Crew Lab

The onboard lab is an internal upgrade that allows crew properties to be changed at empty beacons.

Each race can have only one Primary upgrade at a time which cannot be undone once purchased, as well as however many Secondary upgrades they can access. Each race can have multiple Secondary upgrades, but these are each specific to a subrace. Take for example the Mantis Suzerain and Bishop's Slave Masters upgrade only working when Suzerain or Bishop Mantis are in the room with the Engi.

When an effect mentions a % change to a stat, it means a multiplicative effect which will multiply with all other changes to that stat, for example a 50% fire resistance means fire damage is multiplied by 0.5, which will multiply on other fire resistances and vulnerabilities.

## Installing and Upgrading

Installing the lab can be done at empty beacons. If the Medbay is at least level 2, the lab can be installed for free, else it costs 3 , 2 , 3  and 30 . Installing the lab allows primary upgrades to be installed for all crew types.

Upgrading the lab is also done at empty beacons. If the Medbay is at least level 3, the lab can be upgraded for free, else it costs 2 , 2  and 25 . Upgrading the lab unlocks secondary upgrades for crew subtypes.

## List of Upgrades

### Humans

#### Diversification

(20 , 3 ): +12% buff to movement speed, combat damage, repair speed, and health.

#### Teamwork Neurons

(30 ): Humans gain a 15% buff to combat damage and repair speed while in the same room as other Humans.

#### Natural Intuition

(6 ): New human crew will always have level 2 in all skills.

#### Secondary

##### (Medic) Hippocratic Oath

(35 , 1 ): Your medics lose the ability to fight but gives a protective aura to allied crew (including themselves) in the same room that grants them 95% resistance to hazards.

##### (Engineer) Field Training

(25 , 7 ): Your engineers lose their repair bonus but heal your crew drones at 5hp/s and buff their combat damage and repair speed by 15%.

### Engi

#### Combat Systems

(15 , 3 ): Combat damage is set to default value (x1.0), and max health is increased by 10. However, repair speed is decreased by 25%.

#### Nanite Efficiency

(20 , 1 , 2 ): Repair speed is increased by 15%.

#### Environmental Adaptation

(2 , 5 ): Engi gain full suffocation immunity.

* Exists as external lab but it is not present on any ship or event as of 5.0 (EX\_LAB\_ENGI\_ADAPT).

#### Secondary

##### (Separatist) Unified Colonies

(25 , 2 ): Separatists can heal while in nano-mode, but lose the ability to phase through doors.

##### (Defender) Priority Reallocation

(55 , 3 ): Defenders no longer fight enemy crew, but can repair while hostiles are in the room.

### Zoltan

#### Overclocking

(35 , 6 ): Zoltans lose 40% of their health but provide double power.

* Starting external upgrade in TGD-225GW

#### Hard-Light Shielding

(40 , 3 ): Zoltans shield themselves and other crew/drones in the room, making them take half damage, but cannot directly fight other crew themselves.

#### Emitter Calibration

(15 , 2 ): Zoltans heal on their own at 2.5hp/s (with a 5 second delay after taking damage), but no longer heal from passive sources like the medbay or Slocknog's passive.

#### Secondary

##### (Monk) Spiritual Abandonment

(25 , 3 ):Your monks can fight, but only at half damage. Supercedes Hard-Light Shielding.

### Orchid

#### Petrified Wood

(30 ): Orchids replenish 02 75% slower, but gain a 50% resistance to fire damage, which nullifies their native fire vulnerability.

#### Totipotency

(4 ): Orchids take 30% extra fire damage, but regenerate at 3hp/s with a 4 second delay after taking damage.

### Mantis

#### Selective Killing

(35 , 1 ): Mantis do an extra 60% damage in melee combat, but lose 50% of their ranged damage. Does not affect sabotage speed.

#### Fireflies

(40, 3): Mantis gain 75% resistance to fire damage as well as a 20% sabotage buff. Suzerains and Bishops will take regular fire damage during their abilities instead.

* Starting external upgrade in Pyrrhocoris

#### Observational Learning

(4): Mantis repair at x0.8 speed when another non-mantis is in the room.

#### Secondary

##### (Suzerain and Bishop) Slave Masters

(30 , 3 ): Engi repair speed is doubled for each Suzerain or Bishop in the room.

* Starting external upgrade in The Basilisk

##### (Hive Mantis) Claw Slash

(30): Regular Mantis gain active ability "Slash" which deals 15 damage to all hostiles in the room. Has a 20 second cooldown and may be used twice per jump. Cooldown recharges on jump.

### Rock

#### Titan Fists

(25 ): Rocks knock down doors 3x as fast, and deal 2x damage to drones.

#### Obsidian Skin

(50 ): Rocks gain +33% max health, but movespeed is reduced by 40%.

* Exists as an external upgrade, obtainable via the Chung Bungalung event.

#### Crumbling Exterior

(15 , 3 ): Rockmen move 75% faster, but heal at half speed.

#### Secondary

##### (Cultist) Unbreaking Faith

(40 ): Cultists gain complete stun and mind control immunity, as well as providing stun immunity to all other rocks in the room.

### Crystal

#### Crystallized Hydrogen

(35 ): Crystals gain complete suffocation immunity but have their health set to 100.

* Starting external upgrade in Carnelian

#### Hardened Crystals

(40 , 3 ): Crystals gain 50% sabotage damage, but lose 75% of their movement speed.

#### Geodification

(20 , 1 ): Crystals gain 50% fire resistance, but lose their suffocation resistance.

### Slug

#### Neuron Pathing

(25 ): Slugs gain a 75% stun resistance and no longer lose skills on being cloned.

#### Neural Redirection

(30 , 1 ): Slugs lose the ability to sense crew on the other ship, but gain a 25% boost to combat, sabotage and repair speed.

#### Telepathic Synergies

(25 ): Allied crew in the same room as your Slug crew gain MC immunity. Enemy crew in the same room lose their MC immunity if they had it.

### Shell

#### Anatomical Gyroscopes

(35 , 3 ): Shells suffocate at normal speed but lose 25% movement speed.

#### Evolutionary Rebranching

(30 ): Shells inherit the telepathic abilities of slugs.

#### Dextile Shells

(35 ): Shells move 50% faster and heal 50% faster.

#### Secondary

##### (Scientist) Artificial Radiency

(25 , 3 ):Shell Scientists passively damage nearby enemies at 3hp/s but heal 50% slower

##### (Mechanic) Cybernetic Rehabilitation

(5 ):Shell Mechanics can repair at x0.75 speed but their ability takes much longer to charge.

##### (Guardian) Homeland Defender

(25 ) Shell Guardians gain an additional 33% damage resistance and a 50% ability cooldown reduction while on your own ship.

### Leech

#### Burrows

(25 , 3 ):Leeches ignore doors and move 50% faster.

#### High Voltage

(30 , 2 ):Leeches are stunned for 50% longer and take 33% more fire and asphyxiation damage but provide power on the player ship.

#### Parasitical Dependencies

(50 , 1 ):Leeches have 60 less max health and do 4x less damage by default, but steal 3hp/s from all other enemy non-leech crew in the room.

### Lanius

#### Rusting

(25 , 4 ): Lanius drain oxygen at double speed, but lose 50% movement speed.

#### Selective Metalworking

(35 ): Lanius repair and sabotage 50% faster, but do 30% less crew damage.

#### Experimental Alloy

(30 , 2 ): Lanius gain an extra 35% health, but their oxygen drain speed is quartered.

* Starting external upgrade in 7 Sins

### Ghost

#### Denser Molecules

(25 ): Ghosts can no longer ignore doors but gain 20 extra health.

#### Chemical Proliferation

(15 , 2 , 4 ): Ghosts heal at 4.2hp/s per tile of fire, Gouls heal at 2.1hp/s instead.

* Starting external upgrade in Tartarus

#### Non-Corporealism

(45 , 4 ): Ghosts gain 50% combat damage resistance, but lose the ability to damage crew (meaning they sabotage/extinguish/repair even with hostiles present!).

#### Secondary

##### Vagabond Stabilizer

(25 , 4 ): Vagabond (Gouls, Mares, Wraiths, and their associated alphas) and Haunt abilities can be manually activated instead of automatically.

*"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.

### Morph

Transformed morphs do not gain the benefit of the upgrade for the race they transform into, but they retain the benefit of the morph lab upgrade.

#### Neoprene Membrane

(30 , 2 ): Morphs gain fire resistance instead of suffocation resistance.

#### Elastic Surface

(15 , 2 ): Morphs can ignore doors and move 60% faster.

#### Hulking Mass

(35 ): Morphs gain 50% extra health, but move at half speed.

* Starting external upgrade in KIK PLOO SPEJOO

#### Secondary

##### Robotic Mimicry

(3 ): Technopath: Technopaths heal at full speed in your drone control room while it is powered.

### Spider

#### Webbing

(55 , 3 ): All non-spider crew move 50% slower in the presence of spiders. (will not stack with itself, 50% max slowdown)

* Starting external upgrade in Fielder

#### Silk Touch

(25 , 3 ): Spiders gain tripled repair speed, but have their combat damage reduced by 25%.

* Starting external upgrade in Cyriopagopus

#### Predatory Instincts

(40 ): Spiders can't repair, or man systems, but gain 50% combat damage and movement speed.

### Tree Lizards

#### Together Strong

(40 ): Lizards gain a 10% combat and repair buff for every other Lizard in the room.

#### Technophobia

(40 , 3 ): Lizards gain double sabotage damage, double combat damage when in a room with hostile drones, and increased movement speed that scales with the strength of the enemy shields.

### Obelisk

#### Mortality Initiatives

(40 , 2 , 2 ): Ancients lose their fire and asphyxiation resistance, but gain 50 more health and 25% more combat damage.

#### Advanced Neural Complex

(25 , 3 ): Ancients can see adjacent rooms, resist mind control, and are immune to stun.

#### Equalizer

(35 , 4 , 4 ): Ancients gain 5x damage, but all enemy crew in the same room as them gain 3x damage (Does not stack with other Obelisks).

### Cognitive

#### Rage Mode

(40 , 4 ): While in liberated mode on the enemy ship, cognitives gain 1 power drain, drain oxygen at 2oxy/s, and ignore doors. Regeneration speed in liberated mode is increased by 2hp/s on all ships.

#### Hazard-Proof Systems

(30 ,2 ): Cognitives are immune to fire and stun. Cooldown between normal and liberated mode is also reduced by 50%.

#### Mobile Batteries

(35 , 4 ): Cognitives provide 1 additional power and passively damage enemy crew at 3hp/s while in liberated mode. Cooldown between normal and liberated modes is increased by 10%.