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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 shooting 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 |
Steady Hand | 1 | focus | prowess | +8 accuracy to you. For each of your previous focus actions, +4 accuracy to you. | preDraw | |
Controlled Quickdraw | 5 | draw | finesse | You draw your pistol and shoot. This shot gets -22% 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 | |
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 | |
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 | |
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 | |
Fancy Talk | 11 | voice | finesse | +8 energy to you. Opponent loses motion benefits this round. Opponent's hidden actions are canceled. | 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 | |
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 | |
Quickdraw Fanshot | 19 | draw | finesse | You draw and shoot twice. 1st shot gets -20% chance to hit, 2nd shot gets -20% chance to hit, -5 speed. Cost: 25 energy + 5x(WP). | 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 | |
Dead Eye | 3 | recover | finesse | +25 accuracy to you. +10 draw mark to you. Cost: 10 energy + 2x(WP). | postDraw | |
Eagle Eye | 3 | aiming | prowess | +12 accuracy to you. For each of your previous aim actions, +5 accuracy to you. | postDraw | |
Constriction | 5 | schedule | cunning | Whenever you shoot, -3 energy to opponent. Active for 10 rounds. | postDraw | |
Crackerjack | 5 | schedule | prowess | Your shots get +12 speed. Active for 10 rounds. | postDraw | |
Fixed Fanshot | 13 | shot | finesse | You shoot twice. 1st shot gets +2 speed, 2nd shot gets -7% chance to hit. Cost: 15 energy + 3x(WP). | postDraw | |
Man Hunter | 13 | aiming | prowess | +12 accuracy to you. If opponent's skill culture is Swagger, 3 damage to opponent. | postDraw | |
Full of Powder | 15 | schedule | finesse | Your fanshots get +11% chance to hit. Active for 14 rounds. Cost: 4 energy. | postDraw | |
Well-Heeled | 15 | recover | prowess | +40 accuracy to you. Cost: 15 energy + 3x(WP). | postDraw | |
Dog Soldier | 17 | schedule | finesse | Your shots get -8 recoil. Active for 9 rounds. | 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 |
Ground Shot | 1 | shot | finesse | You shoot. This shot gets +8% chance to hit. Cost: pistol's WP. Only available when knocked down. | down | |
No Rest for the Wicked | 3 | schedule | cunning | Whenever opponent rests, -2 energy to opponent. Active for 8 rounds. | standing | |
Duck Walk | 7 | evade | prowess | Opponent's shots this round get -50% chance to hit. If opponent shoots this round and misses, -27 accuracy to opponent. Cost: 10 accuracy, more if used consecutively in sequential rounds. | standing | |
Slight Turn | 7 | evade | cunning | Opponent's shots this round get -45% chance to hit. If opponent shoots this round and misses, 2 rounds of stun to opponent. Cost: pistol's WP and decreases Aim. | standing | |
Eastern Discipline | 11 | rest | cunning | +5 energy to you. If opponent's skill culture is Guts, opponent's shots for the rest of game get +1 cost. | standing | |
Verdadero Vaquero | 11 | schedule | prowess | Each round, +2 Resolve to you, -2 accuracy to you. Active for 10 rounds. | standing | |
Sweet-Smelling | 13 | schedule | cunning | Opponent's shots get +6 cost. Active for 7 rounds. | standing | |
Slippery Move | 17 | evade | prowess | Opponent's shots this round get -55% chance to hit. If opponent shoots this round you gain your primary aim (or focus) action twice. Cost: 5 energy + (WP) and decreases Aim. | standing | |
Wily Twist | 17 | evade | cunning | Opponent's shots this round get -50% chance to hit. If opponent shoots this round they cannot recover and you gain your primary aim (or focus) action. Cost: pistol's WP and decreases Aim. | standing |
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