Magic Skills

**Magic Skills**are skills that cats and some weapons naturally have and that sometimes gets better when they evolve. Some skills are specific to their type, whether it be the type of weapon a class equips or the type of the enemy. (To other editors, If any marks in the table are incorrect, please be free to change it)

## ***Explanation and Formula for Magic Skills***

* **Super Armor + (N°)** = (Possibly damage reduction against all types of damage)

* **Armor Break + (N°)** = (Possibly increases the amount of damage enemies take by the specified Armor Break amount)

> **•** **Super shield : Super shield +(Nº)** = Increases damage reduction for EVERYTHING for an defined amount.
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> **•** **Range** = Increases attack distance in which an troop can attack from, example is that one cat with +15 range will start to attack earlier than an cat with +10 range, but most times they are archers or mages.
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> **•** **Defense** = Reduces damage from total damage of incoming phisical attacks, example is if an attack (tackle, arrow or AOE) that is coming to damage an cat does 50 damage and the cat has 20 defense, the cat will only take 30 damage instead of the original 50.
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> **•** **Magic** **defense** = Reduces damage from total damage of incoming Magic attacks, example is if an Magic attack (Magic) that is coming to damage an cat does 50 damage and the cat has 20 Magic defense, the cat will only take 30 damage isntead of the original 50.
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> **•** **Dash** = Speed boost that troops can have when they are deployed, damaged or when they get counterattacked after attacking ( the knockback they do after attacking something face to face ), for example, an cat with +10 Dash will go super fast when deployed and then slow down, but, when they are hit or when they attack again when they land on the ground their Dash will be restored, making them go super fast for some seconds ( MAX speed with dash are some quite good sinergizing effects ).
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> **•** **MAX** **speed** = Max speed in which an unit (troop, cat) can go, the same basics as an car, an F1 car has an higher Max speed than an average Volkswagen car, the maximun potency of spped of it acellerating after some time will allow it to reach higher top speeds.
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> **• Frigthened : Enemy all types knockback time up (L, S, M, B or H) (Nº)% up** = Increases knockback time for all enemies attacked by this unit by an defined % amount for an certain time.
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> **• Enemy (specified enemy) -> Defense down (Nº)% up** = Reduces enemies defence, which allow more phisical damage.
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> **• All types -> Burst size (Nº)% up** = Increases explosion size and the size itself of all types of magical attacks by defined % amount of its original size.
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> **• Total weight (Nº)% (up or down)** = Increases or decreases weight of an unit making it fly back less when knocked back or making it fly more when knocked back.
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> **• Total height (Nº)% (up or down)** = increases or decreases height of unit making its attack launch direction higher or lower.
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> **• (specified type) type shield -> (specified type) type damage (Nº) down** = Decreases damage from incoming attack of certain type by the specified amount, it is basically the same as defense, but for types (dark, light, water, fire and grass) instead of all phisical damage.
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> **• CP recovery during enemy detention (Nº)% up** = When the unit that has this effect kills an enemy the enemy will give + (specified number)% CP extra, so, if an unit has this effect with 50%, and when you normally kill an certain enemy he gives you 100 CP, when this unit kills him he will give 150 instead of 100, because of the 50% up, it is 100 + 50%100 = 150.
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> **• Number of arrows + (Nº)** = Increases number of arrows fired ( NO, they won't divide its total damage, the damage of each arrow will be the same as the amount it shows in the attack status of the cat)
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> **• (specified type) type attack (Nº)% up** : When that cat (unit, troop) deals (specified type) type damage it will deal + (Nº)% of its total damage.
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> **• Attack + (Nº)** = Increases attack by specified amount.
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> **• Magic** **+** **(Nº)** = Increases magic damage by specified amount.
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> **• Penetration** **rate** **(Nº)%** **up** = When this cat (troop, unit) kills an enemy it will have an specified % chance to ignore the counterattack of the enemy and simply keep moving forward instead of being knocked back ( only tackles have this).
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> **• Critical** **(Nº)% up** = Increases chances by an specified % amount to do an critical attack, which goes trhought spiny and metal enemies like an normal attack with double damage instead of 1 damage.
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> **• Knockback** **Time** **(Nº)%** **down** = Reduces time needed for the unit to get onto the ground by an specified % of the total time after being knockedback by an enemy.
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> **• Powered** **by** **An(Nº)%** **up** = Increases knockback distance of an ally troop, which means it will knockback enemies further when hitting than by an specified %.
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> **• HP** **+** **(Nº)** = increases HP by specified amount.
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> **• Attack** **Interval** **-(Nº)Sec** = Decreases the time between attack by an specified seconds amount ( mostly archers ).
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> **• Gold** **(Nº)%** **up** = Increases amount of gold when this unit kills enemies by an specified % of the total gold it would normally give killing that same enemy wiht another unit, example is, if an enemy gives 100 gold when killed, and this unit has 50% gold up, when it kills the same enemie it will get 150 instead of 100 gold, 100+50%100 = 150.
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> **• Fast Recast (Nº)% up** = Reduces time between unit deployment by an defined % of the total time.
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> **• Treasure** **Drop** **Rate** **(Nº)%** **up** = Increases its treasure drop % chance by an specified % when this unit kills an enemy only it will be counted the extra treasure drop rate % increase.
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> **• Powered by distance + (N°)** = Increases Knockback distance that an attack will do to an enemy target by an especied amount.
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