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Skill traits (new)

Based on: Revision 8918 on gamedir 2579 | Last update: January 11, 2021

This table contains all skill traits (new) within Jagged Alliance 2 1.13.
Filter through the search panel on the right and sort by clicking on the column header to get to the desired data.
Should you find any errors/outdated information, please let me know (this thread at The Bear's Pit) so I can fix it.

Skill trait Description
Ambidextrous -100 % penalty to shoot if off-hand item is equipped
+20 % speed for reloading weapons with magazines
+30 % speed for reloading weapons with loose rounds
-33 % action points to pickup items, work the backpack, handle doors, attach items, and plant/remove bombs and mines
Athletics -25 % action points for movement (running, walking, squatting, crawling, swimming etc.)
-33 % energy spent for moving, roof-climbing, obstacle-jumping, swimming etc.
Auto weapons +5 % chance to hit with assault rifles, SMGs, and LMGs
-30 % chance to hit penalty for autofire/burstmode
-10 % action points to ready and fire LMGs
-10 % action points to fire LMGs
+4 interrupt modifier in marked area (focus skill)
Reduced chance for shooting extra bullets on autofire
Bodybuilding 25 % damage resistance
+30 % effective strength for carrying weight capacity
-50 % energy lost when hit by hand-to-hand attacks
+100 % damage to fall down if hit on legs
Bombardier -40 % action points to fire rocket/grenade launchers
-20 % action points to fire mortars
+50 % chance to hit with rocket/grenade launchers
-100 % chance to hit penalty for mortars
+60 % damage to tanks with heavy weapons, grenades, and explosives
+30 % damage to other targets with heavy weapons
+4 interrupt modifier in marked area (focus skill)
Covert ops +40 % chance to hit with covert melee weapons
+35 % chance to instantly kill with covert melee weapons
-20 % action points for disguise
Able to disguise as an enemy soldier or civilian to slip behind enemy lines
Able to convince enemy soldiers to secretly change sides
Will be detected if performing suspicious actions, wearing suspicious gear, or being near fresh corpses
Will be detected if disguised as an enemy soldier and being closer than 10 tiles to the enemy
Will be detected if disguised as an enemy soldier and closer than 5 tiles to fresh corpses
Demolitions -25 % action points to throw grenades
+20 % maximum range when throwing grenades
+30 % chance to hit when throwing grenades
+25 % damage for set bombs and mines
+5 bomb levels for set bombs and mines
+50 % to check for attaching detonators
+50 % to check for planting/removing bombs
+300 % damage for shaped charges on doors
Deputy +50 % resistance against fear
+5 % action points per round for other mercenaries in the vicinity
+ 1 effective experience level for other mercenaries in the vicinity having a lesser level than the deputy
+1 effective experience level to count as a standby when counting bonuses of friends for suppression
+20 % chance to trigger collective interrupts
+20 % total suppression tolerance for other mercenaries in the vicinity and the deputy
+1 morale gain for other mercenaries in the vicinity
-1 morale loss for other mercenaries in the vicinity
+100 % morale loss for all mercenaries in the vicinity if the deputy dies
The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
3 simultaneous bonuses are the maximum for each mercenary
Doctor +50 % effectiveness when on doctor assignment
+60 % speed for bandaging
+20 % natural regeneration speed for all mercenaries in the same sector
Able to use the medical bag to perform surgical intervention on wounded mercenaries
Able to cure lost stats from critical hits by surgery or doctor assignment
Surgery instantly returns 50 % of lost health but depletes the medical bag
Returned health can be boosted an additional 15 % by using blood bags
4 simultaneous bonuses are the maximum for each sector stack
Engineer +50 % speed for repairing items
+60 % efficiency for picking locks
+80 % efficiency for disarming electronic traps
+80 % efficiency for attaching/combining items
+40 % efficiency for unjamming weapons in combat
-100 % penalty to repair electronic items
+4 detect levels for detecting traps and mines
+20 % chance to hit for MadLab's robot controlled by the engineer
Able to repair MadLab's robot
-66 % penalty to repair speed of MadLab's robot
Gunfighter -30 % action points to fire with pistols and revolvers
-30 % action points to ready pistols and revolvers
-50 % action points to reload pistols, machine 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 (single shots only)
+10 % bonus per aim click with pistols, machine pistols, and revolvers
+4 interrupt modifier in marked area (focus skill)
+ 2 aim clicks for pistols, machine pistols, and revolvers
Able to fan the hammer with revolvers
Gunslinger -15 % action points to fire with pistols and revolvers
-15 % action points to ready pistols and revolvers
-25 % action points to reload pistols, machine 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 (single shots only)
+5 % bonus per aim click with pistols, machine pistols, and revolvers
+4 interrupt modifier in marked area (focus skill)
+ 1 aim click for pistols, machine pistols, and revolvers
Able to fan the hammer with revolvers
Hand-to-hand -15 % action points for hand-to-hand attacks with bare hands and brass knuckles
+30 % chance to hit for hand-to-hand attacks with bare hands
+25 % chance to hit for hand-to-hand attacks with brass knuckles
+30 % damage for hand-to-hand attacks with bare hands and brass knuckles
+50 % damage for focused (aimed) punches
+15 % breath damage for hand-to-hand attacks with bare hands and brass knuckles
+30 % chance to dodge hand-to-hand attacks
+5 % additional chance to dodge hand-to-hand attacks with bare hands
+20 % chance to dodge attacks by any melee weapon
-25 % action points to steal weapons, change stances, turn around, climb on/off roofs, and jump over obstacles
-40 % chance to be interrupted when charging towards an enemy on close range
+25 % chance to kick open doors
Enemies knocked out due to hand-to-hand attacks take much longer to recuperate
Heavy weapons -20 % action points to fire rocket/grenade launchers
-10 % action points to fire mortars
+25 % chance to hit with rocket/grenade launchers
-50 % chance to hit penalty for mortars
+30 % damage to tanks with heavy weapons, grenades, and explosives
+15 % damage to other targets with heavy weapons
+4 interrupt modifier in marked area (focus skill)
Hunter +5 % chance to hit with rifles
+10 % chance to hit with shotguns
-10 % action points to fire shotguns
-25 % action points to pump shotguns
-15 % action points to reload single shotgun shells
+10 % effective range with shotguns
+1 aim click for shotguns
+4 interrupt modifier in marked area (focus skill)
Machinegunner +10 % chance to hit with assault rifles, SMGs, and LMGs
-60 % chance to hit penalty for autofire/burstmode
-20 % action points to ready LMGs
-20 % action points to fire LMGs on autofire/burstmode
+4 interrupt modifier in marked area (focus skill)
Reduced chance for shooting extra bullets on autofire
Marksman +5 % chance to hit with rifles
+10 % chance to hit with sniper rifles
-5 % effective range to target with all weapons
+10 % bonus per aim click (except handguns)
+5 % damage on shot per every aim click after first
-25 % action points to chamber a round with bolt-action rifles
+4 interrupt modifier in marked area (focus skill)
Makes aiming faster with rifle-type guns by 1 aim click
Martial arts -30 % action points for hand-to-hand attacks with bare hands and brass knuckles
+60 % chance to hit for hand-to-hand attacks with bare hands
+50 % chance to hit for hand-to-hand attacks with brass knuckles
+60 % damage for hand-to-hand attacks with bare hands and brass knuckles
+100 % damage for special spinning kick
+30 % breath damage for hand-to-hand attacks with bare hands and brass knuckles
+60 % chance to dodge hand-to-hand attacks
+10 % additional chance to dodge hand-to-hand attacks with bare hands
+40 % chance to dodge attacks by any melee weapon
-50 % action points to steal weapons, change stances, turn around, climb on/off roofs, and jump over obstacles
-80 % chance to be interrupted when charging towards an enemy on close range
+50 % chance to kick open doors
Enemies knocked out due to hand-to-hand attacks take much longer to recuperate
Gains special animations for hand-to-hand attacks
Melee -20 % action points with blades
+35 % chance to hit with blades
+25 % chance to hit with blunt melee weapons
+30 % damage with any melee weapon
+50 % damage for aimed attacks with any melee weapon
+30 % chance to dodge attacks from melee blades
+20 % additional chance to dodge attacks from melee blades if holding a blade
+20 % chance to dodge attacks from blunt melee weapons
+10 % additional chance to dodge attacks from blunt melee weapons if holding a blade
Night ops +1 effective sight range in the dark
+1 general effective hearing range
+2 additional hearing range in the dark
+2 interrupts modifier in the dark
-3 need to sleep
Paramedic +25 % effectiveness when on doctor assignment
+30 % speed for bandaging
+10 % natural regeneration speed for all mercenaries in the same sector
Able to use the medical bag to perform surgical intervention on wounded mercenaries
Able to cure lost stats from critical hits by surgery or doctor assignment
Surgery instantly returns 30 % of lost health but depletes the medical bag
Returned health can be boosted an additional 15 % by using blood bags
4 simultaneous bonuses are the maximum for each sector stack
Radio operator Able to use communication equipment
Able to call in artillery strikes from militia forces in neighbouring sectors
Able to locate enemy patrols through the frequency scan assignment
Able to jam communications sector-wide
Able to scan for the jamming device when communications are jammed
Able to call in militia reinforcements from neighbouring sectors
Ranger +10 % chance to hit with rifles
+20 % chance to hit with shotguns
-20 % action points to fire shotguns
-50 % action points to pump shotguns
-30 % action points to reload single shotgun shells
+20 % effective range with shotguns
+2 aim clicks for shotguns
+1 aim click for rifles
+4 interrupt modifier in marked area (focus skill)
Scouting +10 % effective sight range with scopes on weapons
+40 % effective sight range with binoculars and separated scopes
-20 % tunnel vision with binoculars and separated scopes
Able to show the exact number of enemies in adjacent sectors
Able to prevent enemy/bloodcat ambushes on squad
Sniper +10 % chance to hit with rifles
+20 % chance to hit with sniper rifles
-10 % effective range to target with all weapons
+20 % bonus per aim click (except handguns)
+10 % damage on shot per every aim click after first
-50 % action points to chamber a round with bolt-action rifles
+4 interrupt modifier in marked area (focus skill)
Makes aiming faster with rifle-type guns by 2 aim click
Snitch +1 effective hearing range
+3 reputation every day if in good morale
Able to gather rumours and spread propaganda in towns
Able to go undercover in prisons
Able to report about opinions of teammates
Able to prevent misbehaviour of teammates (drugs, alcohol, scrounging)
Spy +80 % chance to hit with covert melee weapons
+70 % chance to instantly kill with covert melee weapons
-40 % action points for disguise
Able to disguise as an enemy soldier or civilian to slip behind enemy lines
Able to convince enemy soldiers to secretly change sides
Will be detected if performing suspicious actions, wearing suspicious gear, or being near fresh corpses
Will be detected if disguised as an enemy soldier and closer than 5 tiles to fresh corpses
Squadleader +100 % resistance against fear
+10 % action points per round for other mercenaries in the vicinity
+ 2 effective experience level for other mercenaries in the vicinity having a lesser level than the squadleader
+2 effective experience level to count as a standby when counting bonuses of friends for suppression
+40 % chance to trigger collective interrupts
+40 % total suppression tolerance for other mercenaries in the vicinity and the squadleader
+2 morale gain for other mercenaries in the vicinity
-2 morale loss for other mercenaries in the vicinity
+300 % morale loss for all mercenaries in the vicinity if the squadleader dies
The vicinity for bonuses is 10 tiles (20 tiles with extended ears)
3 simultaneous bonuses are the maximum for each mercenary
Stealthy -50 % action points to move quietly
+40 % chance to move quietly
+25 % stealth (being 'invisible' if unnoticed)
-20 % chance to be interrupted
-25 % cover penalty for movement
Survival -30 % travel time between sectors if travelling by foot
-15 % travel time between sectors if travelling by vehicle (except helicopter)
-50 % energy spent for travelling between sectors
-35 % penalties for weather
-75 % worn out speed of camouflage by water or time
+10 % evasion against snakes
Able to spot tracks up to 9 tiles away
Teaching +40 % speed when training militia
+40 % effective leadership when determining militia training
+40 % efficiency when teaching other mercenaries
+25 % efficiency when training stats through self-practice assignment
Skill value treated to be +25 higher for being able to teach other mercenaries
Technician +25 % speed for repairing items
+30 % efficiency for picking locks
+40 % efficiency for disarming electronic traps
+40 % efficiency for attaching/combining items
+20 % efficiency for unjamming weapons in combat
-50 % penalty to repair electronic items
+2 detect levels for detecting traps and mines
+10 % chance to hit for MadLab's robot controlled by the technician
Able to repair MadLab's robot
Throwing -20 % action points with throwing blades
+15 % range with throwing blades
+25 % chance to hit with throwing blades
+5 % chance to hit per aim click with throwing blades
+15 % damage with throwing blades
+10 % damage per aim click with throwing blades
+20 % chance to inflict critical hits with throwing blades if not seen or heard
+1 critical hit with throwing blades multiplier
+1 aim click with throwing blades