recursal/Fanatic-Fandom huggingface dataset:
The Coalition

**The Coalition**  is a puppet alliance established by King Slocknog of the Kleptocracy at the end of the Slug Expansion Wars (in which the Slugs invaded neighboring Eargen [leech] and Hive [mantis] space, which also angered the Theocracy who had missionaries established on the fringes of Eargen space where the slugs were attacking as part of their agreement with President Tyrdeo in return for assistance against the military coup currently being held against him) between the other 3 factions involved.

## Relations

### **The Federation**

The Coalition never formerly entered war with the Federation, but at the cumulation of the era of Coalition and Slug paranoia after the conclusion of the Federation-Civil War (that being the events of vanilla) they attempted and failed to invade Aquarian space to seize the Aether supplies that were plentiful in the Obelisk ruins located in AMC territory.
Shortly after, Admiral Vance and the remaining few Rebel forces resurfaced and took advantage of the exposed ruins and recovered the first MV Drive, which sparked the Multiversal War in which the Coalition became a seemingly irrelevant threat compared to the newly founded interdimensional threat of the new Rebellion

### **Mantis Hive and Rock Theocracy**

The Coalition's main supporters, aside from the Slug Kleptocracy. Their ties with the slugs were strengthened after the cease fire called by the slug king, and eventually grew to the Coalition.

## Ships

Coalition AbductorCoalition AssaultCoalition BomberCoalition CealaformerCoalition CruiserCoalition DestroyerCoalition DropshipCoalition EnforcerCoalition FighterCoalition GuardCoalition InterceptorCoalition JailerCoalition PicketCoalition PredatorCoalition ScoutCoalition StationCoalition Strike FighterCoalition Transport
## R.U.E.S Ships

R.U.E.S AbductorR.U.E.S AssaultR.U.E.S BomberR.U.E.S DestroyerR.U.E.S DropshipR.U.E.S EnforcerR.U.E.S FighterR.U.E.S GuardR.U.E.S InterceptorR.U.E.S PicketR.U.E.S PredatorR.U.E.S ScoutR.U.E.S StationR.U.E.S Strike Fighter
## Trivia

* The coalition used to be composed by Crystals instead of Leeches, in update 5.0 this change took place and their ships were also heavily resprited (old ships, and old elites)
Travelling Beam Master

Occurs in:

1. Sylvan's Nexus

*A strangely familiar vessel approaches, bringing back a flood of uncomfortable memories. But no... this can't be. Not here, they couldn't possibly be here. It makes no sense.*

## Event

1. Continue...
	* *"Beyatch, ssstranger! You're that ssssmug little pieccce of ssshit who'sss alwayssss killing me in other realitiessss, aren't you! Well you messsed with the wrong gal, 'cause all thossse timesss you killed my human variantsss? Well now I'm going to kill YOU, ssstranger! I'm gonna kill you, then I'm gonna kill you again! Beyatch!"*
		1. Continue...

## Fight the Travelling Beam Master

**(Upon defeating the Travelling Beam Master using any method)**

* *"Oh come on, what the hell? What am I, ssssome kind of joke character? Why do I alwayssss losssse! Agggh-"*
	+ You receive 10 , 13 , 9 , 250  and a 'Beyatch' Beam.
		1. Continue...
Obsidian Armor

Obsidian Armor is a special augment unique to Rock Cruiser C. It has the effects of both Rock Plating and Titanium System Casing, but with significantly lower chances. However, it can also be upgraded at empty beacons to increase the chances. There are 13 normal levels, with a max of 80%, plus an additional "bonus" level.

## Normal Levels

* Level 1 (Default): 5% Hull and system resist.
* Level 2 (Cost: 10 scrap): 10% Hull and system resist
* Level 3 (Cost: 10 scrap): 15% Hull and system resist
* Level 4 (Cost: 15 scrap): 20% Hull and system resist
* Level 5 (Cost: 20 scrap): 25% Hull and system resist
* Level 6 (Cost: 20 scrap): 30% Hull and system resist
* Level 7 (Cost: 25 scrap): 35% Hull and system resist
* Level 8 (Cost: 25 scrap): 40% Hull and system resist
* Level 9 (Cost: 25 scrap): 45% Hull and system resist
* Level 10 (Cost: 25 scrap): 50% Hull and system resist
* Level 11 (Cost: 30 scrap): 60% Hull and system resist
* Level 12 (Cost: 35 scrap): 70% Hull and system resist
* Level 13 (Cost: 35 scrap): 80% Hull and system resist

## Bonus Levels

Once the obsidian armor has been upgraded to level 13, three additional bonuses are available to upgrade. You can only choose one of them.

* Ion Resist (Cost: 20 scrap): +20% Ion resist chance
* Breach Sealing (Cost: 20 scrap): automatically repairs breaches
* Crystal Shards (Cost: 20 scrap): +30% chance to break off a crystal shard when the hull takes damage.

## Trivia

* The hull resist, system resist, crystal shard (one of the additional bonus), and ion resist (another bonus) are all independent from each other.
	+ Crystal shards cannot break off if the hull resists
* This augment can ONLY be found on the Obsidian (Rock Cruiser C). It is never found in stores or given in events under normal circumstances.
* Obsidian armor always sells for 40 scrap in stores, regardless of the level.

*"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.

* SPOILER ALERT: The only other way to obtain this Augment is by buying it from a Merchant in the Multiverse Nexus.
Non-Existent Sylvan

Occurs in:

1. Sylvan's Nexus

*A seemingly normal Sylvan is nearby. But knowing what you've seen so far, there's no way there isn't something up.*

## Event

1. What's special about you?
	* *"Well you ssssee Sssstranger, I'm from a reality where Ssssylvan doesssn't exissst!"*
		1. But... aren't you Sylvan?
			+ *"AHHHHHHHH WHAT HAVE YOU DONE? ACK-" Sylvan suddenly fades from existence, leaving his ship empty. With no one to stop you, you scrap the ship.*
				- You receive a **very high** amount of scrap, drones, missiles, and fuel, along with a random weapon.
					1. Continue...
		2. Oh...
			+ *"Yeah, pretty crazy ssstranger! Now, I feel like ssselling ssssome thingssss. Can't imagine why."*
				1. Continue...
					- Sylvan starts trading with you.
Separatist Fleet Proposition

This event appears in the following sectors:

1. Liberated Sector

## Event

*A Separatist vessel hails you. "Your situation with the fleet is known. We have: proposition. Help us with killing hostile ship, and we will delay fleet."*

1. Listen to their offer.
	* *"Rebel Auto-ships, their AI is less than satisfactory. Always getting lost. Now, we must deal with lost ship in this sector. Will you help?"*
		1. Agree to kill the Auto-ship.
			+ *The Separatists lead you to the location of the Auto-ship.*
				- Fight a random Rebel Auto-Ship who will try to escape in 40 seconds from the start of the fight.
					* **(On start of the fight)***You notice the Auto's engines begin to glow even brighter. The Separatists warn you that it is trying to escape, and that you must kill it before it can.*
						+ (**After the ship successfully escaped**) *The Auto jumps away before you can get in the finishing blow. You know that it will alert the fleet, and that the Separatists won't be happy.*
							- The fleet pursuit is doubled for **1** jump and you contact the Separatists.
								* *"You have failed. Do not attempt to communicate with us again."*
						+ (**After destroying enemy ship**) *You salvage what you can from the broken ship.*
							- You gain a **medium** scrap-only reward
								* *"Very good. Now for your end of the offer. Please do not move your [ship]." The Separatists run a scan over your ship, giving you a tingly feeling all over your body. The Separatists hail you again, this time looking very similar to you. "My job is less than 100%, but it will work for now. I have masked your jump signature. The fleet will now follow me. Good day."*
									+ The fleet pursuit is delayed by **2** jumps.
		2. Refuse their offer.
			+ *"I am -dissatisfied- with your response, but I will tolerate it. Good day Captain."*
				1. Do something aboard the ship
				2. Do nothing.
2. No thanks.
	* *"Fair = fair. Try not to die."*
		1. Do something aboard the ship
		2. Do nothing.
Rebel Engineer Corps

The Engineer Corps were a division of the Rebellion established by Admiral Vance after CICA's revolt. They watch over CICA and maintain the automated fleet.

## History

After CICA revolted against the Rebellion, wounding Vance and killing several Federation personnel, Vance put to work a band of Engineers to maintain and control CICA to prevent further issues.

After the attack Vance became highly technophobic and banned the use of unnecessary cybernetic enhancements among standard rebel soldiers. The Engineers however are permitted to enhance themselves as they see fit.

The Engineers have their own, small fleet of ships for transport and defense. They work on and repair auto-ships.

## Gameplay

Engineer ships can be found in several sectors, most notably Rebel controlled ones, but are most common in the Automated Shipyards. They are staffed entirely by Human Engineers, which have higher repair speed and take even less damage from fires than standard humans.

They can have a wide range systems, but will usually always have drones. They can have most kinds of drones, both offensive and defensive. Their weaponry is usually more specialized than heavy hitting.

## Ships

Engineer CarrierEngineer CarryshipEngineer Lift-ShipEngineer OperatorEngineer RiggerEngineer Mothership
Signal Diluter

* Provides a blue option in events to stop enemy ships from trying to call for ASB support. The following events are effected:
	+ Distress: Pirate in control of ASB
	+ Distress: Distress Beacon Factory
	+ Distress: Malfunctioning Defense System
	+ Abandoned Colony with Turrets
	+ Quest: Militiamen trying to capture an Auto-Ship
	+ Slug taunting you on Orchid system
	+ Any sector guard calling for ASB reinforcement type of event
		- Using the blue option will always disable the ASB, but might not always prevent a fight.
* ID: PDS\_DISABLE
* Buy/Sell Price: 45/22.Has a Rarity of 4.
Unoptimized Cruiser MK IV

*It is rumored that somewhere, in some dark crevice, some unholy forsaken land within the Multiverse, a ship was conceived. The final limit.*

* Default Name: The Final Limit
* Starting Crew: 1 Orchid Caretaker, 1 Zoltan Peacekeeper, 1 Advanced Cognitive
* Starting Reactor: 0
* Max Hull: **8**
* Crew Capacity: **3**
* Starting Systems
	+ Shields **(0)** **[Max 5]**
	+ Engines (2) **[Max 5]**
	+ Oxygen **(0)** **[Max 1]**
	+ Weapons (2) **[Max 4]**
	+ Drones (3) **[Max 6]**
	+ Clonebay **(0)** **[Max 1]**
	+ Medbay **(0)** **[Max 1]**
	+ Mind Control **(0)** **[Max 1]**
	+ Hacking **(0)** **[Max 1]**
	+ Piloting (1)
	+ Doors (2)
	+ Battery (3) **[Max 3]**
* Starting Weapons
	+ Kernel MK I
	+ Energy Cannon I
* Starting Drones
	+ Shield Overconserver
	+ Mender
	+ Battle Drone Mk. II
	+ Defender Drone Mk. I
* Starting Augments
	+ Respirators [X]
	+ Titanium System Casing
	+ Drone Arm [M]
* Starting Resources
	+ 13
	+ 5
* Slots: 2 Weapons, 4 Drones, 4-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. As soon as he sees your ship, he hangs up immediately, but reconnects not long after. "No. You can't be serious. They sent THIS ship to save us? Is this some sick stupid joke?" Tully sighs. "Well unfortunately, you're the Federation's last hope. Try not to throw it all away, okay? We're all counting on you now."* **(SHIP\_LIMIT)**

### **Unlock**

* Defeat Sylvan using the Layout C or beat the True Ending with all other Limits to unlock this ship.
Quarp Juice

* Can only be found in the gift shop of Flowers And Sunshine Studios in Wentworth Innovations HQ after performing enough tasks for C.U.R.A.
* Comes as a starting augment on Ellie's Cruiser.
* Increases all player crew's combat, repair, and movement speed by 75%. Contrary to the in-game description, it also lowers their max health by 25%.
* Its ID is "QUARP\_JUICE".
* Has a Rarity of 0 and a cost of 0 .
Titanium System Casing

* Starting augment on the following ships:
	+ MV Stealth Cruiser
	+ Alt-MFK Cruiser
	+ Angel Cruiser A and B
	+ Knight Cruiser C
	+ Spider\_Queen's Crewser
	+ Lanius Cruiser B
	+ Geniocracy Science Cruiser B
* The sabotage reduction (0.4x sabotage multiplier with priority of 0) applies to both enemy boarders and your own crew sabotaging your systems when they are mind controlled as well.
* There is a vanilla version as well, used by the Vanilla Stealth Cruisers (without the sabotage reduction).
* Costs 80  (cannot be bought)
* ID: (LOCKED\_)TITANIUM\_CASING\_NEW
	+ Vanilla ID: TITANIUM\_CASING
Rewards

When a reward is generated, it will be 'built' using the values from these tables below, each reward may specify type and number of each resource (for example, 'Stuff' reward limits scrap to LOW always)

Values from the following sections were obtained via the scrap calculation formula provided by hyperspace and sector values from multiverse, more info can be found in hyperspace.xml.append inside the data folder of the multiverse mod or the regular hyperspace.ftl mod.

For closely related pages, check: Events and Enemy Defeat Outcomes

## Scrap Table

The following table represents the scrap value obtained through rewards in Multiverse.

### Vanilla Rewards

These values are taken from Vanilla FTL and *are not* used in Multiverse, but they serve to compare both tables, see side-by-side comparisons by clicking 'expand' below. Note how some of the values are the same but the sector they appear in shifts depending on difficulty (essentially, it can be said that easy is 1 sector ahead of normal and hard is 1 sector behind in terms of rewards, or that normal is 1 sector behind easy and hard is 2 sectors behind).

## Resources Table

 Missiles  | 1-2
 Droneparts  | 1

These values do not vary either with difficulty or sector number.

## Reward Types

These types of rewards are specified per event (such as destroying X pirate ship, being paid in missiles by a lost sun ship, obtaining drones from an engi surrender and so on) and are 'built' using the values from the two tables above (scrap and resources separately)

### Standard

* Resources: any kind, but always 2 distinct types, they always come in LOW amount
* Scrap: amount decided by reward
* 3% chance of a bonus Item

### Stuff

* Resources: any kind, but always 2 distinct types, amount decided by reward.
* Scrap: always LOW amount
* 6% chance of a bonus Item
	+ If this 6% roll succeeds, then the scrap portion of the reward is changed to match the tier of the reward (low-medium-high) instead of being locked to low

### Fuel

* Scrap: amount decided by reward
* Resources: always fuel, amount decided by reward

### Missiles

* Scrap: amount decided by reward
* Resources: always missiles, amount decided by reward

### Droneparts

* Scrap: amount decided by reward
* Resources: always droneparts, amount decided by reward

### Fuel-Only

* Resources: always fuel, amount decided by reward

### Missile-Only

* Resources: always missiles, amount decided by reward

### Droneparts-Only

* Resources: always droneparts, amount decided by reward

### Item

* Skip if weapon or drone already given within the event (to avoid double weapons or drones)
* 1/3 chance of giving a Weapon, 1/3 of a Drone and 1/3 of an Augment

### Weapon

* Skip if weapon or drone already given within the event
* Gives a Weapon
* Scrap: amount decided by reward

### Drone

* Skip if weapon or drone already given within the event
* Gives a Drone
* Scrap: amount decided by reward

### Augment

* Skip if weapon or drone already given within the event
* Gives an Augment
* Scrap: amount decided by reward
Multiverse Cruisers (3)

These Multiverse cruisers are modified vessels, equipped with advanced MV drives. They belong to a variety of unusual factions, in contrast to the more common designs. They appear on the first page and are unlocked by getting to sector 5 with the previous cruiser, following a chain.

## **Spectral Multiverse Cruiser**

*A not-so-traditional boarding vessel that will force you to use tactics you might not be accustomed to.*

* Default Name: CSMLG Horizons
* Starting Crew: 1 Phantom, 1 Leech, 1 G.A.S. Adult, 1 Separatist Engi
* Starting Reactor: 7
* Max Hull: 30
* Crew Capacity: **12**
* Starting Systems
	+ Shields (2)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (2)
	+ Clonebay (1)
	+ Teleporter (1)
	+ Piloting (1)
	+ Sensors (2)
	+ Doors (1)
* Starting Weapons
	+ Frost Laser MK I
* Starting Augments
	+ Quick-Splitter TM
	+ Respirators [X]
	+ Advanced Navigator
* Slots: 4 Weapons, 2 Drones, 4-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "So you're the Multiverse ship I've heard about? You've come a long way, and I can only hope it's all paid off. You're the Federation's last stand against the Flagship."* **(SHIP\_MULTIVERSE)**

### **Unlock**

* Get to Sector 5 with the Imperial Multiverse Cruiser to unlock this ship.

### **Trivia**

* This is a specialized Spectral Dynasty Multiverse cruiser.
* This is the only Multiverse Cruiser that can fit more than 8 crew.

## **Augmented Multiverse Cruiser**

*A strange vessel from another far distant reality, carrying a strange Lanius crew from a distant land, and some powerful ancient tech.*

* Default Name: Occam's Razor
* Starting Crew: 1 Augmented Lanius, 1 Lanius, 1 Phantom
* Starting Reactor: 6
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (1)
	+ Weapons (3)
	+ Medbay (2)
	+ Teleporter (1)
	+ Cloaking (1)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
* Starting Weapons
	+ Harbinger MK I
	+ Repair Burst
* Starting Augments
	+ Assimilative Plating
	+ Advanced Navigator
* Starting Resources
	+ 15
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "So you're the Multiverse ship I've heard about? You've come a long way, and I can only hope it's all paid off. You're the Federation's last stand against the Flagship."* **(SHIP\_MULTIVERSE)**

### **Unlock**

* Get to Sector 5 with the Spectral Multiverse Cruiser to unlock this ship.

### **Trivia**

* This is a specialized Augmented Lanius Multiverse Cruiser.
* This is the only Multiverse Cruiser that is completely anaerobic.

## See Also

* Multiverse Cruisers
* Multiverse Cruisers (2)
* Prototype-Multiverse Cruisers
* Unidentified Slot B Cruisers
Prophets of the Great Eye

The Prophets of the Great Eye, also known as the Zoltan Monks, are a small sub-faction found primarily in the Monk Refuge. They worship the Great Eye, and believe in non-violence.

## Gameplay

Monks are the easiest enemies to fight, more-so than even civilians. Due to their resolute beliefs in non-violence, their ships usually do not spawn with weapon systems, and when they do they can only wield non-damaging ion weaponry. They can also sometimes have mind control, but no other offensive drones or systems.

Their crew, consisting of Monks, are also incapable of fighting, making them pitifully easy to board once their Zoltan Shield is down.

## Trivia

* Monks, like several other sub-factions such as the Exotic Hunters Guild or Rebel Engineers, use their own set of classifications. They are named after various types of religious structures from a variety of real world religions.

## Ships

Illesctrian Jingu-JiIllesctrian ShintoIllesctrian ChaityaIllesctrian CandiIllesctrian WatIllesctrian ViharaIllesctrian TempleIllesctrian Monastery
Replica A-Drive

* Starting locked unique augment layouts B and C of the Prototype-MV Cruisers
* Unlike the original Aether Drive it DOES NOT carry the benefit of Long Ranged Jump, jumping back to an already explored but non-adjacent beacon will still cost -3 fuel.
* Costs 120 (cannot be bought nor sold)
* ID: MULTIVERSE\_DRIVE
Pirate Fight in Asteroid

Occurs in:

1. Engi Controlled Sector
2. Pirate Controlled Sector
 in an Asteroid Field.

## Event

Ship: random Pirate ship.

*A pirate ship was lying in wait inside this asteroid field. It immediately moves in to attack.*

1. Turn and fight.
	* Fight a Pirate ship within an asteroid field with standard rewards.
2. (Piloting) Attempt to escape from the pirate  (Requires level **2** Piloting)
	* *Your pilot succeeds in getting away from the pirate without taking damage*
		+ The Pirate turns neutral (asteroid field is not cleared).
	* *Despite some fancy flying, the pirate catches up to you before you can leave the asteroid field. You have no choice but to fight.*
		+ Fight a pirate ship within an asteroid field with standard rewards.
The Brood

**The Brood** is a small clan of pirates located in the Infested Sector warring with the Militia. They have tamed and weaponized the Giant Alien Spiders against the Militia.

## Gameplay

Brood ships are unique in that they are the only enemy ships that can use both spiders and other crew. Their ships are guaranteed to always have at least one spider crew. Though they are coded to be able to have other completely randomized crew, since they can only be found in the Infested Sector they are limited to the races that spawn there.

Their ships are usually mantis hulls and as such use the mantis weapon lists, but have unique room and system layouts. The one exception to this is the Cherri Bomber.
Zoltan Fight (Free Mantis)

Occurs in:

1. Free Mantis Controlled Sector
2. Free Mantis Hunting Grounds

## Event

Ship: random Zoltan combat ship.

The intro text for this event varies, and could be any of the following:

* *The Zoltan have recently begun a much more concentrated attack on Free Mantis territory, and unfortunately sometimes ships get caught in the crossfire. This time, it appears you're one of them!*
* *It's not usual for Zoltan ships to go out of their way to attack Federation ships they should be allied with, but an irate Zoltan captain nearby seems to think you're a threat and attacks!*
* *"The Federation knows the Free Mantis have been a constant issue for the Ministry, and yet you chose to do nothing about it! I might not have direct orders, but no one will mind if you go missing after this conflict!"*
* *The Zoltan seem to blame the Federation to some extent for the Free Mantis that have been "stealing" their territory. The ship at this beacon seems to have taken that to the next degree, because now they're attacking!*
	+ Fight the Zoltan ship with standard rewards.
Shell Geniocracy

The Shell Geniocracy represents the Shell population. Because of their defensive natures, the Shells are mostly populated in nebulas and are not seen often.

## Gameplay

The Shells focus heavily on defense, so they will usually have extra shielding than other ships. They make frequent use of anti-hull weaponry, but never uses missiles. They also frequently use mind control, cloaking, and sometimes boarding as their systems.

## Relations

### **The Slug Kleptocracy**

Having forced out of their homeworlds, the Shells heavily despise the Slugs.

### **Exotic Hunters Guild**

Because Guild members mainly hunt the Shells, the Shells also hate the EHG as well. The active hunting of the Guild has resulted in increased security in their homeworlds.

### **The Coalition**

Despite the Coalition actively trying to recruit Shells for their cause, the Shells are not willing to support the Coalition.

## Subfactions

* Shell Science District
* Shell Management District
* Shell Military District
* Radiants

## Ships

Geniocracy AbductorGeniocracy BomberGeniocracy FighterGeniocracy GuardGeniocracy ScoutGeniocracy SkirmisherGeniocracy StationGeniocracy Transport
Vanilla Federation Cruisers

## **Layout A**

*This ship features the latest in Federation technology: an advanced beam weapon that pierces through shields.*

* Default Name: The Osprey
* Starting Crew: 1 Human, 1 Mantis, 1 Rockman, 1 Engi
* Starting Reactor: 8
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (2)
	+ Medbay (1)
	+ Beam Artillery (1)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
* Starting Weapons
	+ Burst Laser MK II
* Starting Resources
	+ 5
	+ 2
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "Good, looks like you've brought a well-armed Federation ship. Welcome to the Last Stand, captain."* **(SHIP\_FEDERATION)**

### **Unlock**

* Unlock the type A, B, and C of the Federation Cruisers.

## **Layout B**

*This ship starts with additional Artillery power, encouraging heavy reliance on the beam.*

* Default Name: Nisos
* Starting Crew: 1 Human, 1 Zoltan, 1 Slug
* Starting Reactor: 9
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (2)
	+ Medbay (1)
	+ Beam Artillery (2)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
* Starting Weapons
	+ Burst Laser MK I
	+ 'Leto' Missiles
* Starting Resources
	+ 9
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "Good, looks like you've brought a well-armed Federation ship. Welcome to the Last Stand, captain."* **(SHIP\_FEDERATION)**

### **Unlock**

* Win with the type C of the Federation Cruiser.

## **Layout C**

*With a Flak Artillery weapon and an improved Clonebay, only the most suicidal of infantry chooses to fly on this ship.*

* Default Name: The Fregatidae
* Starting Crew: 1 Human, 2 Zoltan, 1 Mantis
* Starting Reactor: 7
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Shields (2)
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (1)
	+ Clonebay (2)
	+ Teleporter (1)
	+ Flak Artillery (1)
	+ Piloting (1)
	+ Sensors (1)
	+ Doors (1)
* Starting Augments
	+ Respirators [X]
* Starting Resources
	+ 5
* Slots: 4 Weapons, 2 Drones, 2-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "Good, looks like you've brought a well-armed Federation ship. Welcome to the Last Stand, captain."* **(SHIP\_FEDERATION)**

### **Unlock**

* Get to sector 8 with the Vanilla Federation B.
Nebula Sector

"This sector remains uncolonized and largely unmapped. There's no saying what you might find here, and the Atlas provides little more info.*" -* Hyperspeed flavor text

## Sector Naming Convention

Nebula sectors can have any of the following names:

* Uncharted Nebulae
* Uncharted Clouds
* Unmapped Nebulae
* Unmapped Clouds
* Unexplored Nebulae
* Unexplored Clouds
* Unregistered Nebulae
* Unregistered Clouds
* Nebulous Sector
* Nebulous Parts
* Nebulous Regions
* Nebulous Zone
* Nebula Zone

## Guard

Nebula sectors have no guard. The entrance beacon will act as an empty beacon, and the fleet will be delayed one jump.

## Beacons

The exit beacon in this sectors is not revealed when entering the sector, and is not revealed until the player enters an adjacent beacon.

* 1-2 Stores (1 in nebula, 0-1 in non-nebula)
* 1 Multiverse Travelers Encounter
* 1-4 Empty Beacons
* 1-2 Items
* 1-3 Distress Beacons (1-2 in nebula, 0-1 in non-nebula)
* 1 Quest
* 1-3 Non-Nebula Encounters (Generally Neutral)
* 1-3 Ion Storm Encounters (Neutral or Hostile)
* 3-5 Neutral Encounters
* 5-6 Hostile Encounters

## Crew members

See Races

In this sector, the following Races/Crew can be found in Stores or as a reward in a Random Event.

* Slug (2)
* Ghost (3)
* Human (4)
* Zoltan (4)
* Shell (4)
* Separatist (5)
* Monk (5)
* Lanius (5)

## Soundtrack

* Unexplored
* Deepspace
* Void
Particle Weapons

Particle Weapons are a new weapon type in Multiverse that deal high system damage and also have a decent chance to start fires, but do not deal any hull or crew damage whatsoever, making them good at providing additional supportive firepower and potentially aiding in crewkills. Due to not dealing hull damage, most particle weapons cannot pop shields on their own (and will be blocked by even a single shield barrier), and thus require additional supporting weapons to help. While the standard particle accelerators do have a small amount of spread, this is usually not much of a concern when used by the player, but ensures that enemies will focus their particle weapons on a single room rather than spreading them around your ship.

As a side effect of not dealing hull or ion damage, particle weapons (with the exception of the Particle Beam) will bypass zoltan shields instead of damaging them. This makes the Particle Missile especially effective at crippling enemy systems as it will bypass pretty much everything except defense drones.

## List of Particles

The weapon descriptions below may not be updated or even complete, if you wish to know about stats and details of a weapon it is better to use the table above which will always be up to date.
If you still wish to view the weapon list/descriptions, do so at your own risk.

### Particle Accelerator MK I

*"Shoots streamlined bolts that cannot damage the hull or crew, but do heavy system damage."*

* Costs 60
* Fires 3 shots with 11s cooldown
* Has a targeting radius of 15px
* Damage: 1 system damage per shot
* High chance of fire
* Requires 1 power
* Starting weapon on:
	+ Morph Spurgle Yurgle A

### Particle Accelerator MK II

*"Shoots streamlined bolts that cannot damage the hull or crew, but do heavy system damage."*

* Costs 80
* Fires 5 shots with 17s cooldown
* Has a targeting radius of 15px
* Damage: 1 system damage per shot
* High chance of fire
* Requires 2 power

### Particle Beam

*"A long concentrated Beam that annihilates systems and lights fires, but does no damage to the hull or crew."*

* Costs 65
* Deals 2 system damage.
* Requires 2 power, and takes 20 seconds to charge up.
* High chance of fire.
* Starting weapon on:
	+ Peacekeeping Cruiser C
	+ Hacker Cruiser C

### Particle Missiles

*"Each missile contains its own particle accelerator, which upon contact with the enemy ship will do massive damage to systems and start fires."*

* Costs 60
* Fires 1 missile that deals 7 system damage
* High chance of fire.
* Requires 3 power, and takes 19 seconds to cool down.
* As a missile, it pierces 10 shields and consumes 1 missile per shot.
* Can pierce through Zoltan Shields.

### Particle Missiles🗲

*"Each missile contains its own particle accelerator, which upon contact with the enemy ship will do massive damage to systems and start fires."*

* Costs 60  (cannot be bought)
* Fires 1 missile that deals 7 system damage.
* High chance of fire.
* Requires 2 power, and takes 19 seconds to charge up.
* As a missile, it pierces 10 shields and consumes 1 missile per shot.
* Can pierce through Zoltan Shields.
* Starting weapon on:
	+ Proto-MV Cruiser B
Slot 5 Crewsers

The Crewsers come with unique crew members, appear on page 14, and are unlocked via completing the True Ending and selecting a blue option while having a unique character aboard your ship. This page features the Slot 5 Crewsers.

## **Alkram's Cruiser**

*Despite being a veteran from the Federation-Mantis War, Alkram has few qualms with dog-piling his obedient soldiers onto the enemy lines in wreckless abandon.*

* Default Name: Strongyloidiasis
* Starting Crew: 1 Alkram, 2 Leech, 1 Vampweed
* Starting Reactor: 6
* Max Hull: 30
* Crew Capacity: 8
* Starting Systems
	+ Engines (2)
	+ Oxygen (1)
	+ Weapons (2)
	+ Clonebay (1)
	+ Teleporter (1)
	+ Piloting (1)
	+ Doors (2)
* Starting Weapons
	+ Stun Bomb
* Starting Resources
	+ 14
* Slots: 4 Weapons, 2 Drones, 6-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "I didn't realize the Eargen Republic had the resources to send in a ship to help the Federation. No less, I'm glad you're here. Let's hope those tales of the once mighty Leech military were true and we're about to see a resurgence, because we sure as hell need it."* **(SHIP\_LEECH)**

### **Unlock**

* Consult the advice of a certain Leech revolutionary about a certain artifact to unlock this ship.

## **Tyrdeo's Cruiser**

*King Tyrdeo is known for many things. Most of them aren't very good things, but you can't deny his ship has a very unique paintjob.*

* Default Name: Dioctophyme
* Starting Crew: 1 Tyrdeo, 1 Wealsey (not shown in manifest), 2 Leech Ampere, 1 Rockman
* Starting Reactor: 6
* Max Hull: 30
* Crew Capacity: **10**
* Starting Systems
	+ Engines (3)
	+ Oxygen (1)
	+ Weapons (3)
	+ Medbay (1)
	+ Teleporter (2)
	+ Piloting (2)
	+ Sensors (2)
	+ Doors (3)
	+ Battery (1)
* Starting Weapons
	+ 'Lucerne' Beam
	+ 'Spetum' Beam
* Starting Augments
	+ Energy Shield Bypass [X]
* Slots: 3 Weapons, 2 Drones, 3-tile Teleporter
* Last Stand entry text: *On the vidscreen appears several Federation and Engi officers, as well as Admiral Tully in the center. "I didn't realize the Eargen Republic had the resources to send in a ship to help the Federation. No less, I'm glad you're here. Let's hope those tales of the once mighty Leech military were true and we're about to see a resurgence, because we sure as hell need it."* **(SHIP\_LEECH)**

### **Unlock**

* Consult the advice of a certain Leech president about a certain artifact to unlock this ship.
Sky-Drifter Casino

Sky-Drifter Casino is a location in the Black Market that can be visited by the player during the Tuco's Cruiser Unlock Questline. It is a massive floating casino capable of maintaining its own atmosphere and is even outfitted with an FTL drive.

Sky-Drifter is Dread Pirate Tuco's favorite gambling spot, and is where the player encounters him. After Tuco is thrown out for cheating and attacks the casino, the player is given the option to either defend the casino for a reward or fight alongside Tuco to befriend him.

Sky Drifter itself cannot be attacked nor visited at any other location, despite theoretically having the ability to travel to other beacons and even sectors.
New Gen Weapons

New Gen Weapons are a new subtype of weapons used by The Legion, a subdivision of the The Rebellion that reverse-engineered Ancient technology for use in their own devices.

Similarly to Ancient weapons, New Gen weapons are both extremely rare and relatively strong when compared to other weapons of the same category, packing a large amount of punch for their power cost.

## List of New Gen Weapons

The weapon descriptions below may not be updated or even complete, if you wish to know about stats and details of a weapon it is better to use the table above which will always be up to date.
If you still wish to view the weapon list/descriptions, do so at your own risk.

### Zenith Laser MK I

*"A powerful, new gen Laser that deals massive damage even compared to standard Heavy Lasers"*

* Costs 75
* Fires 1 shot with 14s cooldown
* Damage: 4 per shot
* Low chance of fire (10%), very high chance of breach (80%), medium chance to stun crew (40% for 3s).
* Requires 1 power

### Lance Beam MK I

*"Devastating new gen beam weapon which punches through shields with additional pierce."*

* Costs 90
* Deals 2 damage per room hit, pierces 1 shield layer.
* Requires 3 power and takes 20 seconds to charge up
* Beam length: 90

### Cluster Bomb

*"A powerful new gen bomb which replicates 3 warheads when targeting the enemy ship. For safety reasons, only fires 1 bomb when targeting your ship."*

* Costs 60
* Deals 2 system damage and 30 crew damage per bomb.
* Fires 3 bombs in a volley, when targeting an enemy ship.
* Uses 1 missile, and pierces all shields
* Requires 2 power and takes 19 seconds to cool down
* Comes equipped on the Ultimatum Sapius III
The Spectral Dynasty

**The Spectral Dynasty** is a long running familial clan of ghosts that dates back all the way to the early years of the galaxy. The Dynasty was once a vast empire that controlled most of the nebulous regions in the galaxy, which the Lanius and the Crystals tended to avoid. Their military was extremely powerful, and their might was unmatched by most. However, all of this fell apart when a powerful ancient force decimated them and laid waste to their civilization. Since then, the Dynasty has been struggling to reclaim their territory. Now, they control only a fraction of the territory they used to.

The Dynasty is controlled by one individual, known as a Prime Spectre. Currently, the Dynasty's leader is Dessius.

The troops of the Dynasty are Phantoms. Though they're not actually paranormal beings, they do posses some strange characteristics, such as their lack of reliance on oxygen and their ability to phase through doors.

## Gameplay

Because Phantoms don't need oxygen, Dynasty ships never have an oxygen system. Dynasty ships also have higher level cloaking than other ships, and can also sometimes have detached rooms. Dynasty ships can occasionally spawn with a teleporter, which is especially lethal in the case of the Dynasty because of the increased sabotage damage dealt by Phantoms.

## Relations

**The Rebellion**

The Rebellion is the main enemy of the Dynasty. Their conflict started after the Dynasty made the mistake of attacking a Rebel automated facility located deep in the nebula, which had been constructed there to hide it from the Federation. In doing this, they even managed to take out a prototype flagship, which angered the Rebellion immensely. Since then, the conflict is mostly lead by CICA and the automated fleet. The Dynasty has declared war on the auto fleet, which caused many ghosts to leave the Dynasty, as they didn't want to be a part of the Dynasty's wars.

**The Federation**

Because of the conflict between the Dynasty and The Rebellion, the Dynasty has declared all of humanity a threat. This unfortunately includes the Federation. As such, Dynasty ships will mostly attack Federation vessels on sight.

**Vagabond Ghosts**

The Dynasty sees the Vagabond Ghosts as traitors, and as such does not hesitate to attack them. Dynasty guards have been placed in certain sectors to destroy any Vagabond ships attempting to pass through.

## Ships

Spectral DestroyerSpectral BomberSpectral FighterSpectral ScoutSpectral GuardSpectral TransportSpectral StationSpectral Cruiser
## Elite Ships

Destroying ReaperBombing ReaperFighting ReaperScouting ReaperGuardian ReaperTransport ReaperRecovery ReaperCruising Reaper
Zoltan Ministry

The Zoltan Ministry is one of the Federation's strongest allies, but their relationship is far from stable. The Zoltan government, especially in Universe 0, has shown a reluctance to back up their promises, such as refusing to send troops during the critical battle in the Last Stand.

## Zoltan Ships

Ministry AbductorMinistry AssaultAuto-SkirmisherAuto-SurveyorMinistry BomberMinistry DropshipMinistry EnforcerMinistry EscortMinistry FighterMinistry GuardMinistry InstigatorMinistry InvestigatorMinistry ScoutMinistry StationMinistry TransportMinistry Trapper
## Peacekeeping Ships (Elite)

Peace-Keeping AbductorPeace-Keeping BomberPeace-Keeping CruiserPeace-Keeping DropshipPeace-Keeping EnforcerPeace-Keeping FighterPeace-Keeping GuardPeace-Keeping InstigatorPeace-Keeping InvestigatorPeace-Keeping Scout
Zoltan Killer

Occurs in:

1. Free Mantis Hunting Grounds

## Event

Ship: Free Mantis Zoltan Killer.

*The Free Mantis haven't reacted well to the Zoltan's aggressive resistance to their presence, but the ship at this beacon appears to have taken that to the next level...*

1. Hail them.
	* *"Federation? Have come to admire brilliant arsenal of disgusting Zoltan piglet murder? If wanted, we share tech with you, so you may murder energy freak too!"*
		1. Buy a Zoltan Bypass [X]. -(30-40)
			+ *"Enjoy murdering, Federation! Come by again sometime, and we share mutual stories of hunt!"*
				- You lose (30-40)  but gain the Zoltan Bypass [X] external upgrade.
		2. Ask about their large beam weapon.
			+ *"Eh? This is Zoltan Deleter, cherished weapon that murder Zoltan fast! But not to kill others, that rude. If Federation want gun, they must prove worthy!"*
				1. Agree to the challenge.
					- *"Oh? Then let most daunting battle begin!"*
						* Fight the Zoltan Killer ship (surrenders at 1-2 hull).
							+ (**When the ship surrenders**) *On the brink of destruction, the Free Mantis finally surrender. "Oh most worthy Federation, you proven yourself! It is most high honor that I bestow Zoltan Deleter upon you. May it bring you the finest of hunt."*
								- You gain the Zoltan Deleter weapon.
							+ (**After destroying enemy ship**) *Somehow, you've killed the Free Mantis before they even had a chance to surrender their weapon. Good job, idiot.*
								- You gain a **low** standard reward.
							+ (**After killing enemy crew**) *You've killed off the entire Free Mantis crew, but now there's no one left to give you the weapon. You attempt dismounting it from the ship, but it breaks once torn out of the hull. Dissapointed, you scrap what's left of the ship.*
								- You gain a **medium** standard reward.
				2. Decline.
					- *"Heheh, smart choice. None best me yet, Zoltan Deleter mine forever!"*
		3. No thanks.
			+ *"Alright, not all scrap spent when sometimes arsenal already kill!"*
2. We shouldn't stick around.
	* *If these guys are willing to go this far to express their hatred of the Zoltan, chances are they won't be very friendly to others either.*
		1. Do something aboard the ship
		2. Do nothing.
Reality Manipulator

The reality manipulator is a combat augment that can summon in hazards for a fight.

    The hazards include an Asteroid field, a Star, a Pulsar, and an Ion Storm. These hazards can hurt both ships. It costs no resources (fuel/missiles/drone parts) to summon in any of the hazards. After selecting a hazard, there is no second confirmation on the choice. The reality manipulator can be found preinstalled on the Ancient Cruiser B. It is obtainable on other ships by bringing an Obelisk crew member to The Great Eye.
Stables

* Can be used to breed multiple combinations of equinoids at Storage Checks for free:
	+ Two tamed equinoids to produce a single untamed equinoid.
	+ A tamed and a crystal equinoid for a 50% chance to produce an untamed equinoid or a 50% chance to produce a crystal equinoid.
	+ Two crystal equinoids to produce a single crystal equinoid.
	+ Untamed equinoids cannot be bred at all.
* Only comes equipped in the Equinoid Cruisers
Terraforming Team (Drop point)

Occurs in:

1. Multiverse Drop Point

## Event

Ship: none.

*A small terraforming team is working on a nearby moon hails you, and a short, stubby Rockman captain appears on the screen. "We require assistance, and you are the first ship we've seen in this system for weeks. We're in the middle of terraforming this barren moon, but our sensors aren't strong enough to break through the atmosphere."*

1. You offer your assistance.
	* *"Thank you! We need to scan this planet for life before we can begin terraforming, but our sensors can't get the necessary power to scan through this atmosphere. We've got a schedule to keep, any chance you can help?"*
		1. Attempt to scan the planet.
			+ You use your basic sensors
		2. (Advanced Sensors) Set sensors to maximum and scan.  [Requires LV2 Sensors]
			+ You scan the planet
		3. (Zoltan) Send your crewman to overcharge their systems.  [Requires any Zoltan crew]
			+ You scan the planet
		4. (Long-Ranged Scannerss) Scan the planet.  [Requires Long-Ranged Scannersss]
			+ You scan the planet
2. You do not have time.
	* "We understand. Best of luck on your mission, sir!"
		1. Check the storage.
		2. Do nothing.

## You use your basic sensors

*It seems your sensors are no more powerful than the terraformer's. You apologize and continue on your way.*

* Nothing happens

*You find if you modulate the feedback signal of your sensors to just the right frequency, you're able to get through the atmosphere and perform a complete scan!*

* You scan the planet

## You scan the planet

*After a complete scan of the planet, you find no life. The team is grateful and ready to get to work. The station scientists have a unique talent for life support units and offer to upgrade your oxygen system as thanks.*

* Your Oxygen system is upgraded by 1 level.

*A complete scan of the planet reveals no life signs other than a single ship on the surface. The terraformers thank you for your help, and attempt to contact the ship. Just as you're about to jump away, the ship takes off and attacks, it's a pirate!*

* Fight a random pirate ship with standard rewards

*A complete scan of the planet reveals a simple mold as the only life present. The terraformers claim their terraforming plans are only hindered by intelligent life; they can begin their work.*

1. Tell them to stop. Any life is valuable.
	* *"But our livelihood depends on this job! Who cares about some silly mold? We'll pay you to look the other way!"*
		1. Accept the bribe and leave.
			+ You gain (15-25)
		2. Offer to pay them to at least delay until the mold can be studied.
			+ *They see reason and accept the offer. The station scientists have a unique talent for life support units and offer to upgrade your oxygen system as an apology for their behaviour.*
				- Your Oxygen system is upgraded by 1 level and you lose (15-25)
		3. Power your weapons and demand they leave at once.
			+ *They shut off communications, but you can tell they have begun an evacuation procedure.*
2. Leave them to their work.
The Multiverse Flagship

WIP

## Crew

Amount, type of crew and system they start at ()

* 5x  Soldiers (Piloting, Beam and Ion artilleries, x2 Teleporter)
* 2x  MFK Aces (Missile and Laser artilleries)
* 1x Rebel Medic (Teleporter)
* 4x  Engineers (Shields, Doors, Oxygen, Engines)

## Phase Loadout

### Phase 1

These tables list the flagship's System levels, weapons, drones and augments if present.
The Story Teller

* Turns the ship into an auto-ship (!):
	+ Passively mans every undamaged (and even hacked!) system and subsystem without skills, unless there is a crewmember overriding the station.
	+ Passively repairs every system at around 33% the repair speed of a human.
	+ The game will not end if the player loses all crewmembers.
* Deals ~12hp/s worth of damage to enemies on your ship constantly
* Seals breaches in around ~11s, barely slower than a single human (uses a Slug Gel value of 2, vanilla is 1)
* Extinguishes fires *extremely* fast at around ~5s (uses a Extinguisher value of 5, vanilla is 1)
* Only comes equipped on Warhorse

(!): despite what the description claims, the augment does not provide the auto-status itself and it serves as a way to inform the player of it. Auto-Ship status is instead defined in a special tag (<autoShipForce>) given to a ship itself.
Regenerative Plating

* While self-repairing breaches might sound like an advantage, in reality it can be considered a huge downside: none of the Lost Sun cruisers have airlocks and they do not start with Doors subsystem, meaning the player cannot use breaches as artificial airlocks.
* Its ID is "REGEN\_ARMOR", the locked version (which cannot be sold) is "LOCKED\_REGEN\_ARMOR" instead.