Finesse (Tag)

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Finesse Finesse Mercenary Tag
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 Passively eliminates all penalties for attacking with two weapons. An unsuccessful attack passively provides the mercenary with a physical bonus to melee that scales with Tactics and Reasoning. The bonus resets upon a successful attack.
Superior Parry 20 Melee 10 Stamina Provides the mercenary with a physical bonus to Parry that scales with Tactics and Reflexes.
Duelist's Insight 30 Melee 1 Stamina per swing Passively provides a mental bonus to Reflexes and a physical bonus to Tactics. The bonuses scale with Tactics and Conditoning, respectively, and with Dexterity.
Feint 40 Conditioning Passive Allows the mercenary to feint at a target, giving the target a mental penalty to defense that scales with Tactics and Dexterity.
Ambidexterity 50 Melee Passive Passively allows the mercenary to attack with an offhand weapon even when not wielding a weapon in its dominant hand. Successfully avoiding an attack will give the mercenary a temporary physical bonus to Tactics that scales with Tactics and Reasoning.
Blade Kiss 60 Melee 5 Stamina Allows the mercenary to make an instant attack at a target's head, stunning it. This ability has a cooldown and works only with precision or hybrid weapons of the blades or knives and rapiers category.
Swashbuckling 90 Tactics Mitigates melee and thrown defensive, and melee offensive penalties for being prone, kneeling, or sitting. Also automatically causes the mercenary to jump to its feet prior to attacking or being attacked, if possible.
Deflect 110 Parry Passive Allows the mercenary an additional chance to parry attacks and provides additional armor resistance against physical damage if the mercenary is wearing heavy leather armor or less. Also passively eliminates penalties to parrying ranged attacks with weapons and allows the mercenary to parry spellbolts with weapons, regardless of activation status. The chance to avoid attacks is based off of Parry and (Reflexes or Strength) depending on the weapon used to parry. The armor resistance scales off of Parry and the better of Reflexes or Strength. This is a primary defensive ability.
Flashing Hands 150 Melee 1 Stamina per 5 seconds Allows the mercenary to attack even more swiftly with the second of its two-weapon attacks, reducing post-swing roundtime for that weapon by 1 second.
Mobility 170 Tactics Passive Passively allows the mercenary to instantly mount and dismount, as well as significantly reduces the penalties for moving while not standing.
Hamstring 210 Melee Allows the mercenary to attack a target's feet in an attempt to knock it to the ground and hamper its movements. This prevents the target from standing and causes all range-changes to incur additional RT as a penalty.