Internal Upgrades

Internal upgrades are special upgrades that can be installed on **any** ship while in a storage check, most of them either serving as replacements for certain upgrades commonly found as augments in the base game (Automated reloader, Zoltan Shield bypass, battery charger, etc) or (for level 3+ cloaking & lvl 4 teleporter) a way to upgrade the system past its “normal” limits.

These upgrades can sometimes be found as "external" versions (augments marked with an {X} at the end of their name). These function mostly the same as their internal counterparts (and will stack with other internal upgrades where applicable) but take up one of your ship’s augment slots. They can be converted to the internal version for free at an empty beacon (if you have the corresponding System that it belongs to), or left as is externally to stack their effects with the internal versions.

Some internal upgrades are incompatible with others and the player will be unable to install both simultaneously under normal circumstances. The main purpose of these restrictions is to balance the advantages of each upgrade and force the player to choose between them based on their current loadout. These are the current incompatible upgrades:

* Level 4 Teleporter vs Reconstructive Teleporter
* Level 3/4/5 Cloaking vs Shadow Weaponry

Some ships start with the external version of the 2nd upgrade of those pairs, which allows them to benefit from both upgrades if one upgrades the main system first and then internalizes the augment afterwards.

## Onboard Tech

### Install an arm

You can only have one internal arm at a time. You can choose to disassemble an arm afterwards, returning 50% of its cost.

Some ships start with Modular versions of these arms, which take up an augment slot but not an "arm" slot, meaning the player can install another arm while keeping the benefits of both.

#### Scrap Arm

*"Increases scrap gain from all sources by 10%"*

* Costs 50
* Increases scrap gained FROM EVENTS by an additive 10% (does not affect sale price of items or resources)
* Provides a blue option on Crystal Collector and Asteroid Field events. The former gives a random crystal weapon, while the latter yields a high amount of scrap.
* Allows obtaining an additional medium scrap reward after destroying any Loot Transport.
* This is generally the best arm to go for in a non-drone run, as the increased scrap rewards will eventually outweigh the initial cost decreased.
* ID: UPG\_ARM\_SCRAP

#### Magnetic Arm

*"Allows salvaging during time-sensitive situations, such as Rebel fleet controlled beacons, and provides an alternative low-risk salvaging option"*

* Costs 65  and 3
* Allows the player to salvage rewards after defeating fleet-controlled Rebel Elites or MFK Aces (low standard reward for elites, medium standard reward for MFK Aces) or after destroying a Loot Transport ship (low stuff only reward)
* Adds an extra salvage option under the "Run a salvage mission" task, which gives extremely low resources as a reward but can be used once per storage check, unlike normal salvage operations which are limited to once per sector.
* Good when paired with Cloaking and a strong set of weapons (and ideally a Weapon Pre-Igniter if possible) as one can potentially farm fleet ships to earn a potentially infinite amount of scrap and resources assuming one can defeat such powerful ships without taking much hull damage from their weapons or the ASB.
* Provides a blue option on Crystal Collector, Asteroid Field, Suzerain Complex and Free Mantis Execution events.
* ID: UPG\_ARM\_MAGNETIC

#### Drone Arm

*"Combat and Defense drones will be retrieved on jump if not destroyed"*

* Costs 50  and 3
* Refunds the droneparts for combat/defense drones that are deployed at the moment of jumping, allowing for sustainable usage of drones.
* Provides a blue option after destroying any Loot Transport event (gives medium amount of )
* ID: UPG\_ARM\_DRONES

#### Repair Arm

*"Reduces scrap gain by -10%, but repairs your hull every time you collect scrap"*

* Costs 35  and 1
* Repairs your ship for 2 hull points every time you gain any amount of scrap, but reduces scrap gained by 10% whenever this happens.
* Does not reduce scrap gain if your hull is at maximum.
* Provides a blue option on Militia Transport with Escort, Damaged Shell Station, Damaged Merchant and Damaged Federation Outpost events.
* ID: UPG\_ARM\_REPAIR

### Breach Sealant

*"Automatically repairs breaches in the hull"*

* Costs 30  and 3
* Requires level 10 reactor to install.
* Repairs breaches at a quarter of the speed of Repair Gel or a quarter of a default human speed per breach.
* ID: UPG\_TECH\_SEALANT

### Extinguishers

*"Automatically puts out fires aboard the ship"*

* Costs 45 , 5  and 2
* Requires level 10 reactor to install.
* Puts out fires at around ~5 seconds since they start, very effective.
* Provides a blue option on Distress Orchid Colony on Fire event.
* ID: UPG\_TECH\_EXTINGUISHERS

### Energy Shield Bypass

*"Allows Mind Control/Teleporters/Bomb weapons to bypass enemy Energy Shields"*

* Costs 50 , 2  and 1
* Requires level 8 reactor to install.
* ID: UPG\_TECH\_BYPASS

### Lifeform Scanner

*"The location of enemy crew is always visible, even when sensors are down"*

* Costs 20  and 2
* Provides same info as a slug crewmember, showing all enemy crew permanently.
* Provides a blue option on the Rock Wreck, Rebel Chase in Nebula, Damaged Civilian in Nebula and Infested Wreckage events.
* ID: UPG\_TECH\_LIFEFORM

### Defense Scrambler

*"Disables enemy defense drones"*

* Costs 110  and 10
* Requires level 8 reactor to install.
* Causes enemy defense drones to spin randomly and prevents them from firing at anything.
* ID\_ UPG\_TECH\_SCRAMBLER

### Respirators

*"Crew take half damage from no oxygen"*

* Costs 60
* Requires level 10 reactor to install.
* Stacks multiplicatively with other respirator-type augments
* ID: UPG\_TECH\_RESPIRATOR

## Engines

### Long Ranged Jump

*"Allows you to jump to any previously visited beacon"*

* Costs 25 , 3  and 2
* Requires at least level 4 engines to install.
* ID: UPG\_ENGINES\_JUMPER

### Engine Performance Upgrade

*"Speeds up FTL charge rate by 30%, can be installed up to 3 times"*

* Costs 25  and 2
* ID: UPG\_ENGINES\_PERFORMANCE

## Shields

### Ion Field

*"Has 50% chance to ignore ion damage when any system is hit"*

* Costs 50  and 1
* Requires at least level 4 shields to install.
* Also works for Wraiths and Pulsars, it can protect the Zoltan Shield as well.
* ID: UPG\_SHIELDS\_ION

### Shield Performance Upgrade

*"Shortens shield recharge by 17%, can be installed up to 3 times"*

* Costs 40  and 3
* ID: UPG\_SHIELDS\_PERFORMANCE

### Electrical Insulation

*"Your crew are immune to stuns while in the Shield room"*

* Costs 20  and 2
* ID: UPG\_SHIELDS\_STUN

## Weapons

### Explosive Replicator

*"Has a 50% chance to not use a missile when shooting an ammo consuming weapon"*

* Costs 50  and 9
* Requires at least level 5 weapons to install.
* Does NOT stack with Kernel Greenhouse (higher % augment takes priority) but does stack with Kernel or Spore-type weapons
* ID: UPG\_WEAPONS\_REPLICATOR

### Weapon Performance Upgrade

*"Weapon and Artillery fire rate is increased by 10%, can be installed up to 2 times"*

* Costs 50  and 7 .
* Requires at least level 5 weapons to install.
* The 2 weapon speed upgrades stack "*additively"* with each other and "*multiplicatively"* with everything else.
* Due to this, the highest multiplier you can expect to get in most scenarios (barring some other method of cooldown reduction) is by having a fully trained crewmember manning weapons along with 2 weapon performance upgrades, resulting in a total multiplier of around 1.44x base charge rate.
* Can also be found as an external augment on some ships (Stealth B, Federation B and others), where it can be installed internally to free up an augment slot or kept externally to let it stack with the internal upgrades.
* ID: UPG\_WEAPONS\_PERFORMANCE

## Drones

### Drone Booster

*"Crew drone movement speed is doubled, and gain a 50% boost to combat/sabotage damage and repair/extinguishing speed. Healing done by drones will also be improved by 50%"*

* Costs 30 , 1  and 5
* Requires at least level 3 drones to install.
* Affects both defensive and offensive internal drones, but not combat or defense drones.
* ID: UPG\_DRONE\_SPEED

## Cloaking

### Level 3-4-5 Cloaking

*"15/20/25 (level 3/4/5 cloak respectively) second cloak, is not compatible with Shadow Weaponry"*

* Level 3 Costs 65 , 3 , 1  and requires Lv2 cloaking.
* Level 4 Costs 80 , 5 , 1  and requires Lv3 cloaking.
* Level 5 Costs 115 , 5 , 1  and requires Lv4 cloaking.
* Firing a *projectile* weapon (except for artilleries) while cloaked disrupts it and removes 20% of the cloak’s **maximum** duration, not a flat amount, per volley. Beams/pinpoints and drones never lower cloak duration.
* ID: None, as it has no other effect than being a system upgrade.

### Shadow Weaponry

*"Firing the weapons does not disrupt the cloaking duration, is not compatible with cloaking level 3/4/5"*

* Costs 55 , 2  and 4
* It is possible to have both L3/4/5 cloaking and this upgrade by getting this upgrade as an external version (either as a starting augment or through events) and upgrading cloaking normally. The external version can be converted at the end.
* ID: UPG\_CLOAK\_FIRE

## Teleporter

### Level 4 Teleporter

*"Instant cooldown, is not compatible with Reconstructive Teleporter"*

* Costs 90 , 5  and requires Lv3 Teleporter.
* Allows for quick and very efficient use of the teleporter by sending massive boarding parties and depowering shortly after the teleportation is complete
* ID: None, as it has no other effect than being a system upgrade.

### Reconstructive Teleporter

*"Crew are healed to full every time they teleport, is not compatible with teleporter level 4"*

* Costs 70  and 3
* Requires at least level 2 teleporter to install.
* Crew are healed both by teleporting in and out of the enemy ship.
* It is possible to have both L4 Teleporter and this upgrade by getting this upgrade as an external version (either as a starting augment or through events) and upgrading teleporter normally. The external version can be converted at the end.
* ID: UPG\_TELEPORTER\_HEAL

## Medbay

### Med-Bot Dispersal

*"While medbay is powered, crew will heal anywhere on the ship at 25% speed of your current medbay level."*

* Costs 50  and 3
* Will also heal your own crew while they are mind controlled (might be unintended?)
* A medbay hack will stop the medbots effect for the duration of the hack.
* ID: UPG\_MEDBAY\_NANO

### Medical Stimulants

*"While medbay is powered, crew will gain an extra 25% movement speed for each level of medbay powered"*

* Costs 25  and 2
* Your crew will still receive the boost even if they are on the enemy ship.
* ID: UPG\_MEDBAY\_SPEED

### Safety Blankets

*"Your crew are immune to fires and suffocation damage while in the medbay"*

* Costs 20
* ID: UPG\_MEDBAY\_RESISTANCE

## Door Control

### Emancipation Grills

*"Crew of any kind can no longer phase through doors or use short-range teleporters on your own ship, including your own crew."*

* Costs 35 , 2  and 1
* ID: UPG\_TECH\_NOPHASE

## Clonebay

### Backup DNA Bank

*"Your crew is safe in clone storage even if the clonebay is off or broken."*

* Costs 45  and 3
* Requires level 2 clonebay to install.
* If all of your crew die and the Clone Bay is destroyed, there will be no one left on your ship to repair the Clone Bay, so unless you have some way of repairing it (namely by using a System Repair Drone or Repair Bomb, or by being in a situation where you can obtain more crew), your crew will stay in clone storage forever, resulting in a softlock.
* The game over screen won't show, forcing you to restart manually.
* ID: UPG\_CLONEBAY\_DNA

## Mind Control

### Cerebral Overcharge

*"While MC is powered, allied crew gain a 15% buff to repair and combat damage, and heal twice as fast"*

* Costs 30  and 2
* ID: UPG\_MIND\_BUFF

### Tinfoil Array

*"While Mind Control is powered to lvl 3, all allied crew gain complete MC immunity and adjacent vision on any ship."*

* Costs 65  and 3
* ID: UPG\_MIND\_IMMUNITY

## Hacking

### FTL Jammer

*"Doubles enemy FTL charge time"*

* Costs 30  and 1
* ID: UPG\_HACKING\_JAMMER

### Neural Disruptor

*"Crew are stunned in the hacked room for the duration of the hacking pulse"*

* Costs 60  and 2
* The stun pulse is constant: crew who enter the room during the hack will also be "caught up" in the stun. (BUG: Stun immune crew are stunned regardless)
* It will also stun your own crew, which is unfortunate but to be expected.
* ID: UPG\_HACKING\_STUN

## Battery

### Battery Performance Upgrade

*"Battery cooldown is reduced by 50%, can be installed up to 1 times."*

* Costs 35  and 2
* ID: UPG\_BATTERY\_BOOSTER

### Emergency Generator

*“Allows you to ignore the power and fuel costs of combat augments.”*
Costs; 55 scrap and 7 fuel

Requires level 2 battery to install

Adds a special blue option for CURA’s Power Surge augments to do a special, free surge at the lowest possible level and a slightly increased cooldown.

ID: ???

*"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.

## Aether Tech

This option it will only show up if you have any Obelisk Technology (Weapons, Drones or Augments) New Gen Weapons, Weapon Pre-Igniter, Merchant's Shield or Advanced Merchant's Shield present on your ship. They contain unusually powerful upgrades.

### Aether Overdrive

*"Maximizes engine recharge rate"*

* Pre-requisite: 3 Engine Performance Upgrades
* Costs 40 , 7 , 1
* Effectively an FTL\_BOOSTER with a value of 999, meaning as long as your Engines are powered and you have someone in Piloting, the FTL Drive will charge in ~4.5 seconds. (all other engine levels or boosters become irrelevant, as this upgrade sets the speed to the maximum possible)

### Aether Overcharger

*"Weapons automatically charge to full with every jump, but have their cooldowns increased by 30% afterwards"*

* Pre-requisite: 2 Weapon Performance Upgrades
* Costs 90 , 5 , 3
* Combines the effects of Weapon Pre-Igniter and a +30% Weapon Performance Upgrade
* While significantly worse than the standard weapon pre-igniter due to the fire rate penalty, this is still a decent alternative simply due to the sheer rarity of pre-igniter augments in normal gameplay.

### Aether Overclocker

*"Provides a bonus 3 energy shield points which will stack with other energy shields"*

* Pre-requisite: 3 Shield Performance Upgrades
* Costs 50 , 4 , 2
* Adds a 3 HP Energy Shield that stacks with other supershield augments.

### Anomaly Detector

*"Provides additional information about adjacent beacons. Allows the detection of space anomalies."*

* Costs 30 , 3 , 3
* Inherits the effects of Long-Ranged Scanners and is used to access the Nexus.

### Runic Translator

*"Allows, albeit partial, translation of ancient runes."*

* Costs 10  and 1
* Gives snippets of lore at ruin beacons (except the ones from Ancient Recovery Site):

* *"We do not know where they came from. Queen Y told us that we were divine. That we were the masters of reality. Yet, the newcomers... they claim they come from beyond, through a tunnel. They call it the [word unknown]. The engineers made no mention of such a place. They speak such strange words. Dreams of gods? A living universe? I see a great threat in them, but the Royals say they will not hurt us. Some kind of pact, a gift of the outskirts in return for peace. I do not foresee good in this, but it is not my decision to be made."*
* *"I encountered one of the metalloids the other day. In broken dialect it asked me if I could spare it ammunition. To arm himself against my crew, I thought? Nay, he merely scrambled it down his throat, gave a garbled thanks, and drifted away. I sometimes question the origins of them. I would study them, see what makes them tick, but I can never get close enough to capture one before they slip away. It is infuriating. I have never known such failure."*
* *"The crystalline, the attendant whom I was given by the Royal appointment, tells me strange stories of life in his world. What a simple creature. Why do the Royals painstake us to endure with these mortal beings? They birth, they age, they die. We do not. Even the Commonwealth does not toil in such fashion as them. Perhaps they are glad to have been spared? The Phantoms knew no such luck. I hope to dispose of him soon. Perhaps the appointment will grant me a servant who speaks less next time."*
* *"Nine months I have served aboard this vessel for Ambassador L. It is insufferable. Life in the slums of the Commonwealth, as grueling as it were, was more pleasant than this. I am treated like... like a crystalline! A mortal! The Royals have forgetten that we too are [word unknown]. I will not stand for this. Tomorrow, I will overthrow the Ambassador. I will leave this place! The Commonwealth will rise, it will prosper! I just know it!"*
* *"They say the war is going well. I am not so certain. There are rumors, very concerning rumors, of a genocidal plot by the Royals. They talk so often of the Commonwealth, the gears of war. I am afraid they may be the next target. Yes, it will be the enemy. But... the enemy is us. If they are truly parallel to ourselves, should we not expect equal retaliation? I fear the worst."*
* *"I heard a strange story the other day. They say that the crystalline emperor, Ycathine, had a feud with Queen Y. Stranger yet, he left the palace. Alive. Unheard of... no mortal has ever challenged the Royals and lived! What are we coming to? Have we lost our dignity, to allow ourselves to be spit upon by repugnant beings? In my outrage I slaughtered the last of my servants. It is a small demonstration, but it is a fitting one."*
* *"War with the Dynasty was a mistake. Not that I fear we will lose. Nay. It is just that... they are so numerous. We were aware of this fact, but not of the severity of it. Our victory is certain, but when will it be? We are running out of time. The Royals continue to lie, they say the war is going spectacularly. But if we keep distracting ourselves with petty squabbles, soon even their tone may shift. They say the Reaper never yields. I did not believe it when I heard it. But, there is too much evidence now for it not to be true."*
* *"While exploring the other day I came across a remarkable system. A beautiful world populated by strange creatures. With almost no landmasses, the oceans stretched so far I feel as though they could engulf all of [word unknown]. The primitive species here will not bother us. They may even provide great entertainment. I think I shall build a resort here. The Royals are always looking for new ways to spend their leisure."*