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Pro Tip: The "Acuity" skill culture is a more balanced pursuit than the other cultures. Its sub-cultures are "Cunning," "Prowess," and "Finesse." The Cunning sub-culture prioritizes Energy and Accuracy. The Prowess sub-culture emphasizes aiming and Accuracy. The Finesse sub-culture emphasizes casting skills. | ||||||
Culture: Acuity [Pre-Draw] Advanced skills upgrade automatically. (Toggle skill upgrades) Toggle only: [Cunning][Prowess][Finesse] | ||||||
Icon | Name | Rank | Skill Type | Sub-Culture | Description of Actions and Their Effects | Availability |
Shoe Shine | 9 | motion | cunning | +10 accuracy to you. Opponent loses focus benefits this round. If opponent focuses this round, -5 energy to opponent. Cost: 7 energy. | preDraw | |
Advanced Shoe Shine | 10 | motion | cunning | +12 accuracy to you. Opponent loses focus benefits this round. If opponent focuses this round, -6 energy to opponent. Cost: 7 energy. | preDraw | |
Silver Tongue | 15 | voice | cunning | +8 energy to you. Opponent loses motion benefits this round. If opponent motions this round opponent's predraw actions get +1 cost. | preDraw | |
Advanced Silver Tongue | 16 | voice | cunning | +12 energy to you. Opponent loses motion benefits this round. If opponent motions this round opponent's predraw actions get +1 cost. | preDraw | |
Head Feint | 19 | motion | cunning | +10 accuracy to you. Opponent loses focus benefits this round. If opponent focuses this round, 1 round of stun to opponent. Cost: 7 energy. | preDraw | |
Advanced Head Feint | 20 | motion | cunning | +12 accuracy to you. Opponent loses focus benefits this round. If opponent focuses this round, 1 round of stun to opponent. Cost: 5 energy. | preDraw | Culture: Acuity [Post-Draw] |
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Icon | Name | Rank | Skill Type | Sub-Culture | Description of Actions and Their Effects | Availability |
Nervous Tic | 1 | aiming | cunning | +8 accuracy to you. -2 energy to opponent. For each of your previous aim actions, +4 accuracy to you. | postDraw | |
Advanced Nervous Tic | 2 | aiming | cunning | +10 accuracy to you. -3 energy to opponent. For each of your previous aim actions, +4 accuracy to you. | postDraw | |
Constriction | 5 | schedule | cunning | Whenever you cast, -3 energy to opponent. Active for 10 rounds. | postDraw | |
Advanced Constriction | 6 | schedule | cunning | Whenever you cast, -3 energy to opponent. Active for 12 rounds. | postDraw | Culture: Acuity [Special Availability] |
Icon | Name | Rank | Skill Type | Sub-Culture | Description of Actions and Their Effects | Availability |
No Rest for the Wicked | 3 | schedule | cunning | Whenever opponent rests, -2 energy to opponent. Active for 8 rounds. | standing | |
Advanced No Rest for the Wicked | 4 | schedule | cunning | Whenever opponent rests, -2 energy to opponent. Active for 10 rounds. | standing | |
Plié | 7 | evade | cunning | Opponent's spells this round get -45% chance to hit. If opponent casts this round and misses, 2 rounds of stun to opponent. Cost: wand's WP and decreases Aim. | standing | |
Advanced Plié | 8 | evade | cunning | Opponent's spells this round get -60% chance to hit. If opponent casts this round and misses, 2 rounds of stun to opponent. Cost: wand's WP and decreases Aim. | standing | |
Eastern Discipline | 11 | rest | cunning | +5 energy to you. If opponent's skill culture is Guts, opponent's spells for the rest of game get +1 cost. | standing | |
Advanced Eastern Discipline | 12 | rest | cunning | +8 energy to you. If opponent's skill culture is Guts, opponent's spells for the rest of game get +1 cost. | standing | |
Sweet-Smelling | 13 | schedule | cunning | Opponent's spells get +6 cost. Active for 7 rounds. | standing | |
Advanced Sweet-Smelling | 14 | schedule | cunning | Opponent's spells get +6 cost. Active for 9 rounds. | standing | |
Wily Twist | 17 | evade | cunning | Opponent's spells this round get -50% chance to hit. If opponent casts this round they cannot recover and you gain your primary aim (or focus) action. Cost: wand's WP and decreases Aim. | standing | |
Advanced Wily Twist | 18 | evade | cunning | Opponent's spells this round get -70% chance to hit. If opponent casts this round they cannot recover and you gain your primary aim (or focus) action. Cost: wand's WP and decreases Aim. | standing |
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