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Skills (stats) v1.13

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

Skills (Major Traits) Edit

NoneEdit

  • No advantage
  • No disadvantage

Auto WeaponsEdit

  • +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

MachinegunnerEdit

  • +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

DeputyEdit

  • +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

SquadleaderEdit

  • +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

GunslingerEdit

  • -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

GunfighterEdit

  • -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

Hand to HandEdit

  • -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

Martial ArtsEdit

  • -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

Heavy WeaponsEdit

  • -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

BombardierEdit

  • -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

HunterEdit

  • +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

RangerEdit

  • +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

Marksman Edit

  • +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

SniperEdit

  • +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

ParamedicEdit

  • 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)

DoctorEdit

  • 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)

TechnicianEdit

  • +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

EngineerEdit

  • +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%

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%

Spy Edit

  • 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%

Skills (Minor Traits)Edit

NoneEdit

  • No advantage
  • No disadvantage

AmbidextrousEdit

  • 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

AthleticsEdit

  • -25% APs needed for moving (running, walking, squatting, crawling, swimming, etc.)
  • -33% energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.

BodybuildingEdit

  • 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%

DemolitionsEdit

  • -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)

MeleeEdit

  • -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 OpsEdit

  • +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

ScoutingEdit

  • +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

StealthyEdit

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

TeachingEdit

  • +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

ThrowingEdit

  • -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 TraitsEdit

NeutralEdit

AggressiveEdit

AssertiveEdit

DauntlessEdit

IntellectualEdit

LonerEdit

MaliciousEdit

OptimistEdit

PacifistEdit

PhlegmaticEdit

PrimitiveEdit

Show-offEdit

SociableEdit

DisabilitiesEdit

No DisabilityEdit

ClaustrophobicEdit

Fear of InsectsEdit

ForgetfulEdit

Heat IntolerantEdit

NervousEdit

NonswimmerEdit

PsychoticEdit

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