# Islands & Boosters

**NFT Isles** is something Walken has never seen before. These aren’t just any ancient patches of land surrounded by water; they’re your team’s *launching pad to glory* and *<mark style="background-color:green;">**venue for Isle Clashes**</mark>*. To participate in clashes, a team of 5 CAThletes needs one island.

> *Like all other NFTs in Walken, islands are available on the Marketplace.*

Islands come in ***five rarities*** — but with a twist. The **rarity of an island** defines the ***island energy*** — that’s basically the max capacity for the number of Isle Clashes it can be used for before requiring energy refill. These **energy pools** are the same as for CAThletes of corresponding rarities:

* *Common — 3 energies*
* *Uncommon — 4 energies*
* *Rare — 6 energies*
* *Epic — 8 energies*
* *Legendary — 12 energies*

The **cool-down time per energy** unit is also the same as for CAThletes:

* *Common — 2 hours*
* *Uncommon — 1h 45min*
* *Rare — 1h 30min*
* *Epic — 1h 15min*
* *Legendary — 1 hour.*

## Booster & Debuff <a href="#abcd" id="abcd"></a>

Every island is composed of **4 genes**, and the max rarity of these genes ***defines its overall rarity***. The 4 genes are *building, tree, scenery, and land*. But genes are not just about fabulous looks or overall rarity of the island; two of them determine **island’s booster & debuff potential**. Let’s break it down.

<figure><img src="https://miro.medium.com/v2/resize:fit:1400/1*v0WbDBju624cbK_uXIF51g.png" alt="" height="394" width="700"><figcaption><p>Island inner screens. The screenshots are for illustrative purposes only, and the UI and the values (rewards, costs, etc.) on them may differ from the final UI and balance configuration. Feel free to find all the relevant info in the Walken app!</p></figcaption></figure>

### **Tree Booster** <a href="#f534" id="f534"></a>

As the name has it, the <mark style="background-color:green;">**tree gene**</mark> is responsible for the **booster** that you can use in Isle Clash. It works pretty much in the same way that the energy drink in Duels, but with an important difference. **I*****t boosts ONLY the most effective stat*** for a particular competition (e.g. speed for sprint), and the extra stat percentage depends on the rarity of the tree gene: *the rarer the gene, the greater the* boost.&#x20;

**Here are boost percentages by Tree gene rarity:**

<figure><img src="/files/wFgmfl0CW8PWVpR6Ynxs" alt="" width="375"><figcaption></figcaption></figure>

### **Building debuff** <a href="#e55c" id="e55c"></a>

Likewise, the <mark style="background-color:red;">**building debuff**</mark> depends on the building gene and works just like the laser pen in Duels — by reducing the rival’s stat by a certain percent. The range of possible percentages also depends on the gene rarity:

<figure><img src="/files/CdKCTOA8MoFCdzyPbxrv" alt="" width="375"><figcaption></figcaption></figure>

> *Summing up, the potential and value of an island are defined by **not only its rarity**. The* **rarity of specific genes** *— tree and building — play an important role in the team's clash performance due to the booster and debuff. This way we're adding an extra layer of fun and strategising to the game.* For instance, a legendary island may not be as cool as a rare one because of the tree and building rarities. Moreover, islands of the same rarity may be totally different in terms of booster and debuffs because of their gene set-ups.

Each island, regardless of its rarity or gene set-up, has <mark style="background-color:yellow;">**10 booster and 10 debuff charges**</mark>. Once all the charges are used up, you’ll need to ***recharge them, for 100 Mysberries each*** (full recharge of the booster or debuff, not per charge). The number of booster and debuff charges as well as the cost of recharging them is the *same for any island rarity* — 10 charges.


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