From Unwritten Legends Wiki
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. Typing tags
will show you all of your tags, and typing tags full
will show you all tags available in the game.
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.
Tag Name
|
Profession
|
Animal Specialization
|
Martial Wilder Tag
|
These tags are available to Martial Wilders.
This tag set is mutually exclusive to Hunter Specialization.
These tags may be learned from an unusual trainer near the Via Teg Aer lecturer outside of Kaezar (bring slag!).
|
Name
|
Requirements
|
Cost
|
Description
|
Trip |
30 Animal Handling |
None |
Allows the wilder to command its familiar to trip a target, knocking the target prone and making the target unable to stand for a short period of time.
|
Familiar Synergy |
60 Animal Handling |
Passive |
Passively provides a mental bonus to Alchemy, Outdoorsman, and Stealth when accompanied by one's familiar. The bonus scale with Animal Handling and Wisdom.
|
Spy |
90 Animal Handling |
None |
Allows the wilder to command its familiar to spy on a location, giving the wilder full feedback available to the familiar's senses.
|
Scout |
120 Animal Handling |
None |
Allows the wilder to command its familiar to scout, searching out all other living things that are outside and in the same area, performing a defensive Animals and Wisdom check versus the living thing's Stealth and Dexterity. Living things under any form of concealment (hiding, invisibility, etc.), will not be found. This ability can only be used when outside.
|
Ravage |
150 Animal Handling |
10 Essence |
Allows the wilder to command its familiar to ravage a target, reopening a wound and causing that wound to bleed further for an amount that scales with the wound damage on that limb. If the target is undead, the limb is maimed or mutilated instead. This cannot be used on targets that are flying, levitating, or standing.
|
Berserker
|
Berserker Mercenary Tag
|
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 |
Allows the mercenary to fly into a frenzy, bursting its magic absorb or losing its berserker secondary resistances, receiving a physical bonus to Strength and Endurance. When the frenzy is over, the mercenary suffers reduced stamina regeneration. The bonuses scale with the Conditioning skill and Will stat.
|
Victorious Resilience |
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 Resilience |
40 Conditioning |
Passive |
The mercenary's rage is so great that it shrugs off a fraction of damage while in a frenzy. Passively provides the mercenary with 4 damage reduction when it is in a rage, and 2 damage reduction when it is not raging.
|
Unstoppable Rage |
50 Melee |
Passive |
Passively reduces the durations of disables by 4 seconds when the mercenary is in a rage, and by 2 when not raging. This can completely mitigate a stun effect.
|
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 |
A successful physical attack passively provides the mercenary with a physical bonus to Melee. The bonus resets upon an unsuccessful attack. The bonus scales with Tactics and Dexterity. Also passively eliminates penalties to parrying ranged attacks with weapons and allows the mercenary to parry spellbolts with weapons, regardless of activation status.
|
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. When active, Bulwark functions as body-wide armor against physical damage that scales with conditioning and endurance. This does not stack with any armor worn, but will replace bonuses from inferior armor. At level 100, this is roughly equivalent to iron plate armor.
|
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 bonus scales with the will skill.
|
Battle Cry |
210 Tactics |
|
This ability burns stamina and grants an additional duration to the berserker's current frenzy that scales with the number of members in the berserker's group. The berserker's group members also gain half of the benefits of the berserker's current frenzy as mental bonuses.
|
Chemistry
|
Scientist Mechanist Tag
|
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.
|
Hunter Specialization
|
Martial Wilder Tag
|
These tags are available to Martial Wilders.
This tag set is mutually exclusive to Animal Specialization.
These tags may be learned from the wandering woodsman in Kaezar.
|
Name
|
Requirements
|
Cost
|
Description
|
Lead the Mark |
30 Archery |
1 Stamina per shot |
When performing a bow or firearms attack, provides the wilder with a bonus to attack opponents in evasive stance or defaulting to evasive stance that scales with Outdoorsman and Wisdom.
|
Ranger |
70 Outdoorsman |
Passive |
Passively provides a mental bonus to Alchemy, Animal Handling, and Stealth when outdoors. The bonus scales with Outdoorsman and Wisdom.
|
Pindown |
90 Archery |
5 Stamina |
Allows the wilder to fire an arrow at a target's feet in an attempt to pin it down. If successful, the arrow fired will always embed (if possible), the target will fall prone, and the target be unable to stand for a short time.
|
Master Hunter |
120 Outdoorsman |
None |
Allows the wilder to search out all other living things that are outside and in the same area, performing a defensive Outdoorsman and Wisdom check versus the living thing's Stealth and Dexterity. Living things under any form of concealment (hiding, invisibility, etc.), will not be found. This ability can only be used when outside.
|
Headshot |
150 Outdoorsman |
5 Stamina |
Allows the wilder to mitigate aiming penalties on its next attack that scales with Outdoorsman and Wisdom. This mitigation is doubled when the target is not flying, levitating, or standing.
|
Invention
|
Scientist Mechanist Tag
|
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.
|
Mercenary
|
Mercenary Tag
|
These tags are available to all Mercenaries (berserker, dirty tricks, finesse, and grit).
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.
|
Defiance |
190 Gnosis |
5 Willpower |
The mercenary channels its fury and will into dispelling magical effects that are affecting it.
|
Physics
|
Scientist Mechanist Tag
|
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.
|
Wilder Martial
|
Martial Wilder Tag
|
These tags are available to Martial Wilders.
|
Name
|
Requirements
|
Cost
|
Description
|
Animal Specialization |
Martial Training |
None |
Allows the wilder to learn Animal Specialization tags. This is mutually exclusive with Hunter Specialization.
|
Hunter Specialization |
Martial Training |
None |
Allows the wilder to learn Hunter Specialization tags. This is mutually exclusive with Animal Specialization.
|
Herb Lore |
9 Alchemy |
Passive |
Passively allows the wilder to use herb lore formulae in alchemy.
|
Venom Lore |
27 Alchemy |
Passive |
Passively allows the wilder to use toxicology formulae in alchemy.
|
Snipe |
60 Stealth |
None |
Allows the wilder to snipe a target that cannot see it, stunning it.
|
Predation |
130 Outdoorsman |
8 Essence |
Allows the wilder to ignore a percentage of armor for its melee and ranged attacks for a brief period of time when activated. Predation requires charges to activate, gaining them over time as the wilder kills foes. The duration and amount of armor ignored scales with Outdoorsman and Wisdom.
|
|
Crafting Tags
Crafting specialization tags (GOOD) can only be learned with the crafting skill set as an innate, and one may learn only 3 crafting specializations ever. Crafting mastery tags (VERY GOOD) can only be learned with the crafting specialization tag known, and one may have only one crafting mastery ever.
The trainers for these tags are scattered throughout Kaezar.
Tag Name
|
Requirements
|
Description
|
Field Dresser
|
Innate Skinning, 320 Skinning
|
Changes one's base skinning skill to Good class.
|
Foundry Adept
|
Innate Metallurgy, 320 Metallurgy.
|
Changes one's base metallurgy skill to Good class.
|
Inventive Scavenger
|
Innate Foraging, 320 Foraging
|
Changes one's base foraging skill to Good class.
|
Master Refiner
|
720 Metallurgy, Foundry Adept
|
Changes one's base metallurgy skill to Very Good class.
|
Practiced Botanist
|
720 Foraging, Inventive Scavenger
|
Changes one's base foraging skill to Very Good class.
|
Trawler
|
Innate Fishing, 320 Fishing
|
Changes one's base fishing skill to Good class.
|
Virtuoso Skinner
|
720 Skinning, Field Dresser
|
Changes one's base skinning skill to Very Good class.
|
Wise Angler
|
720 Fishing, Trawler
|
Changes one's base fishing skill to Very Good class.
|
Innate Tags
These tags are automatically given to certain professions.
Tag Name
|
Profession
|
Description
|
Lyrics
|
Bard
|
Allows the bard to compose its own lyrics for the following spells: vmz01, vmz04, vmz10, vmz12, vvz02, vvz04, vvz09, vvz12, and vvz15.
|
The Gathering
|
Channeler
|
Allows the channeler to control its summoned creatures.
|
Well of Souls
|
Channeler
|
Allows the channeler to store souls for use in its spells.
|
Regeneration
|
Empath
|
Provides passive regeneration of wounds and increased vitality recovery.
|
The Forest Walks
|
Wilder Religious
|
Allows the wilder to control entities of the forest.
|
General Tags
These tags are non-profession-specific.
Tag Name
|
Requirements
|
Description
|
Arcane Firearms Training
|
250 Mechanisms
|
Allows one to use arcane firearms.
|
Kinetic Weaponry
|
Melee of Normal or worse (ignores innates)
|
Passively provides a magical bonus to melee weapons regardless of skill needed to use it. Scales with Kinesis.
|
Mastery
|
Level 100
|
Allows for the accumulation of mastery points.
|
Mechanical Firearms Training
|
250 Mechanisms
|
Allows one to use mechanical firearms.
|
Tactical Magic
|
Not Berserker Primary
|
Passively provides a bonus to effective skill at using magical items that one is untrained in using that scales with Tactics. Magic skills that one is rated as Normal or worse in are considered untrained magic skills.
|
Thematics
|
None
|
Allows the caster to customize messaging for some of its spells and spell effects. Currently, only ap13 can be customized.
|
Whiskey Sponge
|
300 Conditioning
|
Passively increases the rate at which you recover from intoxication.
|
Tag Trainers
Trainer
|
Tag
|
Location
|
Biljum
|
Fishing - Trawler
Fishing - WiseAngler
|
[Biljum's Bait and Tackle, Main Room]
|
Correan
|
Skinning - FieldDresser
Skinning - VirtuosoSkinner
|
[Correan's Tannery, Front Room]
|
Dargon
|
General - WhiskeySponge
|
[Kemstead] (Wandering)
|
Doulb
|
Dirty Tricks - Ambush
Dirty Tricks - Chicancery
Dirty Tricks - Deception
Dirty Tricks - Distract
Dirty Tricks - Misdirection
Dirty Tricks - Pilfer
Dirty Tricks - Puncture
Dirty Tricks - Shiv
Dirty Tricks - SteadyFingers
Dirty Tricks - Toxicology
Dirty Tricks - Vanish
Mercenary - Defiance
Mercenary - Determination
Mercenary - Discipline
Mercenary - SecondaryDirtyTricks
|
[Sea Serpent Inn, Bar]
|
Egann
|
General - KineticWeaponry
|
[Bleyke, Ronick's Inn]
|
Flynn
|
General - WhiskeySponge
|
[Kessian Spirits, Flynn's Front Room]
|
Frezel
|
Martial Cleric - BastionOfFaith
Martial Cleric - DivineGuardian
Martial Cleric - DivineMight
Martial Cleric - ShieldBuffet
Martial Cleric - ShieldStrike
Martial Cleric - RighteousOffense
|
[Imperial Exchequer, High Terrace Branch]
|
Harwhart
|
General - WhiskeySponge
|
[Never-upon-Vinre] (Wandering)
|
Hegnus
|
Grit - AnotherPint
Grit - Bodyguard
Grit - Challenge
Grit - Clotting
Grit - Knockdown
Grit - ParryBreaker
Grit - Rally
Grit - ShieldBash
Grit - ShieldBlock
Grit - TheBestDefense
Grit - ViciousBlow
Mercenary - Defiance
Mercenary - Determination
Mercenary - Discipline
Metallurgy - FoundryAdept
Metallurgy - MasterRefiner
Mercenary - SecondaryGrit
|
[Hegnus's Armory, Showroom]
|
Hesperis
|
Foraging - InventiveScavenger
Foraging - PracticedBotanist
|
[Heartsome Herbals, Front Room]
|
Hurik
|
Berserker - BattleCry
Berserker - Bludgeon
Berserker - Bulwark
Berserker - Frenzy
Berserker - FuriousResilience
Berserker - Momentum
Berserker - Twitch
Berserker - UnstoppableRage
Berserker - VictoriousResilience
Berserker - Wallop
Mercenary - Defiance
Mercenary - Determination
Mercenary - Discipline
Mercenary - SecondaryBerserker
|
[Kemstead Money Changer, Bank of Kemstead]
|
Jael
|
Finesse - Ambidexterity
Finesse - BladeKiss
Finesse - Deflect
Finesse - DualWield
Finesse - DuelistsInsight
Finesse - Feint
Finesse - FlashingHands
Finesse - Hamstring
Finesse - Mobility
Finesse - SuperiorParry
Finesse - Swashbuckling
Mercenary - Defiance
Mercenary - Determination
Mercenary - Discipline
Mercenary - SecondaryFinesse
|
[The Tipsy Scholar, Pub Room]
|
Jinkle
|
Scientist - Chemistry
|
[Middens, Jinkle's Tinkerings]
|
Klyin
|
Grit - AnotherPint
Grit - Challenge
Grit - Clotting
Grit - Knockdown
Grit - ParryBreaker
Grit - ShieldBash
Grit - ShieldBlock
Grit - ViciousBlow
Mercenary - Defiance
Mercenary - Determination
Mercenary - Discipline
Mercenary - SecondaryGrit
|
[Klyin the Armorer, Forge]
|
Lars
|
ArcaneFirearmsTraining
MechanicalFirearmsTraining
Scientist - AdrenalStimulation
Scientist - AnalyticalMind
Scientist - FastLoad
Scientist - KelsTheorem
Scientist - Marksman
Scientist - MechanicalAdvane
Scientist - Physics
Scientist - ReactiveEfficiency
Scientist - SuperiorLockpicker
|
[Tower of Dhond, Lower Landing, Temporary Society Shop]
|
Manu
|
Grit - AnotherPint
Grit - Bodyguard
Grit - Challenge
Grit - Clotting
Grit - Knockdown
Grit - ParryBreaker
Grit - Rally
Grit - ShieldBash
Grit - ShieldBlock
Grit - TheBestDefense
Grit - ViciousBlow
Mercenary - Defiance
Mercenary - Determination
Mercenary - Discipline
Mercenary - SecondaryGrit
|
[Metalworkers' Compound, Armorer's Salesroom]
|
Merf
|
Scientist - Invention
Scientist - Utility
|
[Furfoot's Emporium, Merf's Workroom]
|
Piotr
|
General - TacticalMagic
|
[Bleyke, Ronick's Inn]
|
Weaponsmith Yuben
|
Berserker - BattleCry
Berserker - Bludgeon
Berserker - Bulwark
Berserker - Frenzy
Berserker - FuriousResilience
Berserker - Momentum
Berserker - Twitch
Berserker - UnstoppableRage
Berserker - VictoriousResilience
Berserker - Wallop
Mercenary - Defiance
Mercenary - Determination
Mercenary - Discipline
Mercenary - SecondaryBerserker
|
[Metalworkers' Compound, Weaponsmith's Forge and Shop]
|
Jet Black Bear
|
Martial Wilder - FamiliarSynergy
Martial Wilder - AnimalSpecialization
Martial Wilder - Ravage
Martial Wilder - Scout
Martial Wilder - Spy
Martial Wilder - Trip
|
[Kirche Tree, In The Branches]
|
Wandering Woodsman
|
Martial Wilder - Headshot
Martial Wilder - HerbLore
Martial Wilder - LeadTheMark
Martial Wilder - HunterSpecialization
Martial Wilder - Pindown
Martial Wilder - Predation
Martial Wilder - Snipe
Martial Wilder - MasterHunter
Martial Wilder - Ranger
Martial Wilder - VenomLore
|
[City of Kaezar] (Wandering)
|