s cooldown
* Pierces all shields, and uses 1 missile
* Damage: 1 hull damage, 4 total system damage, 45 crew damage
* 100% fire chance, 100% chance for 10s of stun
* Requires 1 power
* Starting Weapon on the Simaeth Tyk Tyk.

### Onslaught Launcher

*"It seems the minelaunchers go back as far as the Ancients. This one seems much stronger than its modern cousins."*

* Costs 95
* Fires 3 mines with 10s cooldown
* Pierces all shields, and uses 1 missile
* Damage: 2 per shot, but no system damage
* Targets with a 45 pixel radius
* 90% breach chance
* Projectiles move very fast compared to regular minelaunchers
* Requires 2 power

### Pacifier

*"A small, unassuming weapon capable of keeping enemy crew stunned forever when under continuous fire."*

* Costs 90  (cannot be bought)
* Fires 3 shots with 10s cooldown (1 on own ship)
* Pierces all shields, but does **not** require a missile to fire
* Deals no hull or system damage, but inflicts 13s of stun to all crew in the room (doesn’t stack)
* +100% accuracy bonus, so cannot miss the enemy ship even if cloaked
* Requires 1 power
* Starting Weapon on the Cherry Blossom and The Monolith.

## Table of Beams

These weapons cannot miss, and can partially pierce shields depending on their damage. Most of them can hit multiple rooms along their path.

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## List of Beams

### Eradicator MK I

*"A powerful weapon of destruction predating any modern beam, which does massive amounts of damage."*

* Costs 120
* Has an 18s cooldown
* Deals 2 damage per room, with an 80px trail
* 100% breach chance
* Requires 2 power

### Eradicator MK II

*"A powerful weapon of destruction predating any modern beam, which does massive amounts of damage."*

* Costs 130
* Has a 25s cooldown
* Deals 3 damage per room, with a 110px trail
* 100% breach chance
* Requires 3 power

### Eradicator MK III

*"A powerful weapon of destruction predating any modern beam, which does massive amounts of damage."*

* Costs 145
* Has a 34s cooldown
* Deals 4 damage per room, with a 100px trail
* 100% breach chance
* Requires 4 power

### Royal Eradicator MK III

*"A powerful weapon of destruction predating any modern beam, which does massive amounts of damage."*

* Costs 145  (cannot be bought)
* Has a 32s cooldown
* Deals 5 damage per room, with a 100px trail
* 100% fire chance, 100% chance for 9s of stun
* Requires 4 power
* Starting Weapon on the Makt-Lithe GaethPro.

### Havoceizer

*"This massive and bulky beam isn't quite what you'd expect. It does no physical damage to the hull, but causes massive chaos aboard the enemy ship."*

* Costs 100
* Has an 18s cooldown
* Deals 0 hull and 2 system damage per room, with a 150px trail
* Pierces 2 shield layers
* 50% fire chance, 100% breach chance, 100% chance for 15s of stun
* Requires 2 power

### Royal Havoceizer

*"This massive and bulky beam isn't quite what you'd expect. It does no physical damage to the hull, but causes massive chaos aboard the enemy ship."*

* Costs 100  (cannot be bought)
* Has a 15s cooldown
* Deals 0 hull and 3 system damage per room, with a 175px trail
* Pierces 3 shield layers
* 60% fire chance, 100% breach chance, 100% chance for 15s of stun
* Requires 1 power

### Purifier Pinpoint MK I

*"Old and powerful focus tech is detected on this weapon. You can only imagine the terror this weapon could cause."*

* Costs 110
* Has a 20s cooldown
* Deals 4 damage and 1 bonus system damage, with a 2px trail
* 100% breach chance, 100% chance to stun for 16s
* Requires 3 power

### Purifier Pinpoint MK II

*"Old and powerful focus tech is detected on this weapon. You can only imagine the terror this weapon could cause."*

* Costs 125
* Has a 20s cooldown
* Does 5 damage and 1 bonus system damage, with a 2px trail
* 100% breach chance, 100% chance for 18s of stun
* Requires 4 power

### Royal Purifier Pinpoint MK II

*"Old and powerful focus tech is detected on this weapon. You can only imagine the terror this weapon could cause."*

* Costs 100  (cannot be bought)
* Has a 20s cooldown
* Does 6 damage and 1 bonus system damage, with a 2px trail
* 100% fire chance, 100% chance for 10s of stun
* Requires 3 power

## Table of Ions

These weapons do no hull damage, but can disable systems. They do system damage alongside ionizing their targets.

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## List of Ions

### Plasma Cannon MK I

*"This peculiar weapon fires bolts of plasma that do both ion and system damage. Can even damage the shields upon contact."*

* Costs 95
* Fires 1 shot with 10s cooldown
* Deals 2 ion damage, alongside 1 system damage
* 50% fire chance on room hit
* Requires 2 power
* Starting Weapon on the Ten Shidko-Pathe.

### Plasma Cannon MK II

*"This peculiar weapon fires bolts of plasma that do both ion and system damage. Can even damage the shields upon contact."*

* Costs 115
* Fires 1 shot with 14s cooldown
* Deals 3 ion damage, alongside 2 system damage
* 80% fire chance on room hit
* Requires 3 power

### Royal Plasma Cannon MK II

*"This peculiar weapon fires bolts of plasma that do both ion and system damage. Can even damage the shields upon contact."*

* Costs 115  (cannot be bought)
* Fires 1 shot with 14s cooldown
* Deals 4 ion damage, alongside 4 system damage
* 20% fire chance on room hit
* Requires 2 power
* Starting Weapon on the Makt-Lithe GaethPro.