Crew

FTL: Multiverse adds many new crew types to the game, both new aliens and others sub-types of existing ones.
Stats not listed are the same as their default value.

* If you are looking for secret races in Multiverse only found via events/special sectors, please see Secret Crew
* If you are looking for the unique crew found within Multiverse, please see Unique Crew.

## Humans

Humans are the most common crew type in the game. They have several sub-types that can be found in all kinds of sectors.

### Standard Human

Humans are common and uninteresting, but very skilled.

* x0.83 suffocation damage taken
* x0.83 fire damage taken
* Learns skills faster

Click EXPAND to view skill thresholds

### Human Medic

A medical unit trained in healing.

* x0.83 suffocation damage taken
* x0.83 fire damage taken
* x0.5 combat damage
* Regenerates 3.2 HP/s after taking no damage for 15s .
* Active Ability (30 second cooldown): Heals all friendly crew and self in the room by 50 HP.
* Learns all skills faster except combat which is slower. (combat; 8->12)

Click EXPAND to view skill thresholds

### Human Engineer

A Human technician skilled in repairs.

* x1.2 repair speed
* x0.83 suffocation damage taken
* x0.6 fire damage taken
* Learns skills, especially repairs, faster. (repair; 18->12)

### Human Soldier

Elite Human Crew. A highly trained human soldier, whose armor protects them from damage.

* x1.2 combat damage
* x0.7 combat damage taken
* x0.83 suffocation damage taken
* x0.6 fire damage taken
* Learns skills very fast.

Click EXPAND to view skill thresholds

### MFK Ace

Super Elite Human Crew. One of the finest soldiers amongst the Rebellion, trained from birth to be a ruthless killer.

* 2.0x combat damage
* 1.5x sabotage damage
* x0.7 combat damage taken
* x0.7 fire damage taken
* x0.7 suffocation damage taken
* Loses no skills on cloning.
* Starts with max skills on everything.

### Human Scientist

* 1.2x combat damage
* x0.7 combat damage taken
* x0.6 fire damage taken
* Learns skills faster

## Engi

The Engi are a mysterious race of nanobiotic creatures. While adept at repair they are outmatched in combat.

### Standard Engi

It's unclear if the Engi are partly organic or entirely mechanical, but it's well known that they make exceptional engineers.

* 90 Max HP
* x2 repair speed
* x2 fire extinguishing speed
* x0.5 combat damage
* x0.75 suffocation damage taken

### Separatist Engi

The Separatist Engi have broken free from the control of the Harmony, a widespread program that controls the Engi and encourages sameness.

* 100 max HP
* x1.75 repair speed
* x1.75 fire extinguishing speed
* x0.75 combat damage
* x0.50 suffocation damage taken

* Toggle Ability (15 second cooldown, 9s while transformed, which refills on jump): NANO - In Nano Mode, the Separatist cannot attack, repair, or heal and moves at 0.7x speed, but takes no suffocation or fire damage, ignores doors, and takes only 30% damage from combat. It also becomes immune to mind control

### Engi Defender

Elite Engi Crew. A shielded Engi Soldier who protect Engi ships and sectors.

* x2.7 repair speed
* x2.7 fire extinguishing speed
* x0.35 combat damage
* x0.7 suffocation and fire damage taken
* Active Ability (30 second cooldown, which refills on jump): Activates a shield for 15 seconds which sets damage taken from all sources to x0.1, makes the Defender immune to mind control, and allows the Defender to see adjacent rooms. (MC immunity is NOT retroactive)

## Zoltan

These hard-light entities might be part of the Federation, but they're also known for their strict rules and formal attitudes.

### Standard Zoltan

The 'Zoltan' are allies of the 'Engi'. Their innate energy can power ship systems.

* 75 Max HP
* Provides 1 power to current system
* Deals 15 damage to enemy crew on death

### Zoltan Monk

The heavily religious Zoltan monks live a life dedicated to non-violence.

* 75 Max HP
* Provides 1 power to current system
* Cannot fight crew or sabotage systems (allowing them to repair while enemies are in the room!)
* Deals 15 damage and 4 seconds of stun to enemy crew on death
* Active Ability (27 second cooldown, which refills on jump): Stuns all crew in the room excluding the monk themselves for 10 seconds.

### Zoltan Peacekeeper

Elite Zoltan Crew. Armored and trained Zoltan soldier who will gladly give you a kick in the teeth if you step out of line.

* 65 Max HP
* x0.65 combat damage taken
* Provides 2 power to current system
* x1.25 combat damage
* Deals 30 damage to enemy crew on death and 1 point of ion damage to current system.

### Duskbringer Devotee

The most devoted members of the Duskbringer Revolution, who are willing to take their own life in the name of their faith.

* 65 Max HP
* Provides 1 power to current system
* Deals 15 damage to enemy crew on death.
* Moves via short-range teleportation
* Active Ability (8 second cooldown, resets on jump): Activates a 2s countdown, at which the end of, the Duskbringer explodes, killing themselves and dealing 30 damage and 3 seconds of stun to all crew in the room. Also deals regular 15 death explosion damage (friendlies take 30 hp damage, enemies 45 hp)
* Learns combat and repair skills faster. (8->6 and 18->14 respectively)

### Duskbringer Martyr

Elite Duskbringer crew. Turns out, the devotees aren't the most dedicated to the Duskbringer ways. These guys are.

* 65 Max HP
* Provides 1 power to current system
* Loses no skills when cloned
* Deals 15 damage to enemy crew on death.
* Moves via short-range teleportation
* Active Ability (8 second cooldown, resets on jump): Activates a 2s countdown, at which the end of, the martyr explodes, dealing 50 damage to themselves and dealing 30 damage and 3 seconds of stun to all crew in the room. will deal regular 15 death explosion damage if this is enough to kill them (friendlies take 30 hp damage, enemies 45 hp)
* Learns combat and repair skills faster. (8->6 and 18->14 respectively)

## Orchid

### Orchid Floral

The Florals, natively known as the Ctl'Yae, are a friendly species of mostly pacifist plants which can buff your crew and refill oxyen.

* x1.75 fire damage taken
* x0.8 suffocation damage taken
* Refills oxygen (needs O2 system in the ship to work, +0.525 oxygen generation rate, same as a lanius/breach)
* Friendly crew in the same room gain 20% max health, 20% repair speed and 20% healing speed.

### Orchid Chieftain

Elite Floral Crew. Strong Orchids with a natural grown layer of wooden armor that protect the Orchid Garden-Worlds.

* 130 Max HP
* x3 fire damage taken
* Immune to suffocation; makes allied crew in the same room immune to suffocation
* Friendly crew in the same room gain 25% max health and 25% healing speed
* Refills oxygen quickly (needs O2 system in the ship to work, +2 oxygen generation rate).

### Vampweed

The Vampweeds, natively known as the Oro'Bache, are not known for the same friendliness as their unwelcome Floral brethren, but they do exhibit similar traits.

* x1.75 fire damage taken
* x0.8 suffocation damage taken
* Refills oxygen slowly (needs O2 system in the ship to work, +0.25 oxygen generation rate).
* Debuffs enemy crew in the same room by reducing their Max HP by x0.85 and reducing their movement speed by x0.75.

### Orchid Cultivator

**(currently can only be obtained via Promotion Bomb + Vampweed or starting with one in Wrecked Bomber C**)

Elite Vampweed Crew. These massive and terrifying Orchids are responsible for fueling the profitable spore trade, but also make deadly opponents.

* x1.75 fire damage taken
* x0.8 suffocation damage taken
* Refills oxygen very slowly (needs O2 system in the ship to work, +0.1 oxygen generation rate).
* x0.6 movement speed
* Passive Ability: Debuffs enemy crew in the same room by reducing their healing speed by x0.75

* Active Ability (30 second cooldown, refills on jump): COMBUST - Release poisonous spores for 15 seconds. Nearby enemies take x1.5 damage and are stunned for x1.5 duration. The Cultivator will be immobile and deal half damage during the ability. It will also be unable to man, repair or sabotage systems.
	+ Both modifiers (allDamageTaken and stunMultiplier) SET the values to x1.5 instead of modifying the base stat, this means that an Ampere under this effect is actually stunned for less time than it would without the effect.
	+ The extra damage also applies to weapon fire from the ship.

## Mantis

### Standard Mantis

The Mantis disregard for individual lives led to their evolution as a vicious warrior race.

* x1.5 combat damage
* x0.5 repair speed
* x0.8 fire extinguishing speed
* x1.2 movement speed

### Mantis Suzerain

Elite Mantis Crew. Well trained elite Mantis, who are faster and stronger than the lesser working class.

* x2 combat damage
* x0.8 combat damage taken
* x0.15 repair speed
* x0.8 fire extinguishing speed
* x1.5 movement speed
* Active Ability (17 second cooldown, resets on jump): PHEROMONE - Activates Suzerain Pheromones for 7 seconds which increases movement speed to x3.5, combat damage to x3.0 and damage taken from fire and suffocation to x4.

### Free Mantis

The friendly Free Mantis have rebelled from the Hive, and now live their lives independent and addicted to their synthesized pheromones.

* x1.2 combat damage
* x0.5 repair speed
* x0.8 fire extinguishing speed
* x1.0 movement speed
* Active Ability (17 second cooldown, which refills on jump): PHEROMONE - Activates Free-Mantis Pheromones for 7 seconds which increases movement speed to x3 and combat damage to x2.2.

### Free Mantis Warlord

Elite Free Mantis Crew. A Free Mantis chief with a heavy addiction to the synthesized pheromones concocted by the Free Mantis.

* 90 Max HP
* x1 combat damage
* x0.8 combat damage taken
* x0.5 repair speed
* x0.8 fire extinguishing speed
* x1.0 movement speed
* Active Ability (15 second cooldown, which refills on jump): PHEROMONE - Activates Free-Mantis Pheromones for 9 seconds which increases movement speed to x5, the combat damage to x3.5 and causes 7 HP of self-damage. Requires at least 10 HP to be activated.

## Rockman

### Standard Rockman

The 'Rockmen' of Vrachos IV are rarely seen and are known for their fortitude.

* 175 Max HP.
* Immune to fire damage.
* x0.5 movement speed
* x0.5 stun duration

### Rockman Outcast

A dangerous Rockman refugee who was banished for opposing the Rockman Elders.

* 160 Max HP.
* Immune to fire damage.
* x0.5 movement speed
* x0.5 stun duration
* Learns combat skill faster (8->5)
* Combat damage increased by 5% for every other rockman in the room and by 10% for every other allied outcast in the room

### Lost Sun Commando

Not necessarily known for their peaceful ways, the Lost Sun Commandos don't mess around when it comes to combat.

* 175 Max HP.
* Immune to fire damage.
* x0.5 movement speed
* x0.5 stun duration
* Active Ability, 2 charges (29 second cooldown, refills on jump): Instantly creates a fire in the current room. Requires an enemy to be in the room.

### Rockman Crusader

Elite Rock Crew. Powerful and well trained Rockmen who enforce the truth by punching in people's skulls.

* 300 Max HP
* Immune to fire damage.
* x0.5 suffocation damage.
* x0.4 movement speed
* x0 stun duration (immune to stun).

## Crystal

### Standard Crystal

Ancient ancestors of the Rockmen.

* 125 Max HP
* x0.8 combat damage
* x0.5 suffocation damage
* Active Ability, 2 charges (38 second cooldown, which refills on jump): Lockdowns the room for 12 seconds preventing anyone from entering or leaving. Also deals 7 self damage, requires a minimum of 20 HP to activate.

### Crystal Sentinel

Elite Crystal Crew. Powerful protectors of the Crystalline sectors.

* 135 Max HP
* x0.4 suffocation damage taken
* x0.65 movement speed
* Explodes on death dealing 15 damage to enemy crew and locking down the room for 12 seconds.
* Ignores doors and crystal fortifications.
* Active Ability, 8 charges (5 second cooldown, which refills on jump. Gains 4 charges per jump): Lockdowns the room for 12 seconds preventing anyone from entering or leaving. Also deals 7 self damage, requires a minimum of 20 HP to activate.

### Crystal Liberator

Members of the SSLG (Sister Species Liberation Group), sent by the Empress to help liberate the Rockmen from the tyrannical Theocracy.

* 150 Max HP.
* x0.5 combat damage.
* x0.5 suffocation damage taken.
* Active Ability, 3 charges (38 second cooldown, which refills on jump): Lockdowns the room for 12 seconds preventing anyone from entering or leaving. Also deals 7 self damage, requires a minimum of 20 HP to activate. For lockdown duration, all allied crew in the room gain the following multipliers on their stats:
	+ x0.5 fire damage taken
	+ x0.5 suffocation damage taken
	+ x0.5 stun duration
	+ x1.25 repair speed
	+ x1.4 sabotage speed

## Slug

### Standard Slug

These telepathic Slugs were shunned in the Galactic Federation for their constant thievery and attempts at manipulation.

* Immune to mind control, can see adjacent rooms
* Displays life forms while on the player's ship.

### Slug Saboteur

Elite Slug Crew. A Slug trained in the art of sabotage. Dangerous to encounter, but not a common sight.

* Immune to mind control, can see adjacent rooms
* Displays life forms while on the player's ship.
* x1.5 sabotage speed
* Active Ability (40 second cooldown): Cloak for 20 seconds, becoming immune to ALL damage. Cannot fight (allowing uninterrupted sabotage), and sets movement speed to x0.4. Can also ignore doors while cloaked. Will deal x3 sabotage damage while the ability is up. For every enemy crew in the same room, the cloaked saboteur loses a flat -0.5 sabotage speed (x2.5 sabotage with 1 enemy, x2 with 2 enemies and so on).

### Slug Clansman

Dangerous Slug hunters dedicated to their murderous hobby. Collect and wear armor made out of dead Shells.

* x0.9 combat damage taken
* x0.85 movement speed
* Immune to mind control, can see adjacent rooms
* Displays life forms while on the player's ship.
* Active Ability (32 second cooldown, refills on jump): BOMB - Deploys an anti-bio bomb that does 30 damage to all other crew, cannot move/sabotage/repair/fight but reduces combat damage taken to x0.4 for 6 seconds.

### Slug Ranger

Elite Clansman. A trained gunman wielding a powerful Anti-Bio rifle.

* Elite Crew
* Unable to sabotage enemy systems
* x1.5 combat damage
* x0.8 combat damage taken
* x0.6 movement speed
* Immune to mind control, can see adjacent rooms
* Displays life forms while on the player's ship.
* Active Ability (30 second cooldown, refills on jump): BOMB - Deploys a stun bomb, stunning enemy crew for 12s and ionizing the system for 1 ion damage. Cloaks for 12s, becoming immobile and reduces damage taken (from ALL sources) to x0.75 - but can only attack at x1 damage. Also cannot repair for the duration of the cloak

## Shell

### Standard Shell

Distant cousins to the Slugs, the Shells possess unique explosive characteristics, but have a heavy reliance on oxygen.

* x2 suffocation damage taken
* x0.9 combat damage taken
* Active Ability (5s cooldown, 31s total, which refills on jump): Combust. Takes 50 damage and deals 15 damage to enemy crew with a 20% stun chance, also deals 1 damage to the enemy system in the room. Slowly regenerates the health at 2 HP/s over 26 seconds. Requires at least 55 health to be activated.

### Shell Scientist

The Shell scientists are genetically engineered to provide medical assistance to nearby crew, and work hard to uncover the secrets of life in their free time.

* x2 suffocation damage taken
* x0.9 combat damage taken
* Active Ability (18s cooldown, 31s total, which refills on jump): Combust. Takes 50 damage and fully heals all friendly crew in the room. Regenerates health at 5.7 HP/s over 13 seconds. Requires at least 55 health to be activated.

### Shell Mechanic

The Shell mechanics maintain Shell facilities and infrastructure. Their organic bodies have been cybernetically enhanced, and can disperse nanobots when necessary.

* x2 suffocation damage taken
* x0.9 combat damage taken
* Cannot repair normally
* Active Ability (2s cooldown/28s total, which refills on jump): Combust. Takes 50 and fully repairs all damage to the room. Will slowly regenerate the health afterwards at 2 HP/s over 26 seconds. Requires to be in a system room of the player ship, and more than 55 health to activate.

### Shell Guardian

The Shell guardians are the members of the Shell Military district. Well armored, but lacking the usual regenerative properties of the Shells.

* x2 suffocation damage taken
* x0.7 combat damage taken
* Active Ability (10s cooldown/25s total, which refills on jump): Combust. Takes 75 damage and deals 30 damage to enemy crew and 2 damage to enemy systems. Fortify itself for 15 seconds: x0.3 damage taken from ALL sources. Requires at least 80 health to be activated.

### Shell Radiant

Elite Shell Crew. Genetically engineered Shells who are even more lethal.

* x5 suffocation damage taken
* x0.9 combat damage taken
* Active Ability (1s cooldown/4s total, which refills on jump): Combust. Takes 15 damage and deals 15 damage to enemy crew and 1 damage to enemy systems. Can be rapidly cast, but only regenerates 2 HP/s over 3 seconds.
* On death creates a breach and does 15 damage to enemy crew.

## Lanius

### Standard Lanius

These anaerobic beings seem friendly enough.

* Drains oxygen from the current room. (-0.525 oxygen generation rate)
* Immune to suffocation damage.

### Lanius Welder

Elite Lanius Crew. Rust covered ancient Lanius who lead the swarm.

* 110 Max Health
* Drains oxygen from the current room (-0.525 oxygen generation rate)
* Immune to suffocation damage.
* x1.25 repair speed
* x1.25 sabotage speed
* Passive Ability: constantly deals 4 HP/s worth of damage to crew drones and mechanical crew (engi, separatists in either form, engi defenders, obelisk, royal obelisks, wither, cognitives and advanced cognitives)
* Active Ability (30s cooldown, refills on jump): for 15 seconds, moves at x0.3 speed but drains oxygen at ~x8 the speed (-4 oxygen generation rate) and heals at 4 HP/s for a total of 60 HP.

## Ghosts

Since 5.0, all ghosts with timed abilities listed below share a special activation mechanic: when their HP is at least 1 point below full (79 or 109, specifically depending on regular/alpha type) their ability will begin charging, otherwise the ability will pause. This cooldown is kept between jumps as well. (probably unintended: augments that reduce your crew's HP in any way *will* trigger this treshold and thus cause the abilities to be constantly charged and activated).

### Phantom

These mysterious gas beings are not really the undead, though they possess strange characteristics like the supernatural.

* 80 Max Health
* Immune to suffocation and fires
* Ignores doors and lockdowns
* x2 sabotage speed
* x0.8 movement speed

### Alpha Phantom

Alpha Phantom Crew. These massive Ghosts have been around for millennia if not longer.

* 110 Max Health
* Immune to suffocation and fires
* Ignores doors and lockdowns
* x3.25 sabotage speed
* x0.8 movement speed
* At empty beacons, can split into two regular phantoms

### Goul

Not really supernatural, but these vagabond Ghosts are made of highly combustible gasses that can ignite at any moment.

* 80 Max Health
* Immune to suffocation and fires
* Ignores doors and lockdowns
* x1.3 sabotage speed
* x0.8 movement speed
* Automatic Ability (20 second cooldown): Will start a fire in the room that it is currently in.

### Alpha Goul

Alpha Goul Crew. A powerful Goul at the end of its lifespan, and heavily unstable.

* 110 Max Health
* Immune to suffocation and fires
* Ignores doors and lockdowns
* x2 sabotage speed
* x0.8 movement speed
* Automatic Ability (13 second cooldown): Will start a fire in the room that it is currently in.
* At empty beacons, can split into two regular gouls

### Mare

A highly corrosive, though not undead, vagabond Ghost. May cause extreme skin irritation if touched.

* 80 Max Health
* Immune to suffocation and fires
* Ignores doors and lockdowns
* x1.6 sabotage speed (x0.3 more than other subtype ghosts)
* x0.8 movement speed
* Automatic Ability (20 second cooldown): Creates a breach in the room that it is currently in.

### Alpha Mare

Alpha Mare Crew. A powerful Mare at the end of its lifespan, and heavily unstable.

* 110 Max Health
* Immune to suffocation and fires
* Ignores doors and lockdowns
* x2.3 sabotage speed (x0.3 more than other subtype alphas)
* x0.8 movement speed
* Automatic Ability (13 second cooldown): Will create a breach in the room that it is currently in.
* At empty beacons, can split into two regular mares

### Wraith

A powerful and electrifying vagabond Ghost. Not to be confused with the actual paranormal, who don't exist.

* 80 Max Health
* Immune to suffocation and fires
* Ignores doors and lockdowns
* x1.3 sabotage speed
* x0.8 movement speed
* Automatic Ability (20 second cooldown): will deal 2 ion damage to the system it is in and will also stun every other crew in the room for 7 seconds

### Alpha Wraith

Alpha Wraith Crew. A powerful Wraith at the end of its lifespan, and heavily unstable.

* 110 Max Health
* Immune to suffocation and fires
* Ignores doors and lockdowns
* x2 sabotage speed
* x0.8 movement speed
* Automatic Ability (15 second cooldown): will deal 2 ion damage to the system it is in and will also stun every other crew in the room for 7 seconds
* At empty beacons, can split into two regular wraiths

## Leeches

### Standard Leech

The scummy Leeches are often referred to as the bottom feeders of the galaxy, and for good reason!

* 90 Max HP
* x1.5 stun duration
* Heals passively (6.4 HP/s) when outside of combat for more than 5s
* Drains one power from enemy systems in the room (cannot limit piloting)

### Leech Ampere

Elite Leech Crew. The Amperes have absorbed large amounts of electricity and can now channel the current at will.

* 90 Max Health
* x1.75 stun duration
* Heals passively (7 HP/s) when outside of combat for more than 5s
* Drains one power from enemy systems in the room (cannot limit piloting)

* Active Ability (20 second cooldown, which refills on jump): For 30 seconds, temporarily amplifies electric abilties, draining 2 system power (also drains from friendly systems). Moves at x0.75 speed for the duration of the ability.