Tags

Tags encompass the vast range of non-spell abilities in Unwritten Legends, providing your character with new capabilities or augmenting existing abilities. Profession-specific tags often come in sets, with one tag allowing your character to learn all of the tags in that tag tree. Using the abilities command and the abilities info command will give you information about what your tags are doing for you as well as how to use tags and any class abilities your character has.

Mechanist Scientists and Mercenaries start with 1 ability set each. An additional ability set is available at level 15. Mercenaries choose from Berserker, Grit, Finesse, or Dirty, and cap at 2 sets. Scientist Mechanists choose from Physics, Chemistry, or Invention, and cap at 3.

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Tag Name Profession Info
Physics Mechanist - Scientist

These tags are available to Scientist Mechanists. Their abilities may be displayed with the Abilities command.

Physics may be learned from Lars in the Tower of Dhond.

Name Requirements Cost Description
Physics - Passive Allows the scientist to learn other physics tags.
Superior Lockpicker 10 Lockpicking Passive Understanding the inner workings of locks, the scientist learns to pick them considerably faster while losing none of the benefits.
Marksman 30 Archery 1 stamina per attack Through considerable practice, the scientist learns to account for various conditions, increasing its accuracy with crossbows, merchanisms, and firearms. The bonus scales with the Mechanisms skill and the Reasoning stat.
Reactive Efficiency 50 Mechanisms Passive The scientist applies its understanding of the capabilities of its own body to respond to threats in the most efficient manner possible, granting it a passive physical bonus to the Reflexes stat. This bonus scales with Mechanisms skill and the Reasoning stat.
Adrenal Stimulation 70 Mechanisms 10 willpower The scientist uses its superior understanding of the body to willfully release adrenalin, restoring some stamina.
Mechanical Advantage 110 Mechanisms 1 stamina per dodge By understanding the mechanics of bodily motion, the scientist learns to anticipate incoming attacks and respond accordingly, granting it a second chance at defense using its Mechanisms skill and Reasoning stat. The scientist also gains an increase to its resistance to physical damage that scales with Mechanisms and Reasoning, but is disrupted by any armor heavier than scale. This is an armor resistance effect.
Analytical Mind 130 Mechanisms 20 willpower The scientist focuses its mental faculties upon enhancing its capacity to understand the physical mysteries of the world. The bonus to skill gain scales with the Mechanisms skill and the Reasoning stat.
Fastload 150 Mechanisms 1 stamina per regenerative cycle The scientist pushes its physical limits to reduce the reloading time of autocrossbows and firearms by 1 second.
Kel's Theorem 170 Mechanisms 5 Willpower The scientist imposes its understanding of the mundane laws of reality to dispel magickal effects on its person.
Chemistry Mechanist - Scientist

These tags are available to Scientist Mechanists. Their abilities may be displayed with the Abilities command.

Name Requirements Cost Description
Chemistry 10 Alchemy None The scientist learns various chemical properties and how to combine them, giving it greater options for alchemy. This tag is required to learn all other chemistry tags.
Invention Mechanist - Scientist

These tags are available to Scientist Mechanists. Their abilities may be displayed with the Abilities command.

Name Requirements Cost Description
Invention 10 Mechanisms None The scientist learns various mechanical theories, allowing it to create a variety of devices to assist it and others. This tag is required to learn other invention tags.
Utility 20 Mechanisms Passive The scientist gains the ability to harvest traps it recovers and turn them into potent weapons.
Craft Advanced Boltclip 50 Mechanisms Passive This is an inherent ability granted by the Invention tag and does not need to be learned separately. The scientist can create advanced boltclips for autocrossbows that do not require tools, take roundtime to open, or require that one be a mechanist to open.
Dirty Tricks Mercenary - Dirty Tricks

These tags are available to mercenaries that have taken the dirty tricks specialization. Their abilities may be displayed with the Abilities command.

Dirty Tricks tags may be learned from Doulb in Kaezar.

Name Requirements Cost Description
Shiv None 1 stamina per hit The mercenary's piercing attacks with a precision weapon hit weak points in armor and armor-like effects, allowing it to bypass some or all of the resistance. The amount bypassed scales with tactics skill.
Charm 20 Stealth None The mercenary distracts or charms its target, lowering the target's observation. The observation penalty scales with larceny skill.
Vanish 30 Stealth Passive The mercenary becomes skilled in the art of hiding, greatly increasing its chances of concealing itself.
Superior Lockpicker 40 Lockpicking Passive The mercenary becomes experienced with the art of lockpicking, allowing it to take less time lockpicking without losing any benefit.
Steady Fingers 50 Mechanisms Passive The mercenary becomes experienced in the art of disabling traps, greatly decreasing its chances of setting them off when attempting to disarm them.
Ambush 60 Stealth None The mercenary ambushes its target, catching it by surprise, knocking it prone, and stunning it.
Pilfer 90 Larceny None The mercenary learns to lift currency from unsuspecting humanoids with ease.
Deception 110 Stealth 1 Stamina per avoidance The mercenary moves in a manner confusing to its opponents, granting a small chance that its enemies will flat out miss. This is a primary defensive ability. The mercenary also gains an increase to its resistance to physical damage that scales with Evasion and Reflexes, but is disrupted by any armor heavier than heavy leather. This is an armor resistance effect.
Misdirection 150 Stealth 1 Stamina per second The mercenary learns how to be so inconspicuous that its enemies will prefer its allies over itself.
Toxicology 153 Alchemy Passive The mercenary learns how the secrets of toxicology, allowing it to create a variety of superior toxins.
Lush 171 Alchemy Passive The mercenary gains damage protection to all damage that scales with the mercenary's intoxication. This is a protection effect.
Berserker Mercenary - Berserker

These tags are available to mercenaries that have taken the berserker specialization. Their abilities may be displayed with the Abilities command.

Berserker tags may be learned from Hurik in Kemstead.

Name Requirements Cost Description
Anti-Magick Aura Berserker Primary Specialization Variable Mercenaries with that take berserker as their primary specialization are surrounded by an anti-magick aura, prohibiting them from using magick but allowing the berserker an additional chance to absorb any spell with its gnosis. This ability consumes essence when a spell is absorbed.
Frenzy 20 Conditioning 10 Stamina The mercenary flies into a frenzy, increasing its strength and endurance at the cost of stamina regeneration and defense once it calms down. The bonuses scale with conditioning skill.
Victorious Resilienc 30 Conditioning None Riding upon the thrill of victory, the mercenary shrugs off some damage after killing a foe. This is a damage reduction effect.
Furious Resiliance 40 Conditioning Passive The mercenary's rage is so great that it shrugs off a fraction of damage while in a frenzy. This is a damage reduction effect.
Unstoppable Rage 50 Melee Passive The mercenary reduces the duration of stun and unconsciousness while in a frenzy.
Wallop 60 Melee 5 Stamina The mercenary hits its opponent so hard that it stuns the foe. A successful roll doubles the stun.
Momentum 90 Melee Passive The mercenary gains a bonus to its melee offense for each successive successful hit. The maximum bonus scales with tactics skill.
Bulwark 110 Conditioning 1 stamina per ignore The mercenary prepares itself for incoming blows, using its brutal toughness to grant a small chance to ignore attacks. This is a primary defensive ability.
Bludgeon 150 Melee 5 Stamina The mercenary strikes its opponent powerfully with a hybrid or power weapon, increasing all damage it receives. This is a protection-reducing effect.
Twitch 170 Conditioning 10 Stamina The mercenary flies into a frenzy, channeling its rage into increasing its dexterity and reflexes at the cost of stamina regeneration and defense once it calms down. The bonuses scale with conditioning skill.
Defiance 190 Gnosis 5 Willpower The mercenary channels its fury and will into dispelling curses that are affecting it. Mercenaries with the Anti-Magick Aura may dispel any magickal effect.
Finesse Mercenary - Finesse

These tags are available to mercenaries that have taken the finesse specialization. Their abilities may be displayed with the Abilities command.

Finesse tags may be learned from Jael in Kemstead.

Name Requirements Cost Description
Dual Wield None Passive The mercenary is experienced in using two weapons, eliminating the base penalty for dual-wielding weapons.
Superior Parry 20 Parry 10 Stamina The mercenary readies itself for incoming attacks, increasing its ability to parry. The bonus scales with tactics skill.
Duelist's Insight 30 Conditioning Passive The mercenary gains the keen insight of a duellist, granting it greater faculty of reasoning and tactical capability. The bonus scales with conditioning skill.
Feint 40 Melee 3 Stamina The mercenary feints at its opponent, tricking it into dropping its guard. The penalty scales with the mercenary's tactics skill.
Ambidexterity 50 Melee Passive The mercenary becomes ambidextrous through rigorous training, allowing it to use its offhand as though it were its primary hand.
Blade Kiss 60 Melee 5 Stamina The mercenary strikes assails its opponent in the head with a blade or knife of the precision or hybrid type, stunning it. The stun has a chance to double with a successful roll.
Deflect 110 Parry Passive The mercenary gains the ability to deflect incoming blows and even ranged weapons with its offhand weapon with a successful roll. This is a primary defensive ability. The mercenary also gains an increase to its resistance to physical damage that scales with Parry and Reflexes, but is disrupted by any armor heavier than heavy leather. This is an armor resistance effect.
Flashing Hands 150 Melee 1 Stamina per 5 seconds The mercenary pushes its physical limits, allowing it to attack more swiftly with an offhanded non-power weapon when dual wielding.
Mobility 170 Tactics Passive The mercenary learns new methods of efficient movement, allowing it to mount and dismount more swiftly as well as reduce the hinderances from not standing.
Uncanny Parry 190 Parry Passive The mercenary gains the uncanny ability to parry even bullets and spellbolts when using the deflect ability.
Mercenary Mercenary

These tags are available to all Mercenaries.

Mercenary tags may be learned from any mercenary tag trainer.

Name Requirements Cost Description
Determination 70 Conditioning 10 Willpower The mercenary replenishes his stamina, finding greater physical reserves though force of will alone.
Discipline 130 Conditioning 20 Willpower The mercenary unites his mind with his body, pushing himself beyond his physical limits.
Grit Mercenary - Grit

These tags are available to mercenaries that have taken the grit specialization. Their abilities may be displayed with the Abilities command.

Grit tags may be learned from Klyin in Kaezar or Hegnus in Kaezar.

Name Requirements Cost Description
Vicious Blow None 1 Stamina per swing The mercenary uses a combination of force and technique with a hybrid or power weapon to inflict more greivous wounds. The bonus scales with tactics skill.
Clotting 20 Conditioning 5 Stamina The mercenary exercises control over his body, forcing his heartbeat to slow its pace and reduce bleeding for a time to allow it to clot.
Parry-Breaker 30 Melee 1 Stamina per swing The mercenary uses a combination of force and technique with a hybrid or power weapon to break through its opponents parry. The bonus scales with tactics skill.
Another Pint 40 Conditioning Passive The mercenary maintains a special balance of diet and exercise, granting him a greater reserves of stamina and vitality. The bonus scales with conditioning skill.
Knockdown 50 Melee 1 Stamina per swing Adding a bit of power strategically to each swing, the mercenary attempts to knock its opponent down with each blow.
Shield Bash 60 Shields 5 Stamina The mercenary bashes its target in the chest with its shield, stunning its opponent. A successful roll doubles the stun and knocks the opponent to its knees.
Shield Block 110 Shields 1 stamina per block The mercenary readies to block incoming blows with its shield more effectively, giving it a second smaller chance to block attacks. This is a primary defensive ability.
Challenge 150 Tactics None The mercenary issues a challenge to its foe, making it focus on him.
Rally 170 Tactics None The mercenary issues rallies an ally, bolstering its tactical capability as well as bringing the ally to its side if able. This provides a mental bonus to tactics that scales with the mercenary's tactics skill.
The Best Defense 190 Armor Passive The mercenary gains a bonus to its unarmed attacks if the limb used to assail the enemy is protected by scale or plate armor. The bonus scales with armor skill.
Scientist Mechanist - Scientist

These tags are available to Scientist Mechanists. Their abilities may be displayed with the Science command.

Name Requirements Cost Description
Deadshot None 1 stamina per hit Through careful study of anatomy, the scientist determines precise locations to strike, increasing its damage with mechanisms and firearms.
Chemistry 10 Alchemy None The scientist learns various chemical properties and how to combine them, giving it greater options for alchemy.
Superior Lockpicker 10 Lockpicking Passive Understanding the inner workings of locks, the scientist learns to pick them considerably faster while losing none of the benefits.
Marksman 19 Archery 1 stamina per hit Through considerable practice, the scientist learns to account for various conditions, increasing its accuracy with merchanisms and firearms.
Utility 28 Mechanisms Passive The scientist gains the ability to harvest traps it recovers and turn them into potent weapons.
Mechanical Advantage 82 Mechanisms 1 stamina per dodge By understanding the mechanics of bodily motion, the scientist learns to anticipate incoming attacks and respond accordingly, granting it a second chance at defense using its mechanisms skill.