Grit (Tag)

From Unwritten Legends Wiki
Grit Grit Mercenary Tag
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 Provides the mercenary with a bonus to damage with power or hybrid weapons that scales with Tactics and Strength.
Clotting 20 Conditioning 5 Stamina The mercenary focuses its will on holding itself together, causing it to bleed less.
Parry Breaker 30 Melee 1 Stamina per swing Provides the mercenary with a bonus to attack opponents in parry stance that scales with Tactics and Strength.
Another Pint 40 Conditioning Passive Passively provides a bonus to the mercenary's maximum stamina and vitality that scales with Conditioning and Endurance.
Knockdown 50 Melee 1 Stamina per swing Allows the mercenary's attacks to have a chance to knock down the target and give it roundtime. This does not work with precision weapons.
Shield Bash 60 Shields 5 Stamina The mercenary bashes the target with its shield, knocking it prone and stunning it. Larger shields result in greater damage and stun. Secondary Grit mercenaries also gain a bonus to attempt this attack that scales with tactics.
Shield Block 110 Shields 1 Stamina per block Grants the mercenary an additional chance to block attacks with its shield and providing additional armor resistance against physical damage if the mercenary is wearing scale armor or less. The chance to avoid attacks and armor resistance both are based on Shields and the better of Reflexes or Strength. This is a primary defensive ability.
Challenge 150 Tactics None The mercenary issues a challenge to the target, attempting to get it to focus only on the mercenary and providing a mental penalty to offense that scales with tactics and will.
Rally 170 Tactics None Gives the target a mental bonus to Tactics that scales with Tactics and Will. Also calls the target to the mercenary if the target is in the mercenary's group and is able to move.
The Best Defense 210 Armor Passive Passively gives a bonus to unarmed if the mercenary is wearing plate or scale on the limb used for the attack and allows the mercenary to wield a two-handed weapon as though it were a one-handed weapon in its dominant hand. The bonus scales with Armor.