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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.
[Basic Skills & Actions]      Advanced Skill Paths: [Guts] [Swagger] [Acuity]
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]
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