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The Undercity player's manual
Duel and war

Skills

What each skill does, what it costs to level up and the combos worth using.

Game build 17 data from 10/23/2026 09:48 (UTC−3) page updated 10/23/2026 11:50 (UTC−3)

Skills

Seven skills, which work in the Corner duel and in the territory war (the street fight never uses them). You equip 2 on Character. Using one takes an action, like a tool: in the duel, each skill works once per game; in the war, each skill 2 times per war, and each use costs an attack.

In the war, Haste and Intimidation last 10 times longer and Poison hits every 5 s for 60 s, dealing in total the same damage as in the duel. In an active war, while you are still standing in it, you cannot swap skills.

Books. The book teaches rank 1. The instructor doesn't sell books: she teaches the skill outright for $5,000,000, no book needed. A book only drops from tier 4 and 5 crimes or is bought on the Market. To rank up, she charges $25,000,000 (rank 2) and $100,000,000 (rank 3), or you spend books of the skill itself: 5 more books for rank 2, 10 more for rank 3. Paying in books pays off when a book costs less than $5,000,000 on the Market (ranks 1 and 2) or less than $10,000,000 (rank 3). From zero to rank 3: 16 books or $130,000,000 in cash.

SkillRank 1 / 2 / 3
AimYour next attack is a sure hit. Against someone with Evade up, it becomes a chance: 45% / 60% / 50%, by the rank of his Evade. Extra crit chance 0% / 10% / 20%.
PoisonYour next hit that lands poisons: 2.0% / 2.5% / 3.0% of max HP every 3 s, 5 times. Can knock out.
FuryYour next 3 hits that land deal ×1.20 / ×1.25 / ×1.35 (in the game, Fury applies before the crit, unlike the wiki; and before the shield).
EvadeThe next 1 / 2 / 2 attacks against you each lose 55% / 40% / 50% of their chance to land. A miss still brings the counter. It also cuts Aim: the aimed hit now lands only part of the time (see Aim).
HasteYour interval between actions is halved for 4 / 6 / 8 s.
IntimidationThe opponent's attack power becomes ×0.72 for 8 s / ×0.68 for 9 s / ×0.65 for 10 s.
Second ChanceThe next hit that would knock you out this game leaves you at 10% of your max HP, even if you had less. Single level.

Combinations in the duel

You only equip two skills, and each one spends an action. A two-skill combo costs two actions without hitting, so it has to pay off more than those two hits you skipped. The combos below come from each skill's rule:

The numbers come from the table above and the 3 s between actions. Aim covers the next attack. From what has been seen in the game, on a burst it covers only the 1st shot; the 2nd has its own roll and can hit, crit or miss.