Jagged Alliance Wiki
(Added Unjam Gun formula)
(Added Detect Bomb formula)
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'''Detect Bomb''': The level of the bomb trap that the merc is capable of detecting.
 
'''Detect Bomb''': The level of the bomb trap that the merc is capable of detecting.
  +
:Formula: (EXP / 30) + LVL
 
 
'''Disarm Bomb''': The chance of the merc successfully disarming a known bomb trap.
 
'''Disarm Bomb''': The chance of the merc successfully disarming a known bomb trap.
   

Revision as of 03:12, 31 July 2013

This page contains various charts detailing the mercenaries' attributes, skills, traits, hiring informations and hidden values in the first Jagged Alliance game.

Please note that mercenaries' stats are not set in stone. Over the course of the game, mercenaries will improve themselves, gain levels, get exhausted and wounded, all of which will in turn greatly affects the actual performances of your mercenaries, sometimes positively, other times negatively. The stats listed here reflects the stats as they appears at the beginning of the game and on mercenaries with perfect health and fully rested.

Attributes, Skills and Traits

Legend

Since most of the variables in this chart are self explanatory and since more in-depth informations can be found about them in the Skills page, some of them will not be described here.

APs: Shows how many action points a fully healed and fully rested mercenary can regenerate in one turn. Also remember that up to five unspent action points can carry over from a previous turn.

Traits: Shows tendencies a mercenary has:

  • Extremely Nervous: Will whine if not accompanied at all time.
  • Forgetful: Will forget orders at the cost of APs.
  • Heat Resistant: Unaffected by the heat waves that randomly rolls on Metavira.
  • Hopeless Shot: Marksmanship improvement is a great challenge.
  • Native Guide: Native Guides are free of charge, give tidbits of info on the various sectors of Metavira, are unaffected by heat waves, are good at killing Metaviran eels, are familiar with the Metaviran natives' language and are extremely loyal. Death or discharge of Native Guides do not affect A.I.M. death and turnover rates.
  • Non-Swimmer: Don't know how to swim and will rapidly lose their breath while swimming.
  • Over Enthusiastic: Will refuse to move or change target once they're engaged with an enemy. Have the tendency to kill fellow team members they dislike at night.
  • Snitch: Will report on any dissatisfaction your team might have with your management. Although unrelated, mercenaries with this trait are extremely loyal and won't steal money found on the battlefield.
  • Wimpy Conscience: This merc will quit the team and resign from A.I.M. as soon he kills someone on the battlefield.

IMP: Yes indicates this mercenary can improve his or her attributes and skills either on the battlefield or through training. No means this merc cannot improve his or her abilities in any ways, and Reverse indicates this merc is a hopeless case whose abilities can only go downhill.

Chart #1: Attributes, Skills and Traits
Name Salary LVL HEA AGI DEX WIS MRK MED MEC EXP APs Traits IMP
Bernie 2650 3 69 39 48 85 75 94 4 0 11 Forgetful No
Beth 330 1 77 90 36 80 55 44 22 0 15 Snitch Yes
Biff 95 1 73 74 71 58 47 0 0 0 15 Wimpy Conscience Yes
Bob 1200 2 81 68 66 97 72 37 26 33 15 - Yes
Boss 2950 3 80 76 84 71 84 9 99 53 17 - Yes
Bud 1100 2 73 79 75 69 78 19 18 8 16 Snitch Yes
Carp 575 2 55 54 52 77 67 2 15 5 12 Snitch No
Cliff 3000 3 73 60 53 87 83 79 0 10 14 - Yes
Doc 1750 2 74 77 61 83 66 83 3 0 15 - Yes
Ears 375 1 72 67 58 79 54 22 26 18 14 Snitch Yes
Eli 1400 2 81 73 58 77 49 70 65 0 15 Hopeless Shot Yes
Elio 0 1 83 84 81 58 23 0 0 0 17 Native Guide No
Elroy 345 1 63 54 88 50 55 12 81 6 13 - Yes
Fidel 1550 2 88 83 64 71 85 3 6 97 17 Over Enthusiastic Yes
Fox 515 1 77 85 100 76 54 60 15 8 18 - Yes
Gary 315 1 83 68 59 60 67 11 22 14 14 Snitch Yes
Grunty 490 1 82 79 76 72 69 14 40 25 16 - Yes
Hamous 0 1 66 68 66 35 74 0 2 0 14 Native Guide No
Hector 410 1 79 84 88 72 61 6 38 17 17 Heat Resistant Yes
Hitman 1800 3 80 81 40 74 93 3 11 34 16 Non-Swimmer Yes
Hurl 400 1 100 81 71 55 60 44 0 0 17 Snitch Yes
Ice 1300 2 90 88 87 71 86 0 35 0 19 - Yes
It 155 1 95 55 74 29 61 0 3 0 14 Non-Swimmer No
Ivan 1500 2 94 90 95 83 91 5 10 40 19 - Yes
Jimmy 800 2 84 82 73 47 56 0 92 16 17 - Yes
Juan 0 1 74 62 88 74 24 0 70 0 15 Native Guide No
Kaboom 210 1 71 93 91 13 58 0 27 84 18 Forgetful No
Kelly 4700 4 95 87 91 81 94 13 67 0 20 - Yes
Lance 230 1 76 69 61 56 44 21 0 0 14 Snitch Yes
Larry 140 1 46 72 54 58 50 49 7 82 13 Forgetful Reverse
Leech 1150 2 63 58 70 54 98 9 10 17 13 Over Enthusiastic Yes
Len 6500 5 96 83 89 83 83 35 54 47 20 - Yes
Lynx 3300 3 81 79 86 71 99 23 19 50 18 - Yes
Magic 5600 4 90 99 98 80 93 14 91 22 21 - Yes
Mike 12000 8 97 95 94 96 99 67 98 97 23 - Yes
Mitch 3800 3 83 71 88 97 56 96 13 24 17 - Yes
Moses 1900 5 49 39 29 89 84 29 88 31 10 Forgetful Reverse
Needle 1900 2 92 80 81 88 62 98 34 6 18 Hopeless Shot Yes
Pops 2800 9 38 14 4 88 85 18 9 6 8 Forgetful Reverse
Raffi 100 1 70 93 14 29 44 4 2 2 14 - Yes
Reuban 35 1 57 45 39 28 32 0 0 1 10 Over Enthusiastic No
Rev 740 2 74 46 41 54 64 15 15 41 11 - Yes
Rusty 1650 3 74 71 89 68 64 0 30 71 17 - Yes
Sam 2750 4 75 58 55 91 86 11 65 22 14 - No
Screw 1500 3 82 66 71 68 64 4 82 24 16 Over Enthusiastic Yes
Scully 7500 5 90 90 96 93 91 36 61 58 21 - Yes
Sidney 4000 4 80 70 91 78 91 39 0 14 18 - Yes
Skitz 90 1 48 60 51 31 47 0 0 69 11 Over Enthusiastic No
Smoke 560 1 78 87 80 44 69 7 20 90 17 - Yes
Snake 1150 2 65 89 86 57 80 0 12 22 17 - Yes
Sparky 205 1 52 68 88 51 47 0 86 28 14 Non-Swimmer Yes
Speck 365 1 69 51 77 86 49 11 99 8 13 Extremely Nervous Yes
Spike 6000 5 77 69 86 85 92 11 76 53 18 - Yes
Static 3100 3 79 66 95 60 84 10 98 24 17 - Yes
Stella 3500 3 85 24 75 88 69 89 21 0 12 - Yes
Tex 275 1 71 71 57 52 65 0 32 2 14 - Yes
Turtle 250 2 53 8 21 85 75 2 12 5 8 Non-Swimmer Yes
Vicky 2850 3 79 85 72 85 80 16 90 28 18 - Yes
Vinny 385 1 73 75 74 65 65 0 87 4 15 - Yes
Wahan 0 1 68 55 88 82 11 46 0 0 14 Native Guide No
Wally 650 2 82 55 62 83 24 24 95 48 14 Hopeless Shot Yes
Weasel 180 1 56 44 36 60 54 0 5 40 10 Snitch Yes
Wink 240 1 92 80 68 59 38 2 2 1 17 - Yes
Wolf 1850 2 87 73 84 74 74 44 48 32 17 - Yes

Hiring Informations

Legend

Hirable: Indicates how many days must have passed, or how many success points you must have collected before this mercenary accepts to work for you. Success points are scored by getting positive ratings from Jack at the end of a day (Good is worth 1 point; Excellent is worth 2 points; Outstanding is worth 3 points.)

Native guides are hired in a special way. If you have one free slot in your team at the start of the day, Jack might offers you one of his four trusted assistants to accompany you on the field. The first one of these will be Elio, then Hamous, Juan and finally Wahan. Elio will not be offered until Day 2, and all subsequent guides will be offered only two days after the previous guide has been fired or killed. Please note that it is entirely random whether Jack will offer you a guide at the start of the day or not.

Hates: The merc can't stand the guy in this column, when asked to work with this guy, the merc will threaten to leave the team or refuse to join unless the other guy is fired.

Will Hate: The merc has initially no problem working with the guy in this column, but after a few days it will become apparent that they cannot work together. The merc will threaten to leave unless the other guy is fired.

If an asterisk follows a name in the Hates or Will Hate columns, rather than threaten to leave, the merc will try to kill the guy they dislike.

Death, Turnover and Non-Payment: The merc will threaten to leave or refuse to join should your Death, Turnover or Non-Payment rates reach this value. Native deaths or discharges do not affect these values.

Fail: The merc will threaten to leave or refuse to join should Jack gives you less than a Fair rating for this number of days in a row. Should you screw up more than five days in a row, you'll find yourself without a job.

Bribe %: If the merc decides to quit for one reason or another, he might be willing to stay for this percentage increase to his salary (For example, if a merc whose salary is $1000 asks for a 200% raise, that means you must pay him $3000). Of course, some mercs cannot be bribed.

Steal: Anyone who kills for a living probably isn't that ethical. Multiply this number by the merc's salary. Should you find cash on the battlefield, equal or greater to this number, and order that merc to carry it to the base, he might just decide that Hawaii is a better island for him and your money. Native Guides and mercs with the Snitch trait won't steal your money.

Chart #2: Hiring Informations
Name Salary Hirable Hates Will Hate Death Turnover Non-Payment Fail Bribe % Steal
Bernie 2650 1 Day Reuban - 67 74 9 4 55% 5
Beth 330 - - Pops - - - 5 20% -
Biff 95 - Turtle - 10 60 2 5 - 6
Bob 1200 4 Days Sam - 90 - - 2 - 6
Boss 2950 16 Points Bernie - 23 28 17 5 70% 4
Bud 1100 - Mitch - - - - 5 5% -
Carp 575 - - - - - - 5 52% -
Cliff 3000 8 Days Raffi - 65 43 3 5 250% 4
Doc 1750 1 Day - - - 48 9 5 36% 5
Ears 375 - - - - - - 5 42% -
Eli 1400 - Skitz - - - 4 5 30% 7
Elio 0 Special - - - - - 5 - -
Elroy 345 - It - 32 45 26 5 17% 5
Fidel 1550 - Hurl * - - - - 5 40% 3
Fox 515 5 Points - Pops 12 45 4 5 69% 5
Gary 315 - Larry - - - - 5 12% -
Grunty 490 - - - 39 61 15 4 19% 6
Hamous 0 Special - - - - - 5 - -
Hector 410 - Smoke - 44 42 39 4 32% -
Hitman 1800 16 Points Jimmy - - 33 13 4 47% 4
Hurl 400 - - - - - - 5 12% -
Ice 1300 - - - 35 25 7 5 41% 5
It 155 - Moses - - 49 - 5 1% 4
Ivan 1500 - Reuban - 37 89 21 4 51% 4
Jimmy 800 - Lynx - 39 58 10 3 101% 3
Juan 0 Special - - - - - 5 - -
Kaboom 210 - - - - - - 5 1% 4
Kelly 4700 30 Points Reuban - - - 6 3 - 4
Lance 230 - - - - - - 5 22% -
Larry 140 - Reuban - 30 72 14 3 33% 2
Leech 1150 2 Days Skitz * - - - - 5 40% 5
Len 6500 20 Points Reuban - 24 18 6 3 - 6
Lynx 3300 19 Points - Smoke 48 61 11 4 135% 5
Magic 5600 12 Points Kaboom - 37 - 8 2 27% 5
Mike 12000 40 Points - - 51 29 4 2 200% 7
Mitch 3800 15 Days Raffi - 35 15 5 5 64% 5
Moses 1900 16 Points Gary - 49 53 - 3 69% 6
Needle 1900 10 Points - - 34 27 7 2 54% 5
Pops 2800 11 Points - - 29 34 6 3 100% 7
Raffi 100 - Doc - 76 - 31 4 25% 3
Reuban 35 - Ivan * - - - - 5 1% 2
Rev 740 7 Days Reuban - 29 35 14 4 36% 5
Rusty 1650 7 Days - Weasel 10 30 8 2 86% 6
Sam 2750 12 Days Ivan - 33 64 12 3 60% 6
Screw 1500 17 Points Bob * - - - 13 2 - 3
Scully 7500 25 Points Kaboom - - 45 10 3 - 6
Sidney 4000 11 Days Skitz - - 34 12 2 95% 7
Skitz 90 - - Sparky * - - - 3 1% 2
Smoke 560 5 Points - - 42 44 19 4 26% 4
Snake 1150 - - - - - - 3 76% 4
Sparky 205 - Gary - - 39 12 5 14% 5
Speck 365 - - - 27 33 - 5 29% 7
Spike 6000 24 Points Bernie - - - 9 4 100% 5
Static 3100 13 Points - - - 24 - 4 26% 5
Stella 3500 8 Days - Hurl - 23 - 2 - 6
Tex 275 - - - 38 - - 4 24% 5
Turtle 250 - - - 26 61 - 5 60% 8
Vicky 2850 15 Days - Lance 22 51 10 5 105% 5
Vinny 385 - - - - 39 18 5 100% 3
Wahan 0 Special - - - - - 5 - -
Wally 650 - - Fox 35 - - 4 100% 7
Weasel 180 - Ears - - - - 5 110% -
Wink 240 - - - 61 38 - 4 56% 3
Wolf 1850 - - Pops 25 25 6 3 32% 6

Hidden Values

Legend

Shoot: The higher the number, the less the action points the merc will use to shoot a gun.

Toss: The higher the number, the less the action points required to toss an object like a grenade.

Stab: The higher the number, the less the action points required to attack with a knife.

Throw Accuracy: The base accuracy when throwing an object at a specific spot.

Knife Attack: The base ability to hit an opponent with a stabbing attack.

Knife Defense: The base ability to defend against an opponent's stab attack.

Ready Knife: The chance of automatically readying a knife while encountering a snake while moving through water.

Kill Snake: The base chance of defeating a snake when attacked. The knife, naturally, improves this chance greatly.

Detect Bomb: The level of the bomb trap that the merc is capable of detecting.

Formula: (EXP / 30) + LVL

Disarm Bomb: The chance of the merc successfully disarming a known bomb trap.

First Aid: The number of points of health a merc can bandage per turn that he spends fully attending wounds with complete medical supplies.

Doctor: The base number of points a merc can heal per day when assigned to heal patients and doctor their wounds.

Repair: The base number of condition percentage points a merc can repair when assigned to repair for the day.

Merge: The chance of successfully performing a mechanical skill-dependent item merge. (Please note that Explosives, Molotov Coctails and Eagle Bombs crafting are all explosive skill-dependent item merges.)

Unjam Gun: The chance of a merc successfully unjamming a weapon by trying to fire it.

Formula: (MEC / 2) + 20

Stealth: The base ability to move quietly. It affects how far away the merc's movements can be heard by opponent and how successful any attempts to sneak are likely to be.

Formula: (DEX / 2) + (LVL * 5)

Lock Pick: The base ability to pick locked doors.

Doors: The base strength to open doors with a crowbar.

Formula: (HEA / 4)

Crates: The base strength to open boxes by force. A crowbar increases this ability.

Formula: (HEA / 2)
Chart #3: Hidden Values
Name Shoot Toss Stab Throw Accuracy Knife Attack Knife Defense Ready Knife Kill Snake Detect Bomb Disarm Bomb
Bernie 87 74 43 61 47 44 23 56 3 9
Beth 77 68 63 45 47 65 12 61 1 4
Biff 73 85 72 59 61 62 50 66 1 7
Bob 86 83 67 69 61 61 43 73 3 38
Boss 92 92 80 84 73 70 70 76 4 51
Bud 89 87 77 76 66 67 56 67 2 16
Carp 83 76 53 59 47 48 27 43 2 11
Cliff 91 76 56 68 53 56 28 62 3 18
Doc 83 80 69 63 59 64 37 65 2 11
Ears 77 79 62 56 53 56 33 62 1 20
Eli 74 79 65 53 58 63 33 71 2 9
Elio 61 90 82 52 70 71 100 111 1 9
Elroy 77 94 71 71 65 53 77 60 1 12
Fidel 92 82 73 74 63 70 40 79 5 76
Fox 77 100 92 77 78 73 100 77 1 22
Gary 83 79 63 63 56 59 34 73 1 13
Grunty 84 88 77 72 66 67 57 76 1 28
Hamous 87 83 67 70 57 57 100 81 1 1
Hector 80 94 86 74 72 71 77 76 1 24
Hitman 96 70 60 66 51 65 16 65 4 29
Hurl 80 85 76 65 67 70 50 93 1 6
Ice 93 93 87 86 76 76 75 87 2 14
It 80 87 64 67 63 57 54 89 1 1
Ivan 95 97 92 93 81 79 90 93 3 46
Jimmy 78 86 77 64 67 70 53 78 2 17
Juan 62 94 75 56 68 59 100 99 1 13
Kaboom 79 95 92 74 74 75 82 69 3 60
Kelly 97 95 89 92 82 81 82 93 4 19
Lance 72 80 65 52 56 59 37 67 1 5
Larry 75 77 63 52 48 54 29 35 3 60
Leech 99 85 64 84 58 54 49 56 2 18
Len 91 94 86 86 82 80 79 94 6 51
Lynx 99 93 82 92 74 72 73 78 4 50
Magic 96 99 98 95 87 87 96 90 4 34
Mike 99 97 94 96 92 92 88 96 11 93
Mitch 78 94 79 72 74 69 77 80 3 36
Moses 92 64 34 56 37 40 8 32 6 29
Needle 81 90 80 71 72 72 65 88 2 20
Pops 92 52 9 44 25 29 0 14 9 11
Raffi 72 57 53 29 35 62 1 49 1 -10
Reuban 66 69 42 35 38 40 15 42 1 -6
Rev 82 70 43 52 43 45 16 60 3 29
Rusty 82 94 80 76 73 67 79 72 5 63
Sam 93 77 56 70 56 57 30 64 4 29
Screw 82 85 68 67 65 63 50 75 3 27
Scully 95 98 93 93 86 84 92 89 6 63
Sidney 95 95 80 91 77 70 82 78 4 27
Skitz 73 75 55 49 45 48 26 36 3 46
Smoke 84 90 83 74 69 71 64 73 4 69
Snake 90 93 87 83 72 73 73 62 2 26
Sparky 73 94 78 67 65 59 77 49 1 28
Speck 74 88 64 63 60 51 59 64 1 19
Spike 96 93 77 89 75 70 73 74 6 56
Static 92 97 80 89 76 67 90 78 3 30
Stella 84 87 49 72 60 43 56 79 3 16
Tex 82 78 64 61 53 58 32 61 1 4
Turtle 87 60 14 48 24 19 4 34 2 6
Vicky 90 86 78 76 68 72 51 72 3 33
Vinny 82 87 74 69 63 63 54 67 1 10
Wahan 55 94 71 49 66 55 100 91 1 15
Wally 62 81 58 43 57 54 38 73 3 44
Weasel 77 68 40 45 36 39 12 40 2 28
Wink 69 84 74 53 64 68 46 84 1 6
Wolf 87 92 78 79 72 68 70 83 3 35
Chart #4: Hidden Values Continued
Name First Aid Doctor Repair Merge Unjam Gun Stealth Lock Pick Doors Crates
Bernie 18 141 3 1 22 39 16 17 34
Beth 16 59 11 7 31 23 11 19 38
Biff 12 0 0 0 20 40 5 18 36
Bob 16 67 25 17 33 43 26 20 40
Boss 16 12 124 83 69 57 73 20 40
Bud 16 24 20 13 29 47 19 18 36
Carp 9 2 11 7 27 36 15 13 27
Cliff 20 123 0 0 20 41 15 18 36
Doc 23 126 2 1 21 40 11 18 37
Ears 12 31 22 15 33 34 16 18 36
Eli 21 96 56 37 52 39 39 20 40
Elio 14 0 0 0 20 45 5 20 41
Elroy 12 11 106 71 60 49 40 15 31
Fidel 13 3 5 3 23 42 12 22 44
Fox 24 91 22 15 27 55 16 19 38
Gary 12 11 19 12 31 34 12 20 41
Grunty 14 19 45 30 40 43 26 20 41
Hamous 10 0 1 1 21 38 5 16 33
Hector 15 8 50 33 39 49 28 19 39
Hitman 12 3 6 4 25 35 18 20 40
Hurl 20 44 0 0 20 40 5 25 50
Ice 16 0 45 30 37 53 30 22 45
It 11 0 3 2 21 42 5 23 47
Ivan 18 8 14 9 25 57 17 23 47
Jimmy 13 0 100 67 66 46 41 21 42
Juan 12 0 92 61 55 49 49 18 37
Kaboom 15 0 36 24 33 50 7 17 35
Kelly 20 20 91 60 53 65 69 23 47
Lance 13 20 0 0 20 35 5 19 38
Larry 14 48 5 3 23 32 7 11 23
Leech 12 8 10 7 25 45 13 15 31
Len 25 56 72 48 47 69 64 24 48
Lynx 19 31 24 16 29 58 26 20 40
Magic 23 22 133 89 65 69 90 22 45
Mike 37 127 138 92 69 87 128 24 48
Mitch 29 182 17 11 26 59 25 20 41
Moses 10 43 38 25 64 39 47 12 24
Needle 30 166 41 27 37 50 33 23 46
Pops 7 24 1 0 24 47 45 9 19
Raffi 9 0 0 0 21 12 5 17 35
Reuban 6 0 0 0 20 24 5 14 28
Rev 9 12 9 6 27 30 13 18 37
Rusty 15 0 40 26 35 59 32 18 37
Sam 13 18 53 35 52 47 52 18 37
Screw 13 5 87 58 61 50 54 20 41
Scully 26 66 88 58 50 73 78 22 45
Sidney 22 60 0 0 20 65 20 20 40
Skitz 8 0 0 0 20 30 5 12 24
Smoke 15 5 24 16 30 45 11 19 39
Snake 15 0 15 10 26 53 15 16 32
Sparky 12 0 113 75 63 49 42 13 26
Speck 11 18 114 76 69 43 70 17 34
Spike 18 18 98 65 58 68 80 19 38
Static 16 11 139 93 69 62 70 19 39
Stella 19 147 23 15 30 52 28 21 42
Tex 10 0 27 18 36 33 14 17 35
Turtle 5 2 3 2 26 20 12 13 26
Vicky 17 25 97 64 65 51 69 19 39
Vinny 12 0 96 64 63 42 46 18 36
Wahan 17 73 0 0 20 49 5 17 34
Wally 13 36 88 58 67 41 58 20 41
Weasel 6 0 2 1 22 23 6 14 28
Wink 13 2 2 1 21 39 5 23 46
Wolf 20 62 60 40 44 52 39 21 43