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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
Steady Hand 1 focus prowess +8 accuracy to you. For each of your previous focus actions, +4 accuracy to you. preDraw
Even Timbre 9 voice prowess +8 energy to you. Opponent loses motion benefits this round. If opponent motions this round, +10 accuracy to you. preDraw
Culture: Acuity [Post-Draw]
Icon Name Rank Skill Type Sub-Culture Description of Actions and Their Effects Availability
Eagle Eye 3 aiming prowess +12 accuracy to you. For each of your previous aim actions, +5 accuracy to you. postDraw
Crackerjack 5 schedule prowess Your spells get +12 speed. Active for 10 rounds. postDraw
Man Hunter 13 aiming prowess +12 accuracy to you. If opponent's skill culture is Swagger, 3 damage to opponent. postDraw
Well-Heeled 15 recover prowess +40 accuracy to you. Cost: 15 energy + 3x(WP). postDraw
True Shot 19 aiming prowess +12 accuracy to you. For each of your previous aim actions, +8 accuracy to you. postDraw
Culture: Acuity [Special Availability]
Icon Name Rank Skill Type Sub-Culture Description of Actions and Their Effects Availability
Duck Walk 7 evade prowess Opponent's spells this round get -50% chance to hit. If opponent casts this round and misses, -27 accuracy to opponent. Cost: 10 accuracy, more if used consecutively in sequential rounds. standing
Inner Strength 11 schedule prowess Each round, +2 Resolve to you, -2 accuracy to you. Active for 10 rounds. standing
Slippery Move 17 evade prowess Opponent's spells this round get -55% chance to hit. If opponent casts this round you gain your primary aim (or focus) action twice. Cost: 5 energy + (WP) and decreases Aim. standing