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Creating your own mercenary:
In Jagged Alliance 2 you get to create one own mercenary. You can do this on the Psych Pro Inc. (IMP) homepage. To get there read you e-mails, and there the mysterious e-mail from Psych Pro Inc. (IMP). Remember the activation code on the second page of that e-mail. Now go to the web, (IMP is now on your bookmarks) then enter the code! (It's XEP624) Now you can begin the character generation. It's done by first typing your characters name and nickname, and then choosing your gender. Then the generation will continue with 16 psychological questions to define your characters personality, how you answer these questions will in some extend also affect your characters abilities, and may also give you some special abilities. After answering these questions, comes the distribution of ability scores. You get 55 points to each of your ability, and about 30-50 points to spend on what ever, you can also subtract points from an ability to add to another, however there's limitations that the lowest ability score is 35 and the highest is 85. Then comes choosing of portrait, there are 6 possibilities per. gender. The last thing you get to choose is your voice (3 possibilites per. gender). Your starting equipment depends how you answered the psycholocical questions. he few things you can't define are the colours of your clothes and your form of body. Your gender and strenght+agility score will define your body form.
Here's the list of all the special abilities:
Ambidextrous: Use two hands for two weapons.
Automatic Weapons: Increases merc's skill with automatic weapons.
Electronics: Better at handling all things electronical.
Hand to Hand: Better at punching foes at close range.
Heavy Weapons: Increases skill at handling bigger weapons (ex. mortar)
Knifing: Improves skill at combat knives and throwing knives.
Lock Picking: Increases skill at successfully picking locks.
Martial Arts: Helps accuracy and damage in hand to hand combat.
Night Ops: Allows you to move more stealthily and better vision during night.
Stealth: Enables quieter, more covert movement.
Throwing: Increases skill at throwing things (grenades, knives, etc.)
Teaching: Improves skill at training militia and teaching specific skills.
Here's the list of possible personalities:
Aggressive: Makes you a better fighter, but worser at talking to people.
Friendly: More success with talking to NPCs.
Normal: Just like it sounds.
Optimist: Always has a higher morale, better leadership abilities.
Pessimist: Lower morale and likely poor leadership abilities. +10 skill points.
Psycho: Randomly uses burst option. However, they do have a 15% higher chance to hit!
Here's how you can try to cheat the system to give you the exact skill & personality you want :
Question 1
1: Martial Arts 2: None 3: Hand to Hand combat 4: Lock Picking 5: Throwing 6: Optimism
Question 2
1: Teaching 2: None 3: Psycho Personality 4: Friendly personality
Question 3
1: Lock Picking 2: None 3: Stealth 4: Normal personality
Question 4
1: Automatic Weapons 2: Friendly Personality 3: Normal Personality 4: None 5: None
Question 5
1: None 2: None 3: Aggressive Personality 4: None
Question 6
1: None 2: Night Ops 3: None 4: None 5: None
Question 7
1: Electronics 2: Knifing 3: Night Ops 4: None
Question 8
1: Ambidextrous 2: None 3: Optimistic Personality 4: Psycho Personality
Question 9
The answers to this question have no effect on skills/personality.
Question 10
The answers to this question have no effect on skills/personality.
Question 11
1: None 2: Teaching 3: Aggressive Personality 4: Normal Personality 5: None
Question 12
1: Martial Arts 2: Knifing 3: None 4: Automatic Weapons 5: Hand to Hand combat 6: Electronics 7: None 8: None
Question 13
1: None 2: Normal Personality 3: Normal Personality 4: None
Question 14
1: None 2: Normal Personality 3: None 4: None
Question 15
1: Throwing 2: Ambidextrous 3: None 4: None
Question 16
The answers to this question have no effect on skills/personality.

  • Information submitted by Kova