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with high: MEC (plus lockpicking), LDR (plus teaching), EXP and possibly with HW.
They will be needed at some point in your mission; having no merc skilled in
these fields will usually mean your team's failure. The most efficient procedure
to set up a proficient and versatile team is to hire agile marksmen with skill(s)
in one or more fields (see suggestions in chapters on specialists) You can
neglect MRK if the merc is a top specialist in his field and you want to use
them only in this province. Or to have an errand boy/girl or a mule when s/he
comes really cheap (or free) Note that due to their low MRK they will be
practically useless in combat. In any case, you will need at least 4 specialists:
a proficient mechanic, a skilled negotiator / trainer, an explosives pro and a
medic (*not* a doctor) An HW specialist will also be a valuable addition.
While putting together the perfect team you may witness some disagreement among
your mercs. This animosity (and also fondness) originates in the fact that
nearly all characters have preferences concerning their teammates. Mercs may
refuse to join when there is somebody on your team that they do not like.
Conversely, when you hire a merc hated by somebody already on your roster, the
hater's morale will constantly drop, resulting in poorer field performance. Such
person will also not want to extend his/her contract - unless you hire somebody
they like. Some preferences can be inferred from mercs' bios. For more info on
this subject check one of the recommended sites, see: SECTION 10.
MECHANICS
The mechanic is the most important specialist. Contracting a skilled one at the
very beginning is crucial to the well-being of your mission. Mech's tasks are
manifold. The main duty of this person will be to repair (FIX) equipment which
deteriorates with use (especially guns) You will also find or buy various items
worth fixing. An efficient repairperson must have MEC>50 and high DEX. When
hiring, DEX may be neglected for reasons already mentioned. Mech will PICK locks
on doors and lockers/chests with goodies. S/he will also disarm non-explosive
traps and merge items. Apart from high MEC and DEX, lockpicking (and sometimes
electronics) gives your mech a greater chance to succeed in these activities.
WIS may be another factor (has anyone found the equation to tell the likelihood
of picking a lock?) The mech's overall proficiency increases with LVL. Any task
involving explosives is better handled by an explosives specialist (see
appropriate chapter) Later on you should hire another good mech, as you are
likely to operate several independent squads. Mechs should always carry 100%
tool and locksmith kits. In some towns you can also find NPCs who will repair
your equipment for a price (see: SECTION 6)
Top-10 mechs (descending by overall mechanical expertise):
Since there is no value for PICK, I took account of all contributing factors to
establish a general rating. FIX/PICK gains indicated in brackets are achieved by
training DEX. Higher values and better ratings mean greater proficiency.
M - MERC N - hirable NPC (see: SECTION 6) otherwise -
AIM
Trevor pros: FIX 17, best PICK
cons: expensive
extra: MRK 81, best explosives
Magic pros: FIX 18, top PICK
cons: most expensive
extra: MRK 94, best vitality (physical), LVL 5
Static pros: FIX 18, good PICK
cons: expensive, AGI 66
extra: MRK 86
Gus pros: FIX 15, good PICK
cons: most expensive, AGI 65
extra: MRK 97, top explosives-trainer-doc, HW(E), LVL 8
Vicki pros: FIX 13(+1), good PICK
cons: expensive
extra: MRK 84
Scully pros: FIX 12, good PICK
cons: most expensive
extra: MRK 92, top explosives, good trainer,(average doc), best
vitality, LVL 5
Gasket (M) pros: FIX 12, good PICK
cons: MRK 44, AGI 61
extra: very cheap
Nails pros: FIX 11, good PICK
cons: AGI 60
extra: MRK 84, top explosives
Maddog (N) pros: FIX 10, good PICK
cons: MRK 66
extra: free, top vitality
Len pros: FIX 10, good PICK
cons: expensive
extra: MRK 83, top trainer, (average explosives-doc), LVL 7
Wolf pros: FIX 10, good PICK
cons: MRK 79
extra: (average trainer-doc), top vitality
Cougar (M) pros: FIX 9(+1), average (good) PICK
cons: expensive
extra: MRK 93, (average explosives), top vitality, LVL 5
* * *
Steroid pros: FIX 6(+3), average (good) PICK
cons: AGI 56
extra: MRK 89, cheap
Dimitri (N) pros: FIX 6(+3), mediocre (average) PICK
cons: MRK 77
extra: free
Strongly recommended (in possible order of hiring):
Steroid (good when DEX raised, cheap - slow)
Dimitri (good when DEX raised, free)
Gasket (very cheap - can't shoot)
Nails (good mech, top explosives - slow)
Trevor (best mech-explosives - expensive)
NOTES: In any squad there should be at least 1 good mech.
For other possible choices see: JACKS OF ALL TRADES and TOP
SPECIALISTS.
Check also recommendations in other fields.
NEGOTIATORS / TRAINERS
This specialist is perhaps even more important than the mech. In like manner,
hiring a pro before you start your assignment is imperative. Such merc will be
chiefly responsible for interaction with NPCs (see: SECTION 6) For this purpose
high charisma (LDR>50) is obligatory. Another task of pros in this field will be
to TRAIN militia in newly annexed towns (see: SECTION 5), which ability is
additionally influenced by WIS. LVL affects this province as well. Mercs with
the teaching trait get a bonus to their training competence (see also: SECTION 2)
Specialists with high TRAIN score will create town defense faster.
Top-10 negotiators / trainers (descending by TRAIN value):
Raider pros: TRAIN 130, LDR 87
cons: none
extra: MRK 88
Len pros: TRAIN 111, LDR 61
cons: expensive
extra: MRK 83, good mech, (average explosives-doc), LVL 7
Stephen pros: TRAIN 106, LDR 59
cons: none
extra: MRK 82, top explosives, LVL 5
Conrad (N) pros: TRAIN 106, LDR 51
cons: most expensive
extra: MRK 95, top explosives, (average doc), LVL 5
Miguel (N) pros: TRAIN 105, LDR 98
cons: none
extra: MRK 85, LVL 6, free
Gus pros: TRAIN 103, LDR 83
cons: most expensive, AGI 65
extra: MRK 97, top explosives-mech-doc, HW(E), LVL 8
Buns pros: TRAIN 88
cons: none
extra: MRK 86, (average doc), cheap
Scope pros: TRAIN 88
cons: expensive
extra: MRK 99, LVL 5
Hitman pros: TRAIN 86, LDR 52
cons: none
extra: MRK 88
Scully pros: TRAIN 85, LDR 70
cons: most expensive
extra: MRK 92, top mech-explosives, (average doc), best
vitality, LVL 5
Vince (N) pros: TRAIN 82
cons: MRK 35, AGI 49
extra: best doc, cheap
Ira (N) pros: TRAIN 80
cons: MRK 55
extra: (average doc), free
Strongly recommended (in suggested order of hiring):
Raider (best)
Ira (free, medic - can't shoot)
Buns (cheap, medic)
Stephen (top trainer-explosives)
Miguel (best, free)
NOTE: Hire a top negotiator (to deal with NPCs) and then successively
other trainers. 4 trainers will train militia fast.
EXPLOSIVES SPECIALISTS
Impenetrable door is blocking your way? You stumbled upon a booby trap? Call on
the explosives man. This guy may seem not as important as other specialists, but
on many occasions his presence will be indispensable. Apart from creating and
planting explosives, he will detect and disarm traps (always save before
attempting this!) and land mines. The key qualification is EXP>50, other
relevant stats are high WIS and DEX. The ability to detect traps increases with
LVL. This specialist should carry live (armed) explosives, small door charges
and the metal detector.
Top-10 explosives specialists (descending by overall explosives expertise,
excluding easily trained DEX):
Trevor pros: EXP 88, WIS 97
cons: expensive
extra: MRK 81, best mech
Barry pros: EXP 92, WIS 91
cons: MRK 70
extra: cheap, (average mech)
Red pros: EXP 99, WIS 79
cons: AGI 66, MRK 78
extra: good trainer, cheap
Gus pros: EXP 76, WIS 94
cons: most expensive, AGI 65
extra: MRK 97, top mech-trainer-doc, HW(E), LVL 8
Fidel pros: EXP 97, WIS 71
cons: ;)
extra: MRK 85
Devin (N) pros: EXP 96, WIS 72
cons: AGI 61, MRK 67
extra: cheap; see also: SECTION 4 - HOW TO GET EQUIPMENT;
SECTION 6
Stephen pros: EXP 66, WIS 94
cons: none
extra: MRK 82, top trainer, LVL 5
Larry (M) pros: EXP 92, WIS 70
cons: MRK 70, drunk
extra: good doc, cheap
Scully pros: EXP 66, WIS 93
cons: most expensive
extra: MRK 92, top mech, good trainer, (average doc), best
vitality, LVL 5
Nails pros: EXP 78, WIS 79
cons: AGI 60
extra: MRK 84, good mech
Conrad (N) pros: EXP 68, WIS 88
They will be needed at some point in your mission; having no merc skilled in
these fields will usually mean your team's failure. The most efficient procedure
to set up a proficient and versatile team is to hire agile marksmen with skill(s)
in one or more fields (see suggestions in chapters on specialists) You can
neglect MRK if the merc is a top specialist in his field and you want to use
them only in this province. Or to have an errand boy/girl or a mule when s/he
comes really cheap (or free) Note that due to their low MRK they will be
practically useless in combat. In any case, you will need at least 4 specialists:
a proficient mechanic, a skilled negotiator / trainer, an explosives pro and a
medic (*not* a doctor) An HW specialist will also be a valuable addition.
While putting together the perfect team you may witness some disagreement among
your mercs. This animosity (and also fondness) originates in the fact that
nearly all characters have preferences concerning their teammates. Mercs may
refuse to join when there is somebody on your team that they do not like.
Conversely, when you hire a merc hated by somebody already on your roster, the
hater's morale will constantly drop, resulting in poorer field performance. Such
person will also not want to extend his/her contract - unless you hire somebody
they like. Some preferences can be inferred from mercs' bios. For more info on
this subject check one of the recommended sites, see: SECTION 10.
MECHANICS
The mechanic is the most important specialist. Contracting a skilled one at the
very beginning is crucial to the well-being of your mission. Mech's tasks are
manifold. The main duty of this person will be to repair (FIX) equipment which
deteriorates with use (especially guns) You will also find or buy various items
worth fixing. An efficient repairperson must have MEC>50 and high DEX. When
hiring, DEX may be neglected for reasons already mentioned. Mech will PICK locks
on doors and lockers/chests with goodies. S/he will also disarm non-explosive
traps and merge items. Apart from high MEC and DEX, lockpicking (and sometimes
electronics) gives your mech a greater chance to succeed in these activities.
WIS may be another factor (has anyone found the equation to tell the likelihood
of picking a lock?) The mech's overall proficiency increases with LVL. Any task
involving explosives is better handled by an explosives specialist (see
appropriate chapter) Later on you should hire another good mech, as you are
likely to operate several independent squads. Mechs should always carry 100%
tool and locksmith kits. In some towns you can also find NPCs who will repair
your equipment for a price (see: SECTION 6)
Top-10 mechs (descending by overall mechanical expertise):
Since there is no value for PICK, I took account of all contributing factors to
establish a general rating. FIX/PICK gains indicated in brackets are achieved by
training DEX. Higher values and better ratings mean greater proficiency.
M - MERC N - hirable NPC (see: SECTION 6) otherwise -
AIM
Trevor pros: FIX 17, best PICK
cons: expensive
extra: MRK 81, best explosives
Magic pros: FIX 18, top PICK
cons: most expensive
extra: MRK 94, best vitality (physical), LVL 5
Static pros: FIX 18, good PICK
cons: expensive, AGI 66
extra: MRK 86
Gus pros: FIX 15, good PICK
cons: most expensive, AGI 65
extra: MRK 97, top explosives-trainer-doc, HW(E), LVL 8
Vicki pros: FIX 13(+1), good PICK
cons: expensive
extra: MRK 84
Scully pros: FIX 12, good PICK
cons: most expensive
extra: MRK 92, top explosives, good trainer,(average doc), best
vitality, LVL 5
Gasket (M) pros: FIX 12, good PICK
cons: MRK 44, AGI 61
extra: very cheap
Nails pros: FIX 11, good PICK
cons: AGI 60
extra: MRK 84, top explosives
Maddog (N) pros: FIX 10, good PICK
cons: MRK 66
extra: free, top vitality
Len pros: FIX 10, good PICK
cons: expensive
extra: MRK 83, top trainer, (average explosives-doc), LVL 7
Wolf pros: FIX 10, good PICK
cons: MRK 79
extra: (average trainer-doc), top vitality
Cougar (M) pros: FIX 9(+1), average (good) PICK
cons: expensive
extra: MRK 93, (average explosives), top vitality, LVL 5
* * *
Steroid pros: FIX 6(+3), average (good) PICK
cons: AGI 56
extra: MRK 89, cheap
Dimitri (N) pros: FIX 6(+3), mediocre (average) PICK
cons: MRK 77
extra: free
Strongly recommended (in possible order of hiring):
Steroid (good when DEX raised, cheap - slow)
Dimitri (good when DEX raised, free)
Gasket (very cheap - can't shoot)
Nails (good mech, top explosives - slow)
Trevor (best mech-explosives - expensive)
NOTES: In any squad there should be at least 1 good mech.
For other possible choices see: JACKS OF ALL TRADES and TOP
SPECIALISTS.
Check also recommendations in other fields.
NEGOTIATORS / TRAINERS
This specialist is perhaps even more important than the mech. In like manner,
hiring a pro before you start your assignment is imperative. Such merc will be
chiefly responsible for interaction with NPCs (see: SECTION 6) For this purpose
high charisma (LDR>50) is obligatory. Another task of pros in this field will be
to TRAIN militia in newly annexed towns (see: SECTION 5), which ability is
additionally influenced by WIS. LVL affects this province as well. Mercs with
the teaching trait get a bonus to their training competence (see also: SECTION 2)
Specialists with high TRAIN score will create town defense faster.
Top-10 negotiators / trainers (descending by TRAIN value):
Raider pros: TRAIN 130, LDR 87
cons: none
extra: MRK 88
Len pros: TRAIN 111, LDR 61
cons: expensive
extra: MRK 83, good mech, (average explosives-doc), LVL 7
Stephen pros: TRAIN 106, LDR 59
cons: none
extra: MRK 82, top explosives, LVL 5
Conrad (N) pros: TRAIN 106, LDR 51
cons: most expensive
extra: MRK 95, top explosives, (average doc), LVL 5
Miguel (N) pros: TRAIN 105, LDR 98
cons: none
extra: MRK 85, LVL 6, free
Gus pros: TRAIN 103, LDR 83
cons: most expensive, AGI 65
extra: MRK 97, top explosives-mech-doc, HW(E), LVL 8
Buns pros: TRAIN 88
cons: none
extra: MRK 86, (average doc), cheap
Scope pros: TRAIN 88
cons: expensive
extra: MRK 99, LVL 5
Hitman pros: TRAIN 86, LDR 52
cons: none
extra: MRK 88
Scully pros: TRAIN 85, LDR 70
cons: most expensive
extra: MRK 92, top mech-explosives, (average doc), best
vitality, LVL 5
Vince (N) pros: TRAIN 82
cons: MRK 35, AGI 49
extra: best doc, cheap
Ira (N) pros: TRAIN 80
cons: MRK 55
extra: (average doc), free
Strongly recommended (in suggested order of hiring):
Raider (best)
Ira (free, medic - can't shoot)
Buns (cheap, medic)
Stephen (top trainer-explosives)
Miguel (best, free)
NOTE: Hire a top negotiator (to deal with NPCs) and then successively
other trainers. 4 trainers will train militia fast.
EXPLOSIVES SPECIALISTS
Impenetrable door is blocking your way? You stumbled upon a booby trap? Call on
the explosives man. This guy may seem not as important as other specialists, but
on many occasions his presence will be indispensable. Apart from creating and
planting explosives, he will detect and disarm traps (always save before
attempting this!) and land mines. The key qualification is EXP>50, other
relevant stats are high WIS and DEX. The ability to detect traps increases with
LVL. This specialist should carry live (armed) explosives, small door charges
and the metal detector.
Top-10 explosives specialists (descending by overall explosives expertise,
excluding easily trained DEX):
Trevor pros: EXP 88, WIS 97
cons: expensive
extra: MRK 81, best mech
Barry pros: EXP 92, WIS 91
cons: MRK 70
extra: cheap, (average mech)
Red pros: EXP 99, WIS 79
cons: AGI 66, MRK 78
extra: good trainer, cheap
Gus pros: EXP 76, WIS 94
cons: most expensive, AGI 65
extra: MRK 97, top mech-trainer-doc, HW(E), LVL 8
Fidel pros: EXP 97, WIS 71
cons: ;)
extra: MRK 85
Devin (N) pros: EXP 96, WIS 72
cons: AGI 61, MRK 67
extra: cheap; see also: SECTION 4 - HOW TO GET EQUIPMENT;
SECTION 6
Stephen pros: EXP 66, WIS 94
cons: none
extra: MRK 82, top trainer, LVL 5
Larry (M) pros: EXP 92, WIS 70
cons: MRK 70, drunk
extra: good doc, cheap
Scully pros: EXP 66, WIS 93
cons: most expensive
extra: MRK 92, top mech, good trainer, (average doc), best
vitality, LVL 5
Nails pros: EXP 78, WIS 79
cons: AGI 60
extra: MRK 84, good mech
Conrad (N) pros: EXP 68, WIS 88
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