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.

**Unique Crew** are the most important characters across the multiverse, and many can be recruited as crew. They generally have distinctive sprites and stats, and may also have unique active or passive abilities. Often they will start with several skills already mastered. They are also necessary for unlocking Unique Crew Crewsers, and can be found at these Unique Crew Locations.

* If you are looking for the races in Multiverse, along with most of the subtypes, please see Crew.
* If you are looking for secret races or subtypes in Multiverse only found via events/special sectors, please see Secret Crew

## Humans

### Tully

Yes, this is truly Admiral Tully of the Federation. He is trained in practically every skill you could ever learn. Your most powerful ally.

* 200 Max HP
* x1.5 repair speed
* x1.25 movement speed
* x1.5 combat damage
* x0.5 fire damage taken
* x0.5 suffocation damage taken
* Starts with max levels in all skills and cannot lose them when being cloned.
* Passive Ability: All allies in the same room move at x1.25 speed (this is a set value and not a multiplier, so it can amusingly cause allies faster than Tully to move slower than they normally would when near him)
* Active Ability, 1 charge (refills on jump) STRIKE: After the same time as it takes for a asb to strike, 5 bombs are teleported to the enemy ship. The types of bombs that can spawn are: bombs, breach bombs, and fire bombs.

### Haynes

The galaxy's greatest detective, with a thick British accent and an old Earth pipe and revolver.

* x0.83 fire damage taken
* x0.83 suffocation damage taken
* x2.5 ranged damage multiplier
* **Cannot fight** insectoids in **close** combat (this includes GAS, but also all forms of mantis.). (!)Haynes can still shoot from a distance
* Learns skills twice as fast

Click EXPAND to view skill thresholds

### Jerry

Anything but a soldier, Jerry is Admiral Vance's cherished nephew, and just a really cool guy.

* x0.5 combat damage
* x0.83 fire damage taken
* x0.83 suffocation damage taken
* Will not fight Cyra Black, nor will be attacked by her
* Learns skills slower

Click EXPAND to view skill thresholds

### Jerry (Gatling)

Jerry has been consumed by grief. Now he has a really large gun.

* x1.5 combat damage
* x0.83 fire damage taken
* x0.83 suffocation damage taken
* x0.6 movement speed
* x3 sabotage speed
* x0.5 combat damage taken
* Shoots much faster in combat
* Will not fight Cyra Black, nor will be attacked by her
* Learns skills slower

Click EXPAND to view skill thresholds

### Jerry (Gatling & Pony)

Jerry has been consumed by grief. Now he has a really large gun AND a horse.

* 300 Max HP
* x2 combat damage
* x0.83 fire damage taken
* x0.83 suffocation damage taken
* x2 fire extinguishing speed
* x4 movement speed
* x5 sabotage speed
* x0.5 combat damage taken
* Heals at x3 speed from all sources
* Shoots much faster in combat
* Will not fight Cyra Black, nor will be attacked by her
* Learns skills slower

Click EXPAND to view skill thresholds

* Explodes upon death, causing 1500 damage to enemy crew, 15 ion damage, and 20s of stun.

### Cyra Black (Enemy Only)

One of the original two MFK Aces, and the caretaker of the Protectorate.

* 150 Max HP
* x2 combat damage
* x2 sabotage speed
* x0.7 combat damage taken
* 0.5x fire damage taken
* 0.5x suffocation damage taken
* 0.5x stun duration
* x3 movement speed
* Will not fight Jerry, nor will be attacked by him (applies for every form)
* Passive: heals 8hp/s after 10 seconds without taking damage
* Starts with maxed skills and does not lose them on cloning.

### Vance (Enemy Only)

Admiral Vance of the Rebel Fleet. Kind of a bad dude to be honest.

* 250 Max HP
* x1.2 repair speed
* x0.6 movement speed
* x2 combat damage
* x2.2 sabotage speed
* x0.5 fire damage taken
* x0.5 suffocation damage taken
* Starts with max levels in all skills
* Immune to mind control, can see adjacent rooms, and displays life forms while on the player's ship.
* Heals allied crew on the same room constantly by 0.2 hp/s
* Heals self slowly if not damaged for 12 seconds, at a rate of 3.2 hp/s
* Active Ability (30 second cooldown): BOMB - Deploys a bomb that deals 15 crew and 1 system damage, with a 20% fire chance, 10% breach chance and stuns crew, the bomb will not affect allied crew. Afterwards, decreases movement speed to x0.2 for 3s, and takes x1.2x more damage from all sources until it wears off. Vance will only use this bomb if he is both on the enemy ship (yours, normally) and on a system room.

### Leah (Enemy Only)

The infamous Beam Master, and apparently your long time nemesis.

* Moves via short-range teleportation
* x0.83 fire damage taken
* x0.83 suffocation damage taken
* x1.2 combat damage taken

### MFK Leah (Enemy Only)

The infamous Beam Master, and apparently your long time nemesis.

* Moves via short-range teleportation
* x2 combat damage
* x1.5 sabotage speed
* x0.7 combat damage taken
* x0.5 fire damage taken
* x0.5 suffocation damage taken
* Loses no skills on cloning.
* Starts with max skills on everything.

### Ellie

The former star of the famous children's show "Ellie the Equinoid". She shows signs of insanity.

* Bloodlust level: 1
* x1.5 movement speed
* x1.5 melee combat damage, **x1.5 melee combat attack speed**
* Vengeance makes her stronger
* x0.83 fire damage taken
* x0.83 suffocation damage taken
* Learns skills twice as fast

Click EXPAND to view skill thresholds

### Ellie (Level 2)

The former star of the famous children's show "Ellie the Equinoid". Might be insane.

* Bloodlust level: 2
* x1.5 movement speed
* x1.5 melee combat damage, **x1.5 melee combat attack speed**
* Breaks down doors at 1.5x speed
* Vengeance makes her stronger
* x0.83 fire damage taken
* x0.83 suffocation damage taken
* Learns skills twice as fast

Click EXPAND to view skill thresholds

### Ellie (Level 3)

The former star of the famous children's show "Ellie the Equinoid". Probably insane.

* Bloodlust level: 3
* x1.5 movement speed
* x1.5 melee combat damage, **x1.5 melee combat attack speed**
* Breaks down doors at 1.5x speed
* Vengeance makes her stronger
* x0.83 fire damage taken
* x0.83 suffocation damage taken
* Learns skills twice as fast

Click EXPAND to view skill thresholds

* Active Ability (15 second cooldown, recharges on jump): Deals double damage and breaks doors instantly for 7 seconds.

### Ellie (Level 4)

The former star of the famous children's show "Ellie the Equinoid". Most likely insane.

* Bloodlust level: 4
* x2 movement speed
* x1.5 melee combat damage, **x1.5 melee combat attack speed**
* Breaks down doors instantly
* Vengeance makes her stronger
* x0.83 fire damage taken
* x0.83 suffocation damage taken
* Learns skills twice as fast

Click EXPAND to view skill thresholds

* Active Ability (15 second cooldown, recharges on jump): Deals double damage for 7 seconds.

### Ellie (Level 5)

The former star of the famous children's show "Ellie the Equinoid". Definitely insane.

* Bloodlust level: 5
* x3 movement speed
* x1.5 melee combat damage, **x3 melee combat attack speed**
* Vengeance makes her stronger
* x0.83 fire damage taken
* x0.83 suffocation damage taken
* Learns skills twice as fast

Click EXPAND to view skill thresholds

* Active Ability (15 second cooldown, recharges on jump): Deals double damage for 7 seconds.

### Ellie (Level 6)

The former star of the famous children's show "Ellie the Equinoid". Absolutely bonkers.

* Bloodlust level: Max
* x3.5 movement speed
* x1.5 melee combat damage, **x3.5 melee combat attack speed**
* x0.83 fire damage taken
* x0.83 suffocation damage taken
* Learns skills twice as fast

Click EXPAND to view skill thresholds

* Automatic Ability (persists between jumps): After spending a total of 25 seconds in combat, the ability will automatically activate. For 10 seconds, Ellie deals **7x combat damage**, but also becomes uncontrollable, unteleportatable, and takes double hazard damage. The ability will stop charging if Ellie exits combat.

### Ellie (Stephan)

A disheveled and broken man committed to rebuilding his future.

* x3 movement speed
* x0.3 fire damage taken
* x0.3 suffocation damage taken
* Immune to stun
* Immune to mind control
* **Cannot fight**
* Learns skills twice as fast

Click EXPAND to view skill thresholds

* Passive ability: All allied crew gain doubled combat damage and healing speed while on the player's ship.

## Engi

### Turzil

A mysterious Engi Defender that you have been tasked with transporting.

* 115 Max HP
* x1.4 movement speed
* x0.8 combat damage
* x0.4 fire damage taken
* x0.5 suffocation damage taken
* x0.4 repair speed
* Immune to mind control
* Learns skills faster

Click EXPAND to view skill thresholds

* Passive ability: allied crew in the same room have their repair speed multiplied by x1.5

* Active Ability (20 second cooldown, recharges on jump): Activates a shield for 25 seconds which buffs himself and allies in the same room by reducing all damage taken to x0.1 and multiplies their repair speed by x4. Also allows him to see adjacent rooms.

## Zoltan

### Anurak

A rogue Monk and ex-Duskbringer who deeply regrets his past. All he has left is his faith, which he'll defend even to the death.

* 75 Max HP
* Provides 1 power to current system
* Cannot fight, sabotage, or break doors
* Can pray at empty beacons, giving all Zoltan crew on the ship a permanent additional 5 health
* Deals 15 damage to enemy crew on death.
* Active Ability: Triggers a countdown before exploding, dying instantly but healing all allied crew to max health and granting them a temporary 50% repair, movement, and health buff

### Devorak

A famous Duskbringer Warhero. Has been cloned so many times he can no longer feel pain; it has only hardened his resolve.

* 75 Max HP
* Moves via **long-range** teleportation, but has a very slow teleport animation
* Provides 2 power to current system
* x2 combat damage
* Loses no skills when cloned
* Deals 15 damage to enemy crew on death.
* Active Ability (3 second cooldown): Suicide, unleashing a powerful explosion that deals 45 crew damage (+15 to enemies). All other Zoltan in the room will explode as well (except Osmian Zoltans).

## Orchid

### 'Gardener'

**(is not currently obtainable ingame outside of using the console to spawn them, also has exactly the same stats as an orchid chieftain, likely a placeholder)**

The culturally shunned groundskeeper of the vast gardens of Rt'lak Et.

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

## Mantis

### Freddy

One of the original founders of the Free Mantis movement, and one of the few Mantis capable of acting like a normal person.

* x1 repair speed
* x1.65 movement speed
* x2 combat damage
* x0.7 combat damage taken
* Starts with maxed combat skill
* Learns all skills very fast (around 66% reduction on most skills)

Click EXPAND to view skill thresholds

* Active Ability (25 second cooldown, refills on jump): For 10 seconds, triggers a copy of the active abilities of all allied mantis crew in the room. Standard mantis use the generic "synthetic pheromones" ability of Free Mantis. This counts as a free use of their ability but it does not stack with it at all, as both work as SET instead of MULT (it also does not affect Kazaaakplethkilik at all)

### Kazaaakplethkilik

The legendary mantis thief and Federation-Mantis war veteran himself

* x0.5 repair speed
* x1.2 movement speed.
* x2.5 combat damage.
* Starts with all stats maxed out.
* Combat damage decreases by 15% per every allied crew in the same room as him. (multiplied by 0.85x per ally)
* Active Ability (10 second cooldown, recharges on jump): Increases combat damage to x20 for 1 second. (enemy Kazaaak cannot use this ability)

## Rock

### Symbiote

The Rockman and the parasitic Zoltan living in its stomach now work together as one in a horrifying symbiotic relationship.

* 175 Max HP
* Provides 1 power to current system
* Immune to fire damage.
* x0.5 movement speed
* Deals 15 damage to enemy crew on death.
* x0.15 stun duration
* Counts as both Rock and Zoltan for Crew Lab modifications and receives benefits from both types of upgrades.

### Lord Vortigon

Grand Priest Lord Vortigon Obadann XIV, leader of the Cult of the Eternal Ember.

* 300 Max HP
* -x3.0 fire damage taken (heals at around ~6hp/s per tile of fire in the room)
* x0.5 movement speed
* x0.5 stun duration

* Active Ability (37 second cooldown, recharges on jump): For 20 seconds, regenerate health at a rate of 65hp/s and gain 3x combat damage, but move at x0.25 speed and take x7 more damage from **all** sources.
* Storage Check ability : Vortigon can convert regular rocks, outcasts and commandos into cultists at storage checks.

### Ariadne

The dangerous admiral of the Lost Sun revolution and disgruntled former bride-to-be of one of the most influential and dangerous dictators in the galaxy. Also has a hidden love for music and poetry.

* 175 Max HP
* Immune to fire damage
* x0.5 movement speed multiplier
* x0.5 stun duration multiplier
* Passive abilities: enemy crew in the same ship as Ariadne lose any fire immunity and they also take 30% more damage from fires.
* Active ability, 3 charges(1 second cooldown, both cooldown and charges refill on jump): Can deploy up to 3 fire bombs in quick succession per jump.

### Tuco

The infamous dread pirate Tuco, former outcast and famed mercenary, but now just another washed up careerless drunk.

* 175 Max HP
* x1.65 fire extinguishing speed
* Immune to fire damage.
* x1 movement speed
* x0.5 stun duration
* Passive abilities:
	+ Tuco only: damage is multiplied by x1.2 for each enemy in the room, but speed is multiplied by x0.75 as well.
	+ Allied Outcasts: damage and repair speed are both multiplied by x1.2. This buff affects any and every friendly Outcast

### Elder

Powerful leaders of the Rock Theocracy.

* 350 Max HP
* Immune to fire damage.
* x0.4 movement speed
* x0.75 healing speed
* x0.75 suffocation damage taken
* x0.25 stun duration
* Passive ability: every ally gains 50 HP and a x1.25 damage multiplier.

## Crystals

### Ruwen

Ambassador of the Crystalline fleet.

* 150 Max HP
* x0.3 suffocation damage
* x0.7 movement speed
* Explodes on death, dealing 15 damage to enemy crewmembers while locking down the room for 12 seconds.
* Active Ability (28 second cooldown, refills on jump): LOCKDOWN - Locks down the current room for 12 seconds, preventing anyone from entering or leaving. Also takes 50% less combat damage and heals 3hp/s (36hp total) for the duration of the effect. Allied crew on the same room as Ruwen will be allowed to phase through doors and lockdown while enemies will be denied from doing so.

### Dianesh

The stoic but loyal empress of the Crystalline people.

* 175 Max HP
* x0.8 movement speed
* x0.5 suffocation damage taken
* Passive ability: Allied Crystal crew gain one extra ability charge per jump (includes Ruwen
* Active Ability (30 second cooldown, refills on jump): locks down the current room for 12 seconds, preventing anyone from entering or leaving. For that duration, allied crew in the same room as Dianesh recharge their abilities x5 quicker (80% faster)

## Saltman

### Obyn

The last of his kind, the Salt Man roams the galaxy collecting bounties and pissing off Clansmen.

* 250 Max HP
* x0.7 suffocation damage taken
* x0.6 movement speed
* Passive Ability: all other crew in the same room heal at x0.77 their normal speed
* Active Ability (20 second cooldown, refills on jump): SALT - Activates salt mode, damaging all other crewmembers in the room at a rate of 4HP/s for 15s, friendly crew take 2HP/s, and any type of slug take an additional 4HP/s. Other saltmen (and variants) are immune to this effect.

## Slugs

### Captain Nights

The infamous Captain Nights. He'd probably rather be anywhere but here, but yet here he is.

* x3 sabotage speed
* Phases through doors
* Immune to mind control, can see adjacent rooms, and displays life forms while on the player's ship.
* Active Ability (45 second cooldown): BOMB - Deploys a breach bomb that deals 45 crew and 3 system damage, with a guaranteed breach chance and stunning for 1 second. Also cloaks for 22s, becoming immune to all damage and sabotaging at x5 speed, but is unable to repair systems or fight crew while cloaked.

### Slocknog

Slocknog might have once been king, but he'd rather be alive and part of your crew, than dead in a ditch somewhere.

* Heals at x3 speed from all sources.
* Passively heals all friendly crew in the room at 2hp/s
* Immune to mind control, can see adjacent rooms, and displays life forms while on the player's ship.
* Active Ability (50 second cooldown): STUN - Stuns all other enemy crew in the room for 20s. Telepathic powers will not function for the duration of the effect, meaning slocknog can be mind controlled.

### Sylvan

A mysterious but friendly multiverse traveling merchant.

* 250 Max HP
* x1.5 combat damage
* x0.1 fire damage taken
* x0.1 suffocation damage taken
* Starts with max levels of all skills, does not lose them on being cloned
* Immune to mind control, can see adjacent rooms, and displays life forms while on the player's ship.
* Active Ability (45 second cooldown): BOMB - Deploys a breach, stun & lockdown bomb all at once, dealing 30 crew damage, 2 system damage and 3 ion damage, with a guaranteed breach and 5s of stun, while also locking down the current room for 20 seconds.

### Billy

The eccentric, opportunistic, and desperate CEO of Hektar Industries(tm).

* Immune to mind control, can see adjacent rooms
* Displays life forms while on the player's ship.
* x0.5 healing speed
* Active Ability: BOX (5 second cooldown) - Can choose to enter a box when below 50 hp.

### Billy (Box)

* Same telepathy effects.
* x0.1 combat damage taken
* x0.7 movement speed
* Cannot man systems, repair, or fight
* Cannot heal from passive sources, but will constantly regenerate 10 HP/s on his own,
* Automatically exits the box when above 50 HP.

### Irwin

The disgruntled former chairman of the EHG and current mercenary-for-hire specializing in hunting the most exotic of creatures.

* x1.5 combat damage
* x0 sabotage speed
* Active Ability (30 second cooldown, refills on jump): TRANQUILIZE, for 20 seconds, temporarily neutralizes all crew except himself in the room, setting their stats to default values. Does not impact abilities or death effects. (essentially turns everyone else but himself into a 100 hp crewmember with no special stats)
	+ Sets max HP to 100
	+ Sets vulnerability to TRUE: burning, suffocation
	+ Sets values to x1 (default): stun multiplier, damage, ranged damage, sabotage speed, repair speed, fire extinguish speed, movement speed, suffocation modifier, fire damage modifier, healing speed and damage taken multiplier.
	+ Sets values to 0 (default): oxygen change speed, passive and active regeneration and mind control resistance
	+ Disables: door phasing, telepathy, immunity to losing skills on death with clonebay, bonus power

## Leeches

### Tyrdeo

The not so competent president of the Eargen Republic and former gardener. Strangely unfitting for role of a hardened dictator and very attached to his songbird.

* 100 Max HP
* x2.5 stun duration
* Heals passively (6.4 hp/s) when not taking damage for more than 5s
* Drains 1 power from enemy systems in the room (cannot limit piloting)
* Will not attack Wealsey

* Active Ability (20 second cooldown, recharges on jump): For 15 seconds, Tyrdeo completely disables current system (affects friendly systems, limit of 99) but also cannot move and deals x0.5 combat damage.

#### Wealsey

* 15 Max HP
* Cannot fight, repair, man or sabotage systems
* Does not occupy a crew slot
* Will not be attacked by Tyrdeo

### Alkram

A disgruntled and now defamed Leech veteran who fought all the way back in the Fed-Mantis war. He might have opposed the Federation once, but he's seemingly eager to make up for his mistakes.

* 100 Max HP
* Heals passively (6.4 hp/s) when not taking damage for more than 5s
* Drains 1 power from enemy systems in the room (cannot limit piloting)
* x0.7 movement speed
* x0.7 damage taken
* x1.5 stun duration
* Passive Abilities:
	+ Allied leech-type crew (Leeches, Amperes, Tony Sr and Tyrdeo amusingly) on the same room as Alkram drain double the power from systems.
	+ Allied crew on the same room as Alkram cannot be stunned. The stun duration is instead absorbed by Alkram (in essence, Alkram's Stun Multiplier increases by a flat 1 for each allied crew in the same room)

### Tony Sr

An absurdly wealthy Leech entrepreneur with a miserable past that he hides by consuming as much as possible in his spare time.

* 150 Max HP
* x0.25 movement speed
* x1.5 stun duration
* Heals passively (at 6.4 hp/s) when not taking damage for more than 5s
* Drains 2 power from enemy systems in the room (cannot limit piloting)
* Passive Abilities:
	+ Enemy crew on the same room as Tony Sr receive a x1.25 combat damage taken multiplier
	+ Deals constant damage (8 hp/s) to all drones, mechanical and energy crew on the same room as Tony Sr.
		- List of affected crew:
			* Engi-type crew (including Turzil, but not the nano form of Engi Separatists)
			* Zoltan-type crew (including Devorak, Symbiote and Osmian Hologram but not Osmian Zoltans themselves)
			* Augmented and Anointed (but not other Lanius)
			* Wraith and Alpha Wraith
			* Obelisk, Royal Obelisk and Aenwithe
			* Cognitive and Advanced Cognitive (also their automated forms)
			* Wentworth Technician Drones

## Shells

### Alkali

The chief scientist of the Shell Geniocracy, and avid supporter of systematic racism. He's a good guy though, so ignore that last part.

* Allows the Crew Lab to be upgraded for free (both level 2 and 3)
* Takes x2 damage from suffocation
* Takes x0.9 damage in combat
* Active Ability (18 second cooldown, minimum 80 HP): Ready: Take 75 damage and heal all friendly crew in the room to full health and provide temporary suffocation immunity for 15 seconds. Slowly regenerates the health lost, also healing all friendlies in the ship at 5.5hp/s. (healing a total of ~82.5hp).

## Morphs

### OOJ MAJOO

Is OOJ MAJOO one Morph? Many? What is he saying? What does his name mean? Will any of this be answered? Probably not...

* 100 Max HP
* x0.75 damage taken (ALL sources)
* Immune to suffocation damage.
* Storage Check ability: OOJ MAJOO can summon more morph or technopath crew at empty beacons in exchange for resources.

## Lanius

### The Anointed

Leader of the Augmented, this Lanius has assimilated with a type of metal even more advanced than her brethren's.

* 200 Max HP
* x1.5 sabotage speed
* Rapidly drains oxygen from the current room (-0.5 drain rate)
* Immune to suffocation
* Decays if health is not full, taking constant damage at a rate of 6.4hp/s
* Provides 2 power to current system
* Active Ability (25 second cooldown): ASSIMILATE - Consumes part of the hull, dealing 2 damage to the current room and causing a breach. Heals back to full health, and gains heavily boosted stats for 15s. While active, has x4 movement and repair speed, provides 4 power to the current system, x4 combat and sabotage damage, gains incredibly fast oxygen drain (-4 drain rate) and takes no damage from decay.

### The Beacon Eater

King of the Lanius Swarm, or at least he was until you took his title. He seems happy enough to stick around though.

* 200 Max HP
* x2.5 sabotage speed
* **Instantly** drains oxygen from the current room.
* Immune to suffocation damage.
* Storage Check ability : The Beacon Eater can partially devour beacons to give the player a medium scrap and fuel reward with a small chance to double the fleet for 1 jump, essentially an infinite-use reliable salvage mission.

## Ghosts

### Dessius

The Prime Reaper is the ancestral leader and protector of the Dynasty, born through the splitting of the previous Reaper.

* 80 Max Health
* x0.75 damage taken (ALL sources)
* Immune to fire and suffocation damage.
* Phases through doors and lockdowns
* x3 sabotage speed
* Cannot fight crew
* Automatic Ability (1s cooldown): SWORD - Deals 15 damage to all enemy crew in the room, whilst also healing all friendly crew in the room by 15 HP. Activates automatically when in combat.

### Eleanor

* 110 Max Health
* Immune to suffocation and fires
* Ignores doors
* x2.5 sabotage speed
* Automatic Ability (20 second cooldown): Deals 30 damage to enemies, 1 system damage to the room, and a chance to create a breach.

### Scoleri

* 110 Max Health
* Immune to suffocation and fire damage.
* Ignores doors and lockdowns
* x2.5 sabotage speed
* Provides 3 power to the room they are currently in
* Automatic Ability (20 second cooldown): Deals 3 ion damage to the room they are currently in.

### Slimer

* 110 Max Health
* Immune to suffocation and fire damage.
* Ignores doors and lockdowns
* x2.5 sabotage speed
* Once out of combat, heals incredibly fast
* Automatic Ability (15 second cooldown): Deals 20 damage to all crew in the room.

### Psych

* 110 Max Health
* Immune to suffocation and fire damage.
* Ignores doors and lockdowns
* x2.5 sabotage speed
* Automatic Ability (10 second cooldown): Only activates when an enemy is in the same room. Deals 2 system damage against enemies, 15 crew damage, and has a chance of causing a fire, or a breach, and has a chance to stun enemy crew. Uncontrollable for 3s after ability.

### Vinz

* 110 Max Health
* Immune to suffocation and fire damage.
* Ignores doors and lockdowns
* x2.5 sabotage speed
* Cannot put out fires, but heals rapidly from them (around ~7hp/s per tile of fire)
* Automatic Ability (15 second cooldown): On enemy ships, starts a fire in the room.

### Zuul

* 110 Max Health
* Immune to suffocation and fire damage.
* Ignores doors and lockdowns
* x2.5 sabotage speed
* **Instantly** drains oxygen from the current room.
* Automatic Ability (15 second cooldown): Deals one system damage, and causes a breach.

## Giant Alien Spiders

### Spider Queen

Queen of the Giant Alien spider hive.

* 125 Max HP
* x1.2 movement speed
* x3 combat damage
* x1.25 healing speed
* x0.1 repair speed
* x0.9 fire extinguishing speed
* x1.5 fire damage taken
* Makes all other spiders onboard the ship controllable
* Active Ability (20 second cooldown): ROAR - All other spiders in the same room gain x2 movement speed and rapid health regeneration for 9 seconds.

## Tree Lizards

#### Guntput

The strong-willed shaman of the Lizard people. Though he completely distrusts technology, he's decided to give you a chance.

* 120 Max HP
* x0.5 repair speed
* x1.2 combat damage
* x0.9 movement speed
* Learns system skills 20% slower, but combat & repairs are learned 20% faster

Click EXPAND to view skill thresholds

* Passively doubles the healing speed of allied crew in the room (also affects self).
* Passively heals self by 4hp/s after 7 seconds without taking damage.
* Automatic Ability: ENCHANT (10 second cooldown) if there is a friendly crewmember on the same room as Guntput then they get healed by 25 HP.

### Metyunt

The quite unpopular traitor to his own lizardkind. However, he has no time to worry about that. He must meet his quota.

* 135 Max HP
* x1.2 damage
* x0.9 movement speed
* Learns system skills 20% slower, but combat & repairs are learned 20% faster

Click EXPAND to view skill thresholds

* Passively heals self by 3hp/s after 7 seconds without taking damage.
* Passively makes allied crew on the same room and self take half the normal fire damage (x0.5 multiplier)
* Active Ability MANAGE: (20 second cooldown, refills on jump): doubles the repair and sabotage speed of all allies in the room but also multiplies their health by x0.75 for 25 seconds

## Obelisk

### Aenwithe

Aenwithe, the mysterious Obelisk traveler who you saved. A former engineer in the Obelisk Empire's Cognitive division, Aenwithe now hopes to overthrow the Royals and put an end to his species's tyranny at last.

* 200 Max HP
* x1.25 combat damage
* Immune to fire and suffocation damage.
* Moves via **long-range** teleportation, allowing Aenwithe to teleport to enemy ships on command
* x0.5 repair speed