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This page covers all v1.13 Skills, Traits, and Disabilities.

Skills (Major Traits)

None

  • No advantage
  • No disadvantage

Auto Weapons

  • +5% chance to hit with AR, SMGs and LMGs
  • -10% APs needed to fire with LMGs on autofire or burst mode
  • -10% APs needed to ready LMGs
  • Autofire/burst chance to hit penalty is reduced by 30%
  • Reduced chance for shooting unwanted bullets on autofire

Notable mercs:

Machinegunner

  • +10% chance to hit with AR, SMGs and LMGs
  • -20% APs needed to fire with LMGs on autofire or burst mode
  • -20% APs needed to ready LMGs
  • Autofire/burst chance to hit penalty is reduced by 60%
  • Reduced chance for shooting unwanted bullets on autofire

Mercs with the Machinegunner trait:

Deputy

  • +5% APs per round to mercs in vicinity
  • +1 effective exp level to mercs in vicinity, which have lesser level than the Deputy
  • +1 effective exp level to Deputy when calculating bonus suppression tolerance for mercs in vicinity
  • +20% suppression tolerance to mercs in the vicinity and the Deputy
  • +1 morale gain to mercs in the vicinity
  • -1 morale loss to mercs in the vicinity
  • The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
  • Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
  • +50% fear resistance to Deputy
  • Drawback: 2x morale loss for Deputy's death to all mercs

Mercs with the Deputy trait:

Squadleader

  • +10% APs per round to mercs in vicinity
  • +2 effective exp level to mercs in vicinity, which have lesser level than the Squadleader
  • +2 effective exp level to Squadleader when calculating bonus suppression tolerance for mercs in vicinity
  • +40% suppression tolerance to mercs in the vicinity and the Squadleader
  • +2 morale gain to mercs in the vicinity
  • -2 morale loss to mercs in the vicinity
  • The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
  • Max simultaneous bonuses per merc is 3 (one Deputy counts as 1, one Squadleader counts as 2. E.g., having three Deputies, one Deputy + one Squadleader or a hundred Squadleaders, makes no difference. It will add up to 3 bonuses)
  • +100% fear resistance to Squadleader
  • Drawback: 3x morale loss for Squadleader's death to all mercs

Mercs with the Squadleader trait:

Gunslinger

  • -15% APs needed to fire with pistols and revolvers
  • +10% effective range with pistols and revolvers
  • +10% chance to hit with pistols and revolvers
  • +5% chance to hit with machine pistols (on single shot only)
  • +5% aiming bonus per click with pistols, machine pistols and revolvers
  • -15% APs needed to ready pistols and revolvers
  • -25% APs needed to reload pistols, machine pistols and revolvers
  • Adds 1 more aim click for pistols, machine pistols and revolvers

Mercs with the Gunslinger trait:

Gunfighter

  • -30% APs needed to fire with pistols and revolvers
  • +20% effective range with pistols and revolvers
  • +20% chance to hit with pistols and revolvers
  • +10% chance to hit with machine pistols (on single shot only)
  • +10% aiming bonus per click with pistols, machine pistols and revolvers
  • -30% APs needed to ready pistols and revolvers
  • -50% APs needed to reload pistols, machine pistols and revolvers
  • Adds 2 more aim click for pistols, machine pistols and revolvers

Mercs with the Gunfighter trait:

Hand to Hand

  • -15% APs needed for HtH attacks
  • +30% chance to hit with HtH attacks (bare hands)
  • +25% chance to hit with HtH attacks (brass knuckles)
  • +30% damage to HtH attacks
  • +15% breath damage to HtH attacks
  • Enemy knocked out due to your HtH attacks takes much longer to recuperate
  • +75% damage to aimed HtH attacks
  • +30% chance to dodge HtH attacks
  • +35% chance to dodge HtH attacks (while bare handed)
  • +20% chance to dodge attacks by any melee weapon
  • -25% APs needed to steal weapon from enemy hands
  • -25% APs needed to turn, climb roof, jump obstacles and chance stance
  • +25% chance to kick in doors

Notable mercs

Martial Arts

  • -30% APs needed for HtH attacks
  • +60% chance to hit with HtH attacks (bare hands)
  • +50% chance to hit with HtH attacks (brass knuckles)
  • +60% damage to HtH attacks
  • +30% breath damage to HtH attacks
  • Enemy knocked out due to your HtH attacks takes even longer to recuperate
  • +150% damage to aimed HtH or spinning kick attacks
  • +60% chance to dodge HtH attacks
  • +70% chance to dodge HtH attacks (while bare handed)
  • +40% chance to dodge attacks by any melee weapon
  • -50% APs needed to steal weapon from enemy hands
  • -50% APs needed to turn, climb roof, jump obstacles and chance stance
  • +50% chance to kick in doors
  • Slender body-type gains special animations for HtH combat

Mercs with the Martial Arts trait:

Heavy Weapons

  • -20% APs needed to fire grenade or rocket launchers
  • +25% chance to hit with grenade or rocket launchers
  • -10% APs needed to fire mortar
  • -50% penalty to chance to hit with mortar
  • +30% damage to tanks with heavy weapons, grenades and explosives
  • +15% damage to other targets with heavy weapons

Mercs with the Heavy Weapons trait:

Bombardier

  • -40% APs needed to fire grenade or rocket launchers
  • +50% chance to hit with grenade or rocket launchers
  • -20% APs needed to fire mortar
  • -100% penalty to chance to hit with mortar
  • +60% damage to tanks with heavy weapons, grenades and explosives
  • +30% damage to other targets with heavy weapons

Mercs with the Bombardier trait:

Hunter

  • +5% chance to hit with rifles
  • +10% chance to hit with shotguns
  • -25% APs needed to pump shotguns
  • +20% group traveling speed between sectors if traveling by foot
  • +10% group traveling speed between sectors if traveling by vehicle (except helicopter)
  • -35% energy spent for traveling between sectors
  • -25% weather penalties
  • -50% wear out speed of camouflage by water or time

Mercs with the Hunter trait:

Ranger

  • +10% chance to hit with rifles
  • +20% chance to hit with shotguns
  • -50% APs needed to pump shotguns
  • +40% group traveling speed between sectors if traveling by foot
  • +20% group traveling speed between sectors if traveling by vehicle (except helicopter)
  • -70% energy spent for traveling between sectors
  • -50% weather penalties
  • -100% wear out speed of camouflage by water or time

Mercs with the Ranger trait:

Marksman

  • +5% chance to hit with Rifles
  • +10% chance to hit with Sniper Rifles
  • -5% effective range to target with all weapons
  • +10% aiming bonus per aim click (except for handguns)
  • +5% damage on shot per every aim click after first
  • -25% APs needed to chamber a round with bolt-action rifles
  • Adds one more aim click for rifle-type guns

Mercs with the Marksman trait:

Sniper

  • +10% chance to hit with Rifles
  • +20% chance to hit with Sniper Rifles
  • -10% effective range to target with all weapons
  • +20% aiming bonus per aim click (except for handguns)
  • +10% damage on shot per every aim click after first
  • -50% APs needed to chamber a round with bolt-action rifles
  • Adds two more aim click for rifle-type guns

Mercs with the Sniper trait:

Paramedic

  • Has ability to perform surgical intervetion by using medical bag on wounded soldier
  • Surgery instantly returns 30% of lost health back. (This drains the medical bag a lot.)
  • Can heal lost stats (from critical hits) by the surgery or doctor assignment.
  • +25% effectiveness on doctor-patient assignment
  • +30% bandaging speed
  • +10% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)

Notable Mercs:

Doctor

  • Has ability to perform surgical intervetion by using medical bag on wounded soldier
  • Surgery instantly returns 50% of lost health back. (This drains the medical bag a lot.)
  • Can heal lost stats (from critical hits) by the surgery or doctor assignment.
  • +50% effectiveness on doctor-patient assignment
  • +60% bandaging speed
  • +20% natural regeneration speed for all soldiers in the same sector (max 4 of these bonuses per sector stack)

Mercs with the Doctor trait:

Technician

  • +25% to repairing speed
  • +30% to lockpicking (normal/electronic locks)
  • +40% to disarming electronic traps
  • +40% to attatching special items and combining things
  • +20% to unjamming a gun in combat
  • Reduced penalty to repair electronic items by 50%
  • Increased chance to detect traps and mines (+2 detect level)
  • +10% CtH of robot controlled by the Technician
  • Technician train grants you the ability to repair the robot

Mercs with the Technician trait:

Engineer

  • +50% to repairing speed
  • +60% to lockpicking (normal/electronic locks)
  • +80% to disarming electronic traps
  • +80% to attatching special items and combining things
  • +40% to unjamming a gun in combat
  • Reduced penalty to repair electronic items by 100%
  • Increased chance to detect traps and mines (+4 detect level)
  • +20% CtH of robot controlled by the Engineer
  • Engineer train grants you the ability to repair the robot
  • Reduced penalty to repair speed of the robot by 66%

Mercs with the Engineer trait:

Covert Ops

  • Able to disguise as a civilian or soldier to slip behind enemy lines
  • Will be detected if performing suspicious actions, having suspicious gear or being near fresh corpses
  • Will be detected if disguised as a soldier and closer than 10 tiles to the enemy
  • Will be detected if disguised as a soldier and closer than 5 tiles to a fresh corpse
  • +40% CtH with covert melee weapons
  • +35% chance of instakill with covert melee weapons
  • Disguise AP cost lowered by 20%

Mercs with the Covert Ops trait:

Spy

  • Able to disguise as a civilian or soldier to slip behind enemy lines
  • Will be detected if performing suspicious actions, having suspicious gear or being near fresh corpses
  • Will be detected if disguised as a soldier and closer than 5 tiles to a fresh corpse
  • +80% CtH with covert melee weapons
  • +70% chance of instakill with covert melee weapons
  • Disguise AP cost lowered by 40%

Mercs with the Spy trait:

Skills (Minor Traits)

None

  • No advantage
  • No disadvantage

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:

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:

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:

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

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:

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:

Stealthy

  • -50% APs needed to move quietly
  • +40% chance to move quietly
  • +25% stealth (being 'invisible' if unnoticed)
  • +25% reduced cover penalty for movement

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

Notable mercs:

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

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
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