Skill Review PageReturn to MartianDuel Home
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.
[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
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]
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