Abilities
Abilities are certain perks/bonuses that both Players and Units can receive throughout Impetus and can be improved by Research. They are mostly situtational, meaning a Player may desire a certain ability over another in a given situation, but they all are beneficial depending on a Player's playstyle and/or Player Type. Abilities are divided in to 3 different categories; Passive Unit Abilities, Passive Player Abilities, and Active Player Abilities. Each of these categories are for different purposes and are explained in further detail below.

(mod) - values can be modified in the game

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Passive Unit Abilities
Passive Unit Abilites are abilities that some units have and do not require any additional actions to be activated. Abilities that are "Unit type specific" apply only to a certain unit type rather than every unit you own. Some abilities have the property "Applies to all Units" (usually obtained through Researching), these abilities will be applied to all existing units as well as any units you create after getting these abilities. Units can have more than 1 Passive Ability at a given time.

Evasive Action
  • 1%(mod) chance of not getting destroyed in battles.
  • Unit type specific

Unstable Core
  • 1%(mod) chance of exploding on death, killing nearby enemy units.
  • Unit type specific

Sabotage
  • 1%(mod) chance of damaging more land on successful attacks.
  • Unit type specific

Turbothrusters
  • 1%(mod) faster return time after attacking.
  • Applies to all Units

Economic
  • 1%(mod) less Fuel consumption on attacking.
  • Applies to all Units

Passive Player Abilities
Passive Player Abilities are abilities that a Player can have and do not require any additional actions to be activated. These abilities provide Offensive and Defensive bonuses to a Player, whether it be a bonus to Attack Strength or simply cripling your opponent after getting attacked. Players can have more than 1 Passive Ability at a given time.

Paranoia
  • Unsuccessfully Defending increase your Defense by 1%(mod) for the next 1 hour.
  • This effect stacks in both strength and duration.
  • Stacks up to 5(mod) times.

Rally
  • Successfully Defending increases your Attack by 1%(mod) for your next attack within 1 hour.
  • This effect does not stack.

Debris Field
  • Attackers take 10%(mod) longer to return home after attacking you.

Scrap Collectors
  • You get 5%(mod) more Scrap Metal from Attacking/Defending.

Active Player Abilities
Active Player Abilities are abilities that require a Player to 'activate' them in order to take effect. These abilities are mainly for strategy and are highly dependant on the Player's current, and sometimes upcoming, situation. Players can have more than 1 Active Ability activated at a given time.

Titanium Plating
  • Increases your Defense by 10%(mod) for the next attack made against you.
  • This effect does not stack.

Plasma Pulsers
  • Increases your Attack by 10%(mod) for your next attack.
  • This effect does not stack.

Nitroethane Injectors
  • Reduces the return time of Units by 10%(mod) for your next attack.
  • This effect does not stack.

Overtime
  • Increases the production of Money by 5%(mod).
  • Increases the production of Scrap Metal by 5%(mod).
  • Increases the production of Crude Oil by 5%(mod).
  • Increases the production of Energy by 5%(mod).
  • Decreases your Attack by 20%(mod).
  • Decreases your Defense by 20%(mod).
  • This ability cannot be de-activated for 1 hour after activating.
  • This ability has a 6 hour cooldown period, after being de-activated, in which it cannot be re-activated.
  • This ability will last until manually de-activated.