Wildfire Ref - Attributes Skills and Traits¶
Attributes¶
SALARY : is the amount a merc charges for his services. A merc charges differing amounts depending on whether the contract is for a day, a week, or two weeks. A merc's salary comes directly out of your main bank account, and must be paid in advance. (A.I.M. Mercs operate on a strictly cash-up-front basis, for obvious reasons.) Don't blow your entire wad on expensive mercs until you can afford their exceptional talents.
HEALTH : represents both the physical well-being of a mercenary and the amount of damage he can take before death. A mercenary with 100 health is in perfect physical condition. A mercenary with 10 health could be killed by stubbed toe. Health also influences the overall performance of a mercenary and the effectiveness of other statistics and skills. After all, it's hard to perform any job well and when your arm is falling off.
Enemy health value range:
- 0+ Dying
- 15+ Critical you can steal his weapon at this level
- 30+ Wounded
- 45+ Poor
- 60+ Healthy
- 75+ Strong
- 90+ Excellent
AGILITY : measures how well a mercenary reacts physically to a new situation, whether it's a shotgun blast or a pesky mosquito. Agility affects the speed, coordination and control a merc displays while recognizing and reacting to an event, as well as the merc's traveling speed.
DEXTERITY : measures a mercenary's ability to perform delicate or precise movements correctly. For certain skills, like medical talents, a high DEXTERITY is very important. Having read all books doesn't do much good if your hands shake during surgery.
STRENGTH : represents a mercenary's muscle and brawn. You'll find it particularly important in hand-to-hand combat and forcing things open.
LEADERSHIP : measures charm, respect, and presence. Leadership affects your mercs' performance in the field and their interactions with non-player characters.
WISDOM : affects a mercenary's ability to learn from experience and training. Naturally, it also affects his interpretation of things. Highly intelligent mercs have no difficulty mastering the inner workings of complex military items. Those not so mentally blessed take more time to absorb the intricacies of skill or action. (Hey guys! Look at the funny metal pineapple with the pin in it!)...
EXPERIENCE LEVEL : is the most important mercenary trait. It reflects the sum of their abilities: their years in A.I.M., the amount of combat they've seen, and how knowledgeable they are in the field. As mercenaries gain in experience class, they also again certain benefits:
- Their ability to detect booby traps and ambushes improves.
- They become sneakier and their stealth increases.
- They are able to focus their sights on an enemy more quickly and accurately.
- They become more effective at interrupting enemies. (and avoiding being interrupted themselves.)
- Their salary increases. (mind you, it's a benefit to them.)
MARKSMANSHIP : A keen eye and a steady hand contribute to the sought after talents of the marksman. A mercenary's marksmanship skill reflects his ability to hit, precisely, any given target with a firearm.
MECHANICAL : Mercenaries use all sort of gadgets-their weapons, radios, locks, and so on. Mechanical skill rates a merc's ability to repair damaged, wornout or broken items or equipment (such as vehicles), jimmy locks, and to combine existing objects to form new ones.
EXPLOSIVE : A member's explosives skill determines his ability to create, use, and disarm explosives without blowing himself sky-high. A highly skilled merc could disarm the most complex bomb without breaking a sweat, while an unskilled merc might destroy the building just by trying to light a sparkler.
MEDICAL : Since they seldom get into firefights near hospitals, injured mercs must rely on one another for treatment. A member's medical skill represents his current medical knowledge and ability to heal the wounded. A mercenary with high skill could perform brain surgery with a can opener and a sewing kit, while a low skilled mercenary would have trouble applying a band-aid correctly.
Morale : A Mercenary' morale will decrease if you kill civilians or if they are work with someone they dislike. In such cases the mercenary also refuse to perform certain skills or deny your orders.
- Good
- Stable
- Poor
- Panic
Skills¶
Effects of the Skills
Ambidextrous : Removes penalties if you wield guns akimbo
Auto weapons : Half the penalty to hit when firing full auto or burst, perfect with the psycho trait which further enhances the full auto or burst accuracy
Electronics : Better chances to open electronic locks, disarming electronic traps and assembling remote detonators and other electronics
Hand-to-Hand : Improves unarmed fighting skill and damage, less skill bonus compared to Martial Arts, but more damage bonus
Knifing : Improves ability with bladed weapons
Lockpicking : Better chance to successfully pick locks
Martial Arts : Improves unarmed fighting skill and damage, you will be able to "finish off" a damaged enemy with a roundhouse kick with doubled damage that cant miss, you also recover energy faster while sleeping. More skill bonus compared to Hand To Hand but less damage bonus. If your strength exceeds 74 or if your merc is female, you will get the Hand To Hand skill as a male or Ambidextrous as a female instead! (Pointed out by ordieguy73, thanks for that!)
Night Ops : Enhanced perception and vision at night (i.e., greater viewing distance and higher chance to interrupt enemies at night). The effect stacks with night vision goggles, and you also recover energy more quickly while sleeping.
Stealthy : Less chance of being spotted while moving in stealth, effect is enhanced in smoke clouds
Teaching : Bonus to training other Mercs or Militia
Throwing : Increased hit chance, range, and accuracy with throwable weapons (e.g., grenades and throwing knives). Grants an additional range bonus when tossing items to other Mercs. Also enhances the chance to instantly kill when throwing a knife from stealth (if the action is unheard and unseen beforehand).
Camouflage : TBD
On-roof : TBD
Traits¶
Effects of the Personality Traits
Normal : No effect
Aggressive : Your Merc will be more difficult to pin down by enemies, the morale hit when retreating from a battle will be doubled and finally negative effects in interactions with NPCs
Optimist : Faster morale increase and slower morale decrease
Pessimist : Opposite of Optimist
Arrogant : Negative effects when interacting with NPCs
Asshole : Negative effects when interacting with NPCs
Friendly : Opposite of Asshole
Claustrophobic : AP of the Merc is lowered when in confined spaces and if left alone, he can suffer a panic attack which almost depletes the morale of said Merc completely
Coward : Faster morale drops overall, but no moral penalty for retreating from battles
Forgetful : The Merc will sometimes forget orders and stop what he is doing
Heat Intolerant : Merc will complain when in hot areas, maybe a moral drop to but I didn't notice it
Loner : Didn't notice much difference, only slower moral decrease when the Merc is working alone
Nervous : When alone the Merc will suffer a panic attack if the morale is low, which depletes the remaining morale even further
Psycho : Small bonus to the hitting chance of the Merc and sometimes the Merc will switch to full auto or burst when in single fire mode or will shoot more bullets when already in full auto both with higher accuracy. If the Merc is equipped with a weapon that can't fire auto or burst, he will suffer a small moral drop instead.
I.M.P. Question Guide¶
Table of Skills & Personality Traits Answers
| Question | A | B | C | D | E | F |
|---|---|---|---|---|---|---|
| 1 | Martial Arts | Loner | Hand To Hand | Lockpicking | Throwing | Optimist |
| 2 | Teaching | Stealthy | Psycho | Friendly | ||
| 3 | Lockpicking | Arrogant | Stealthy | Normal | ||
| 4 | Autoweapons | Friendly | Normal | Lockpicking Asshole |
Loner | |
| 5 | Coward | - | Aggressive | - | ||
| 6 | Coward | Night Ops | Claustrophobic | - | - | |
| 7 | Electronics | Knifing | Night Ops | - | ||
| 8 | Ambidextrous | - | Optimist | Psycho | ||
| 9 | Forgetful | - | Pessimist | Nervous | ||
| 10 | - | Pessimist | Asshole | Nervous | ||
| 11 | - | Teaching | Aggressive | Normal | ||
| 12 | Martial Arts | Knifing | - | Autoweapons | Hand To Hand | Electronics |
| 13 | Forgetful | Normal | Normal | Heat Intolerant | ||
| 14 | Claustrophobic | Normal | Heat Intolerant | - | ||
| 15 | Throwing | Ambidextrous | - | Arrogant | ||
| 16 | - | - | - | - | ? | ? |
References¶
- Jagged Alliance 2 Wildfire Manual, it ship with Steam game copy
- I.M.P. Question Guide