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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:
- Corp. Len Anderson
- Dr. Laura Colin
- Henning von Branitz
- Ivan Dolvich
- Jim "Cougar" Wallace
- Lennart "Scream" Vilde
- Luc "Lucky" Fabre
- Louisa "Buzz" Garneau
- Victor "Monk" Kolesnikov
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:
- Col. Frederick Biggins
- Corp. Len Anderson
- Frank "Hitman" Hennessy
- Gus Tarballs
- Lennart "Scream" Vilde
- Maj. Spike Scallion
- Miguel Cordona
- Stephen Rothman
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
- Glen "Boss" Hatchet
- Jean Pierre "Malice" Viau
- Luc "Lucky" Fabre
- Steve "Grizzly" Bornell
- Thor Kaufman
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:
- Lt. Bud Hellar
- Maj. Spike Scallion
- Rudy "Lynx-Eyed" Roberts
- Rudolf Steiger
- Sheila "Scope" Sterling
- Timothy "Leech" Jenkins
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:
- Dr. Eli Summers
- Dr. Donna "Spider" Houston
- Dr. Michael "MD" Dawson
- Dr. Laura Colin
- Dr. Vincent Beaumont
- Dr. Q. Huaong
- Larry Roachburn
- Thor Kaufman
- Wahan
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:
- Dr. Bernie Gloveless
- Dr. Clifford "Cliff" Highball
- Dr. Daniel "Danny" Quinten
- Dr. Margaret Trammel
- Dr. Mark "Needle" Kranhium
- Dr. Mitch Shudlem
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:
- Barry Unger
- Doug "Gasket" Milton
- Earl "Magic" Walker
- Edgar "Nails" Smorth
- Ernie "Red" Spragg
- Janno "Brain" Allik
- Jimmy Upton
- Juan
- Kevin "Maddog" Cameron
- Kirk "Static" Stevenson
- Megan "Sparky" Roachburn
- Murray "Moses" Ebstern
- Patrick "Screw" Phillips
- Vincenzo Massimo
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:
- Barry Unger
- Bruce "Skitz" Bonner
- Fidel Dahan
- Lesley "Smoke" Peterson
- Marty "Kaboom" Moffat
- Tim "Gumpy" Hillman
- Trevor Colby
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:
- 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
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