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This page covers all v1.13 Skills, such as Traits, and Disabilities in Jagged Alliance 2 1.13.
For the list applicable to all Jagged Alliance games, see Skills (stats).
- Note: All traits below are listed in order of their appearance on I.M.P. character creation process.
Major Traits[]
Major traits are skills with two tiers: normal and expert, with the second level having a different name of its own.
Being an expert in a skill usually doubles the bonuses obtained by normal level, but might also bring some additional bonuses.
There are currently 10 major traits in game.
Auto Weapons / Machinegunner[]
Auto Weapons | Machinegunner | |
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Effects |
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Mercs |
Heavy Weapons / Bombardier[]
Heavy Weapons | Bombardier | |
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Effects |
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Mercs |
Marksman / Sniper[]
Marksman | Sniper | |
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Effects |
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Mercs |
Hunter / Ranger[]
Hunter | Ranger | |
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Effects |
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Mercs |
Gunslinger / Gunfighter[]
Gunslinger | Gunfighter | |
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Effects |
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Mercs |
Hand to Hand / Martial Arts[]
Hand to Hand | Martial Arts | |
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Effects |
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Mercs |
Deputy / Squadleader[]
Deputy | Squadleader | |
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Effects |
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Mercs |
Technician / Engineer[]
Technician | Engineer | |
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Effects |
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Mercs |
Paramedic / Doctor[]
Paramedic | Doctor | |
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Effects |
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Mercs: |
Covert Ops / Spy[]
Covert Ops | Spy | |
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Effects |
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Mercs |
Minor Traits[]
There are currently 12 minor traits in game.
Ambidextrous[]
- Reduced penalty to shoot dual weapons by 100%
- +20% speed of reloading guns with magazines
- +33% speed of reloading guns with loose rounds
- -33% APs needed to pickup items
- -33% APs needed to word backpack
- -33% APs needed to handle doors
- -33% APs needed to plant/remove bombs and mines
- -33% APs needed to attach items
Mercs with the Ambidextrous trait:
- Cynthia "Fox" Guzzman
- Dr. Daniel "Danny" Quinten
- Dr. Vincent Beaumont
- Victoria "Vicki" Waters
- Tex R. Colburn
Melee[]
- -20% APs needed to attack with blades
- +35% chance to hit with blades
- +25% chance to hit with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +60% damage
- +30% chance to dodge attack by melee blades
- +20% on top chance to dodge melee blades if holding a blade
- +20% chance to dodge attack by blunt melee weapons
- +10% on top chance to dodge blunt melee weapons if holding a blade
Throwing[]
- -20% basic APs needed to throw blades
- +15% max range when throwing blades
- +25% chance to hit when throwing blades
- +5% chance to hit when throwing blades per aim click
- +15% damage with throwing blades
- +10% damage with throwing blades per aim click
- +20% chance to inflict critical hit with throwing blade if not seen or heard
- +1 critical hit with the throwing blade multiplier
- Adds 1 more aim click for throwing blades
Night Ops[]
- +1 to effective sight range in the dark
- +1 to general effective hearing range
- +2 additional hearing range in the dark
- +2 to interrupts modifier in the dark
- -3 need to sleep
Mercs with the Night Ops trait:
- Charlene "Raven" Higgens
- Col. Frederick Biggins
- Dr. Donna "Spider" Houston
- Dr. Q. Huaong
- Helmut "Grunty" Grunther
- Lt. Bud Hellar
- Peter "Wolf" Sanderson
- Rudolf Steiger
- Sheila "Scope" Sterling
- Stephen Rothman
- Tim "Numb" Sutton
Stealthy[]
- -50% APs needed to move quietly
- +40% chance to move quietly
- +25% stealth (being 'invisible' if unnoticed)
- +25% reduced cover penalty for movement
Athletics[]
- -25% APs needed for moving (running, walking, squatting, crawling, swimming, etc.)
- -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.
Bodybuilding[]
- Has 25% damage resistance
- +30% effective strength for carrying weight capacity
- Reduced energy lost when hit by HtH attack by 50%
- Increased damage needed to fall down if hit to legs by 100%
Mercs with the Bodybuilding trait:
- Bobby "Steroid" Gontarski
- Carl "It" Goodman
- Col. Leo Kelly
- Gary Roachburn
- Ivan Dolvich
- Jean Pierre "Malice" Viau
- Janno "Brain" Allik
- John "Bull" Peters
- Peter "Wolf" Sanderson
- Steve "Grizzly" Bornell
Demolitions[]
- -25% APs needed to throw grenades
- +20% max range when throwing grenades
- +30% chance to hit when throwing grenades
- +25% damage of set bombs and mines
- +50% to attaching detonators check
- +50% to planting/removing bombs check
- Decreases chance enemy will detect your bombs and mines (+5 bomb level)
- Increases chance shaped charges will open doors (damage multiplied by 3)
Notable mercs:
- Col. Frederick Biggins
- Edgar "Nails" Smorth
- Ernie "Red" Spragg
- Barry Unger
- Bruce "Skitz" Bonner
- Fidel Dahan
- Lesley "Smoke" Peterson
- Marty "Kaboom" Moffat
- Tim "Gumpy" Hillman
- Trevor Colby
Teaching[]
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teaching other mercs
- Skill value counts to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self practise assignment
Mercs with the Teaching trait:
- Biff Apscott
- Capt. Bob Adams
- Reverend Clyde Potter
- Lt. Conrad Gillitt
- Ernie "Red" Spragg
- Florence "Flo" Gabriel
- Frank "Hitman" Hennessy
- Henning von Branitz
- Howard "Carp" Melfield
- Ice Williams
- Ira Smythe
- Lance Fisher
- Corp. Len Anderson
- Col. Leon Roachburn
- Mary Beth Wilkens
- Dr. Michael "MD" Dawson
- Monica "Buns" Sondergaard
- Peter "Wolf" Sanderson
- Ron "Raider" Higgens
- Rudolf Steiger
- Samuel Garver
- Sheila "Scope" Sterling
- Stephen Rothman
- Dr. Vincent Beaumont
Scouting[]
- +10 to effective sight range with scopes on weapons
- +40 to effective sight range with binoculars (and scopes seperated from weapons)
- -20 tunnel vision with binoculars (and scopes seperated from weapons)
- If in sector, adjacent sectors will show exact number of enemies
- Prevents enemy ambushes on your squad
- Prevents bloodcat ambushes on your squad
Mercs with the Scouting trait:
Radio Operator[]
- Can use communications equipment
- Can call in artillery strikes from allies in neighboring sectors
- Via Frequency Scan assignmnent, enemy patrols can be located
- Communications can be jammed sector-wide
- If communiciations are jammed, an operator can scan for the jamming device
- Can call in militia reinforcements from neighboring sectors
Survival[]
- -30% travel time needed between sectors if taveling by foot
- -15% travel time needed between sectors if traveling in vehicle (except helicopter)
- -50% less energy spent for traveling between sectors
- -25% weather penalties
- -75% worn ot speed of camouflage by water or time
- +10% snake vision
- +20% camouflage effectiveness
Character Traits[]
Neutral[]
- - No advantages
- - No disadvantages
Aggressive[]
- - Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing
- - Penalty for actions that require patience like repairing items, picking locks, removing traps, doctoring, training militia
Assertive[]
- - Bonus on training militia and is better at communicating with people
- - Gains no morale for actions of other mercs
Dauntless[]
- - Higher suppresion and fear resistance. Morale loss for taking damage and companions deaths is lower
- - Higher chance to be hit and enemy's penalty reduced when oneself is the moving target
Intellectual[]
- - Slightly faster learning when self-practicing or as a student
- - Lower suppression and fear resistance
Loner[]
- - Better performance when no other merc is nearby
- - Gains no morale when in a group
Malicious[]
- - Higher chance for inflicting stat loss, which may also inflict special painful wounds. Gains bonus morale for inflicting stat loss
- - Penalty in communicating with people and morale sinks faster while not in battle
Optimist[]
- - Morale sinks a little slower and grows faster than normal
- - Lower chance to detect traps and mines
Pacifist[]
- - Gains morale on non-combat assignments (except training militia)
- - Gains no morale for killing
Phlegmatic[]
- - Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia
- - Interrput chance is slightly lowered
Primitive[]
- - Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills
- - Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower
Show-off[]
- - Better performance when mercs of opposite gender are nearby
- - Morale for mercs of the same gender grows slower when nearby
Sociable[]
- - Better performance when a couple of mercs are nearby
- - Gains no morale when no other merc is nearby
Disabilities[]
No Disability[]
- - No effects
Claustrophobic[]
- - Overall performance is reduced when underground
Deaf[]
- - Drastically reduced hearing
Fear of Insects[]
- - A look at large insects can cause big problems and being in tropical sectors also reduces performance a bit
Forgetful[]
- - Sometimes forgets orders given and will lose some APs if it happens in combat
Heat Intolerant[]
- - Problems with breathing and reduced overall performance when in tropical or desert sectors
Nervous[]
- - Will suffer panic attacks if left alone in certain situations
Nonswimmer[]
- - Will drown easily if attempting to swim
Psychotic[]
- - Will go psycho and shoot like mad once in a while and will lose morale if unable to do so with equipped weapon
Shortsighted[]
- - Reduced sight range