JA2 1.13 Minor Traits
There are 12 Minor Traits in Jagged Alliance 2 1.13. Unlike Major Traits, we can only receive one Minor Trait selection.
Ambidextrous JA2 1.13
- +20% speed on reloading guns with magazines
- -33% speed on reloading guns with loose rounds
- -33% APs to pick up items
- -33% APs to work backpack
- -33% APs to handle doors
- -33% APs to plant/remove bombs and mines
- -33% APs to attach items
Athletics JA2 1.13
- +25% APs for movement (running, walking, squatting, crawling, swimming etc.)
- +33% energy spent for moving, roof-climbing, obstacle-jumping, swimming etc.
Bodybuilding JA2 1.13
- +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 by 100% if hit on legs
Demolitions JA2 1.13
- -25% APs to throw grenades
- +20% max range when throwing grenades
- +30% CtH when throwing grenades
- +25% damage for set bombs and mines
- +50% to attaching detonators check
- +50% to plant/remove bombs check
- Decreased chance of enemy detecting your bombs and mines (+5 bomb level)
- Increased chance for shaped charge on opening doors (x3 damage)
Melee JA2 1.13
- -20% APs to attack with blades
- +35% CtH with blades
- +25% CtH with blunt melee weapons
- +30% damage with blades
- +30% damage with blunt melee weapons
- Aimed attack with any melee weapon deals +50% damage
- +30% chance to dodge attack from melee blades
- +20% additional chance to dodge melee blades if holding a blade
- +20% chance to dodge attack from blunt melee weapons
- +10% additional chance to dodge blunt melee weapons if holding a blade
Night Ops JA2 1.13
- +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
Radio Operator JA2 1.13
- Can use communications equipment
- Can call in artillery strikes from allies in neighboring sectors
- Via Frequency Scan assignmnent, enemy patrols can be located
- Communications can be jammed sector-wide
- If communiciations are jammed, an operator can scan for the jamming device
- Can call in militia reinforcements from neighboring sectors
Scouting JA2 1.13
- +10% to effective sight range with scopes on weapons
- +40% to effective sight range with binoculars (and scopes separated from weapons)
- -20% tunnel vision with binoculars (and scopes separated from weapons
- If in sector, adjacent sectors with show exact number of enemies
- Prevents enemy ambushes on your squad
- Prevents bloodcat ambushes on your squad
Stealthy JA2 1.13
- -50% APs to move quietly
- +40% chance to move quietly
- +24% stealth (being "invisible" if unnoticed)
- -20% chance to be interrupted
- Reduced cover penalty for movement by 25%
Survival JA2 1.13
- -30% travel time needed between sectors if taveling by foot
- -15% travel time needed between sectors if traveling in vehicle (except helicopter)
- -50% less energy spent for traveling between sectors
- -25% weather penalties
- -75% worn ot speed of camouflage by water or time
- +10% snake vision
- +20% camouflage effectiveness
Teaching JA2 1.13
- +40% bonus to militia training speed
- +40% bonus to effective leadership for determining militia training
- +40% bonus to teach other mercs
- Skill value treated to be +25 higher for being able to teach this skill to other mercs
- +25% bonus to train stats through self-practice management
Throwing JA2 1.13
- -20% basic APs to throw blades
- +15% max range when throwing blades
- +25% CtH when throwing blades
- +5% CtH 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 throwing blade mutiplier
- Adds 1 more aim click for throwing blades
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