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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
Controlled Quickdraw 5 draw finesse You draw your wand and cast. This cast gets -22% chance to hit, -4 speed. Cost: 20 energy + 4x(WP). preDraw
Advanced Controlled Quickdraw 6 draw finesse You draw your wand and cast. This cast gets -13% chance to hit, -4 speed. Cost: 20 energy + 4x(WP). preDraw
Methodical 7 schedule finesse Your quickdraw gets +20% chance to hit and if it hits, causes 2 rounds of stun to opponent. Active for 10 rounds. Cost: 3 energy. preDraw
Advanced Methodical 8 schedule finesse Your quickdraw gets +20% chance to hit and if it hits, causes 2 rounds of stun to opponent. Active for 10 rounds. Cost: 0 energy. preDraw
Ancestral Gift 9 schedule finesse You gain your primary focus action. Hidden: When opponent draws, you automatically counter with your primary draw action, which gets +15% chance to hit. Active the next 4 rounds. preDraw
Advanced Ancestral Gift 10 schedule finesse You gain your primary focus action. Hidden: When opponent draws, you automatically counter with your primary draw action, which gets +15% chance to hit. Active the next 7 rounds. preDraw
Fancy Talk 11 voice finesse +8 energy to you. Opponent loses motion benefits this round. Opponent's hidden actions are canceled. preDraw
Advanced Fancy Talk 12 voice finesse +12 energy to you. Opponent loses motion benefits this round. Opponent's hidden actions are canceled. preDraw
Advanced Lightning Balls 19 draw finesse You draw and cast twice. 1st cast gets -20% chance to hit, 2nd cast gets -20% chance to hit, -5 speed. Cost: 25 energy + 5x(WP). preDraw
Lightning Balls 20 draw finesse You draw and cast twice. 1st cast gets -14% chance to hit, 2nd cast gets -14% chance to hit, -5 speed. Cost: 25 energy + 5x(WP). preDraw
Culture: Acuity [Post-Draw]
Icon Name Rank Skill Type Sub-Culture Description of Actions and Their Effects Availability
Dead Eye 3 recover finesse +25 accuracy to you. +10 draw mark to you. Cost: 10 energy + 2x(WP). postDraw
Advanced Dead Eye 4 recover finesse +30 accuracy to you. +10 draw mark to you. Cost: 10 energy + 2x(WP). postDraw
Forked Lightning 13 shot finesse You cast twice. 1st cast gets +2 speed, 2nd cast gets -7% chance to hit. Cost: 15 energy + 3x(WP). postDraw
Advanced Forked Lightning 14 shot finesse You cast twice. 1st cast gets +4 speed, 2nd cast gets +2 speed. Cost: 15 energy + 3x(WP). postDraw
Mana focus 15 schedule finesse Your fanspells get +11% chance to hit. Active for 14 rounds. Cost: 4 energy. postDraw
Advanced Mana focus 16 schedule finesse Your fanspells get +11% chance to hit. Active for 14 rounds. Cost: 0 energy. postDraw
Mystic Bracer 17 schedule finesse Your spells get -8 recoil. Active for 9 rounds. postDraw
Advanced Mystic Bracer 18 schedule finesse Your spells get -8 recoil. Active for 12 rounds. postDraw
Culture: Acuity [Special Availability]
Icon Name Rank Skill Type Sub-Culture Description of Actions and Their Effects Availability
Ground Shot 1 shot finesse You cast. This cast gets +8% chance to hit. Cost: wand's WP. Only available when knocked down. down
Advanced Ground Shot 2 shot finesse You cast. This cast gets +15% chance to hit. Cost: wand's WP. Only available when knocked down. down