Skill Review PageReturn to GlitchWar Home | ||||||
Pro Tip: "Basic Skills" are those every duelist begins with. At level 10, most duelists choose to specialize in either a "Guts," "Swagger," or "Acuity" advanced skill path. These Basic Skills cover most of the general action types used in dueling: focus, motion, voice, draw, rest, stand, shoot, aim, evade, and recover. | ||||||
[Basic Skills & Actions] Advanced Skill Paths: [Guts] [Swagger] [Acuity] | ||||||
Basic Skills: [Pre-Draw Phase] | ||||||
Icon | Name | Rank | Skill Type | Sub-Culture | Description of Actions and Their Effects | Availability |
Hooded Glare | 0 | focus | None | You focus a fierce glare on your opponent. This boosts your accuracy and raises your energy level. But if your opponent "Gestures" (a motion action), it will distract you and negate your Staredown! +6 accuracy to you. +5 energy to you. For each of your previous focus actions: +2 accuracy to you. |
preDraw | |
Glitched Gesture | 0 | motion | None | A motion action is a rude or distracting gesture. It costs you energy but boosts your accuracy. If your opponent is trying to focus, it distracts them, negating their turn! +12 accuracy to you. Opponent loses focus benefits this round. Cost: 6 energy. |
preDraw | |
Vexing Shout | 0 | voice | None | You use your voice to taunt your enemy. This boosts your energy and if your opponent "Gestures" (a motion action), you negate their turn! +10 energy to you. Opponent loses motion benefits this round. |
preDraw | |
Draw | 0 | draw | None | When you're ready and you think you've got your opponent at a disadvantage, you draw your weapon! A "draw" action costs you energy and (of course) brings your wand into play. Advanced versions let you "quickdraw" (draw and cast in the same action)! You draw your wand! Cost: 10 energy + 2X your wand's WP. |
preDraw | |
Summon Calm | 0 | rest | None | You settle yourself (rest), gathering your strength and fortitude. This boosts your energy level. +7 energy to you. |
always | |
Rise Again | 0 | stand | None | You stand back up. Obviously, this is only something you do if an opponent's shot has knocked you down! You stand back up. Cost: 10 energy. |
down | Basic Skills: [Post-Draw Phase] |
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Icon | Name | Rank | Skill Type | Sub-Culture | Description of Actions and Their Effects | Availability |
Cast Energy | 0 | shot | None | You discharge your wand! This costs energy. The recoil also kicks down your accuracy. A solid hit can knock your opponent down! You cast! Cost: 5 energy + your wand's weight penalty (WP) value. |
postDraw | |
Steady Nerve | 0 | aiming | None | +12 accuracy to you. For each of your previous aim actions: +4 accuracy to you. | postDraw | |
Recover | 0 | recover | None | In the round after you cast, you can "recover" from the wand's recoil to bring your wand back on target, increasing your accuracy but expending energy. +30 accuracy to you. Cost: 10 energy + your wand's WP (x2). |
postDraw | |
Load Module | 0 | consume | None | You reload your wand. Adding charges back into the cylinder. You gain charges equal to your wand's reload rate. Cost: wand's WP. |
postDraw | |
Glitch Move | 0 | evade | None | If you think your opponent is going to cast, you can try to dodge his cast, perhaps making him waste charges and energy. Of course, if he doesn't cast, you wasted YOUR turn and energy! Opponent's spells this round get: -50% chance to hit. If opponent casts this round, you gain your primary aim (or focus) action. Cost: 5 energy and decreases Aim. |
standing | |
Rise Again | 0 | stand | None | If you get knocked down by an opponent's cast, you can stand back up. In more advanced versions, your stand can also be a dodge or grant other benefits. You stand back up. Cost: 10 energy. |
down |
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