Secret Crew

This article contains information about secret spoiler races within FTL: Multiverse, along with some of the spoiler subtypes of more mundane races. Every crew type listed on this page can only be acquired through events or secret sectors. However, they are not considered unique crew, as they are not individual characters within the setting.

* If you are looking for the races in Multiverse, along with most of the subtypes, please see Crew.
* If you are looking for the unique crew found within Multiverse, please see Unique Crew.

*"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.

## Human

### Angel

Elite Mercenary Crew. The Angels of Death are the Syndicate's finest mercenaries, trained by Vael to be ruthless killers without mercy. The edginess is part of the job.

* x1.3 combat damage, x1.7 ranged damage multiplier
* x0.7 combat damage taken
* x0.5 fire damage taken
* x0.5 suffocation damage taken
* x0.1 stun duration
* Starts with max skills on everything.

### Legionnaire Operative

Trained in Universe 1 and hand-picked from the finest of the MFK ranks, the Legionnaires are the deadliest rebels you'll ever meet.

* x2.6 combat damage
* x2 movement speed
* x0.35 fire damage taken
* x0.35 suffocation damage taken
* x2 repair speed
* Starts with maxed skills and cannot lose them on being cloned.
* Passive ability: gains 13% combat resistance and 10% movement speed for every enemy crewmember in the same room.

### Legionnaire Pyrotechnic

Trained in Universe 1 and hand-picked from the finest of the MFK ranks, the Legionnaires are the deadliest rebels you'll ever meet.

* x1.25 combat damage, x0.3 ranged damage multiplier
* x10 ranged attack speed (decimates doors)
* x0.8 combat damage taken
* x0.5 movement speed
* x2 fire extinguishing speed
* Immune to fire damage.
* Starts with maxed skills and cannot lose them on being cloned.
* On death, will start a fire and deal 1 system damage and 15 crew damage in the current room (also affects friendlies)
* Auto-ability: FIRE (9 second cooldown, resets on jump): when an enemy is in the same room, ability charges and triggers automatically. Has a 90% chance to start a fire in current room.

### Wentworth Technician

The experienced, committed, but not exactly combative technicians behind the brilliance at Wentworth Innovations.

* x1.5 repair speed
* Cannot fight or sabotage
* x0.83 suffocation damage taken
* x0.83 fire damage taken
* Passive: gains a flat +50% repair speed buff when repairing Engines, Piloting, Shields, Weapons or Drone Control
* Learns skills faster

Click EXPAND to view skill thresholds

* Active Ability (3 charges, gains 1 per jump) (25 second cooldown, refills on jump): Spawns a temporary drone assistant which can fight and sabotage but not repair or man systems. Lasts 25 seconds.

#### Wentworth Combat Drone

* 70 Max HP
* x2 combat damage
* x1.5 sabotage speed
* x2 movement speed
* Immune to mind control, fire damage, and suffocation damage.
* Cannot man or repair.
* Does not take up a crew slot; cannot be cloned
* Dies instantly after 25 seconds

## Zoltan

### Osmian Zoltan

Baffling to think - but the Zoltans weren't always hardlight. These organic creatures are entirely flesh and bone, and they have a strong resentment for their "ascended" brothers, though they share a similar appreciation of technology.

* 100 Max HP
* x0.75 suffocation damage taken
* Active Ability (7 second cooldown, refills on jump): Spawns a temporary hologram assistant that provides power and can do all normal crew functions.

#### Osmian Hologram

* 50 Max HP
* Immune to fire and suffocation damage.
* x0 stun duration (immune to stun)
* Immune to mind control
* Phases through doors and lockdowns
* Provides 1 power to current system room
* Cannot be healed passively (via medbay or other regenerative effects, does get healed by burst effects like medical bombs or medic abilities)
* Does not take up a crew slot, and cannot be cloned
* Starts with maxed skills
* Dies instantly after 25 seconds

### Terrorist (Enemy Osmian)

Crazed terrorists in ornamental clothing with only one thing in mind - death to the Ministry.

* Has the identical stats, appearance, and ability as standard Osmians, but has a unique description

## Mantis

### Mantis Bishop

Super Elite Mantis Crew. The strongest and rarest Mantis in the galaxy right behind the Queen herself.

* x2.2 combat damage
* x0.7 combat damage taken
* x0.07 repair speed
* x0.5 fire extinguishing speed
* x1.65 movement speed
* Active Ability (20 second cooldown): PHEROMONE - Activates Bishop Pheromones for 7 seconds which increases movement speed to x6, combat damage to x4.3; x7 damage taken from fire and suffocation. Cannot repair while the ability is active.

## Lanius

### Augmented Lanius

Bizarrely mutated Lanius who feed from the parts of ancient wreckage.

* 110 Max HP
* x1.2 sabotage speed
* Drains oxygen from the current room (-0.5 drain rate).
* Immune to suffocation damage.
* Decays if health is not full, taking constant damage at a rate of 3.2hp/s
* Provides one power to the current system
* Active Ability (25 second cooldown): ASSIMILATE - Consumes part of the hull causing a breach, and 1 hull damage. Heals back to full health and gets boosted stats for 8s: x2 movement speed, x2 repair speed, x2 combat damage, x2.4 sabotage speed, -2 oxygen drain rate and takes no decay damage.

## Rock

### Rockman Cultist

The devoted Rockmen followers of the Cult of the Eternal Ember.

* 175 Max HP.
* Immune to fire damage.
* x0.5 movement speed
* x0.5 stun duration
* Active Ability (30 second cooldown, refills on jump): Instantly does 75 self damage and for 12 seconds, increases move speed to x1.5, repair speed to x2.5, combat damage to x2.5, reduces damage from all sources by 25%, makes the Cultist immune to mind control. Must have at least 80 HP in order to activate.

### Rockman Paladin

Super Elite Rock Crew. The spiritually adept Paladins work as the personal guard for the Rock Elders and clergy.

* 400 Max HP
* x0.15 movement speed
* Active Ability (10 second cooldown) BOOST: For 10 seconds, moves at standard x1 speed but does 50 self damage
* Immune to fire damage
* x0 stun duration
* x0.4 suffocation damage taken
* x2 healing speed

### Rockman Paladin (enemy only)

* Same stats and appearance as standard Paladins, but take no damage from using their ability.

## Slug

### Hektar Employee

A soulless underpaid corporate shill working for the Hektar corporation.

* Immune to mind control, can see adjacent rooms
* Displays lifeforms while on the player's ship.
* Hides in a box when HP reaches 20 or below

Hektar Box

* Same telepathy effects.
* Cannot man systems, repair, or fight.
* x0.5 movement speed
* x0.5 fire damage taken
* x0.1 combat damage taken
* Will automatically exit the box once HP is 50 or above.

### Knight of Nights (KON)

* 135 Max HP
* Immune to mind control, can see adjacent rooms
* Displays life forms while on the player's ship.
* x1.5 combat damage
* x0 stun duration
* Ignores doors and lockdowns

* Active Ability (999999 cooldown, refills on jump, effectively one use per jump): When at 65 HP or below, deploy a Stun bomb (12s stun, 1 ion damage) in the current room, and cloak for 10 seconds, taking 90% less damage and regenerating health at 7hp/s for the duration of the effect. Moves at x0.6 speed while cloaked.

## Tree Lizards

### Worker Lizard

A primitive lizard transformed into an underpaid sweatshop worker for Hektar Industries.

* 120 Max HP
* x0.8 repair speed
* x1.2 combat damage
* x0.9 movement speed
* Passively heals self by 3hp/s after 7 seconds without taking damage.
* Learns system skills 20% slower, but combat & repairs are learned 20% faster

Click EXPAND to view skill thresholds

## Spiders

### Tiny Bug

* 1 Max HP
* x0.2 movement speed
* Cannot fight, repair, sabotage, man systems or even be controlled
* Only used in the Leah encounter in Brood Stronghold

## Equinoids

### Equinoid

Brightly colored, six-legged, horse-like animals. They are NOT ponies, but feel free to address them as such.

* Cannot be controlled manually
* Cannot man systems
* Cannot repair
* x0.9 fire extinguishing speed
* x1.2 combat damage
* x3 movement speed
* Active Ability (5 second cooldown): CONTROL - Allows you to control the equinoid for 15s.
* Can only be discovered during the vanilla Intelligent Lifeforms on Planet event, a couple of other events, or on one of the ships that start with one.

### Tamed Equinoid

[Tamed] Brightly colored, six-legged, horse-like animals. They are NOT ponies, but feel free to address them as such.

* Can be controlled manually
* Cannot man systems
* x6 fire extinguishing speed
* x0.3 repair speed
* x1.4 combat damage
* x3.2 movement speed

### Crystal Equinoid

It's beautiful. It's majestic. It's scientifically impossible.

* Can be controlled manually
* 125 Max HP
* Cannot man systems
* x0.3 repair speed
* x2 movement speed
* x2 combat damage
* Active Ability (16 seconds cooldown, refills on jump) LOCKDOWN: Locks down the current room for 12 seconds, preventing anyone from entering or leaving.

## Morphs

### Morph

The Morphs are a genetic experiment from the Shells gone wrong. They have the unique ability to mimic other carbon crew and their capabilities.

* 45 Max HP
* Immune to suffocation damage.
* Can change form to mimic other biological crew types. All mimicked crew will have 25% less health than normal but suffocation immunity. (they will not count for blue options).
	+ Transformed Morphs can be reset at any empty beacon, with a fuel cost depending on the transformation.

### Technopath

The Technopaths carry a special mutation of the Morph genes that allow them to conduct electricity, and therefore imitate certain electronics or metaloid beings.

* 55 Max HP
* Immune to suffocation damage.
* Can change form to mimic other non-biological crew and drone types. All mimicked crew will have 15% less health than normal but suffocation immunity. (they will not count for blue options)
	+ Transformed Technopaths can be reset at any empty beacon, with a fuel cost depending on the transformation.

### Malform

A reverse engineered monstrosity produced by the members of a secret Rebel organization. Do not underestimate these blobish creatures because of their size.

* 60 Max HP
* Immune to suffocation damage
* Can change form to mimic most elite biological crew types (and Spider Queen). All mimicked crew will have 25% less health than normal but suffocation immunity. (they will not count for blue options)
	+ As of Multiverse 5.3, transformed Malforms can be reset for 3 to 6 fuel and can mimic elite crew so long as common crew of that species are onboard.

## Sirens

### Siren

The Sirens are a mysterious, but deadly race who drain the life force from nearby beings.

* Cannot attack normally
* Deals constant damage to all enemies in the room (regardless of mind control), at around ~2hp/s
* Immune to mind control
* Targeted Crew move at 75% Speed, and cannot teleport away.

## Obelisk

### Obelisk

A mysterious ancient race of machine-like people. Very little is known about them.

* 200 Max HP
* x1.25 combat damage
* Immune to fire and suffocation damage.
* x0.75 movement speed
* x0.5 repair speed

### Royal Obelisk

Elite Obelisk Crew. A powerful elite leader of the Obelisk race.

* 300 Max HP
* x2 combat damage
* Immune to fire and suffocation damage.
* x0.75 movement speed
* x0.05 repair speed, puts out fires at 0.08x speed

## Cognitives

### Cognitive

A sentient AI construct built by the Obelisks for managing their ships.

* 70 Max HP
* Immune to suffocation damage.
* x0.3 fire damage taken
* x0.75 movement speed
* Heals passively at 6.4hp/s if not damaged for 10s
* Does not lose skills after being cloned, and starts with all level 1 skills
* Cannot normally learn skills past level 1 (skills have tresholds of 999)
* Immune to mind control and can see adjacent rooms.
* Active Ability (45 second cooldown, refills on jump): LIBERATE - The Cognitive will be uncontrollable but will gain massive boosts to all of its stats. Cannot be changed back for 30 seconds.

#### Auto Mode

* Cannot be manually controlled
* 100 Max HP
* Immune to suffocation damage.
* x0.3 fire damage taken
* x1.5 damage multiplier
* x1.75 repair speed multiplier
* x1.3 movement speed
* Heals passively at 6.4hp/s if not damaged for 5s
* x2 heal speed multiplier from passive sources (Medbay, Slocknog, or even self-regeneration)
* Active Ability (30 second cooldown, refills on jump): CONTROL - You will assume full control over the Cognitive, but it will lose its boosted stats. Cannot be changed back for 60 seconds.

### Advanced Cognitive

A sentient AI construct built by the Obelisks for managing their ships. Though confined by limitations set by its creators, under your control you can free it from its shackles.

* 100 Max HP
* Immune to fire and suffocation damage.
* x0.75 movement speed
* x1.5 damage multiplier
* Heals passively at 16hp/s if not damaged for 8s
* Does not lose skills after being cloned, and starts with all skills maxed
* Immune to mind control, can see adjacent rooms, and displays life forms while on the player's ship.
* Active Ability (60 second cooldown, refills on jump): LIBERATE - The Cognitive will not be controllable but will gain massive boosts to all of its stats. Cannot be changed back for 30 seconds.

#### Auto Mode

* Cannot be manually controlled
* 150 Max HP
* Immune to fire and suffocation damage.
* x2 damage multiplier
* x2.2 repair speed multiplier
* x2 movement speed
* Heals passively at 6.4hp/s if not damaged for 5s
* x2 heal speed multiplier from passive sources (like Medbay, Slocknog, or even self-regeneration)
* Active Ability (30 second cooldown, refills on jump): CONTROL - You will assume full control over the Cognitive, but it will lose its boosted stats. Cannot be changed back for 60 seconds.