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Jagged Alliance: Back in Action eGuide
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Contents

  • Essentials
    • Bootcamp
      • Before You Begin
      • Laptop Menu
      • World Map
      • Combat Deployment Areas
      • Plan and Go System (Command Mode)
      • Loyalty and Income
      • Militia
      • NPCs
    • Combat Tactics
      • Aiming
      • Firing Modes
      • Melee
      • Grenade Usage
      • Guard Mode
      • Range
      • Terrain
      • Cover
      • Elevation
      • Stealth
      • Stances
      • Preparing for Battle
      • Indoor/Outdoor
      • Plan and Go vs. Real Time
      • Save/Reload
    • Squad Tactics
      • Weapon Variety
      • Team Building
      • Play to your Strengths
      • Morale
      • The Four F's
      • Enemy Disposal
      • Enemy A.I.
      • Night Ops
    • Association of International Mercenaries (A.I.M) and Recruits
      • Mercs and Recruits
      • Merc Stats
      • Traits and Morale
      • Mercenary Overview GUI
      • Aquiring Mercs and Recruits
      • Merc and Recruit Data
    • Mercenaries
      • Barry
      • Blood
      • Bull
      • Buns
      • Buzz
      • Cliff
      • Danny
      • Dr. Q
      • Fidel
      • Fox
      • Grizzly
      • Grunty
      • Gus
      • Hitman
      • Ice
      • Igor
      • Ivan
      • Len
      • Lynx
      • Magic
      • Malice
      • MD
      • Meltdown
      • Nails
      • Raider
      • Raven
      • Reaper
      • Red
      • Scope
      • Scully
      • Shadow
      • Sidney
      • Spider
      • Static
      • Stephen
      • Steroid
      • Thor
      • Trevor
      • Vicki
      • Wolf
    • Recruits
      • Carlos
      • Conrad
      • Devin
      • Dimitri
      • Dr Vince
      • Dynamo
      • Hamous
      • Iggy
      • Ira
      • Maddog
      • Miguel
      • Shank
    • Quests
      • Quest List
      • Quest Map
    • Weapons and Equipment
      • Weapons
      • Armor
      • Attatchments
      • Grenades
      • Ammunition
      • Equipment

Jagged Alliance: Back in Action Guide › Essentials › Mercenaries

Magic

NAME: Earl "Magic" Walker
HEALTH: 92
STAMINA: 99
STARTING LEVEL: 5

CONTRACT

HIRING COST : $53,000
EQUIPMENT COSTS : $10,940
TOTAL COSTS : $63,940

STARTING GEAR

Gear Image
Steyer
30 x 5.56x45mm NATO
Kevlar vest
Spectra leggings
Dress shirt
Casual shoes
Field cleaning kit
Lock picks

ATTRIBUTES

Attribute Level
Agility 99
Dexterity 89
Strength 92
Intelligence 80
Perception 94

SKILLS

Skill Level
Medical 24
Explosives 27
Mechanical 91
Markmanship 74
Stealth 95

TRAITS

Chameleon: Skilled at hiding even without perfect camouflage items

Assault rifle: Expert at using assault rifles

Athletic: Slower decrease in stamina while running

Strengths/Weaknesses

Magic is one of the most physically fit mercs on the roster. All his attributes are around 90, except for a slightly lower intelligence. His athletic trait is a testament to the training he goes through and his numbers echo that fact.

On top of his peak physical conditioning, he excels at anything mechanical. Also, for a man as tough as Magic, he is incredibly agile and moves like a cat. If he has any notable weakness it is his marksmanship, but it is not significant.

Tactics

The strength and stamina of a rhino with the agility and speed of a tiger make him truly earn the name Magic. His incredibly high stealth and chameleon trait make him a virtual ghost on the battlefield.

Although he doesn’t specifically excel at melee combat, his high strength and stealth abilities give him a ninja-like ability to remove enemies. Take advantage of his stealth to get him into excellent ambush positions.

His marksmanship is a bit low compared to the rest of his skills, but is offset by high dexterity. This means he is still a very effective shooter, and his physical skills give him the speed, sight, and strength to lead any squad or gun down enemies from the flank.

Long-Term Play

The only attribute Magic is lacking in is intelligence but because his medical skills are not his strong suit it is not a real weakness. You can still funnel a few points into intelligence if you want him to level up quicker because his other numbers are so high.

At the start, all he can use is a syringe, which is not a lot of help, and making his next medical check of 40 is a long ways off. It is probably better to abandon the medical side and focus on his only other lacking trait--marksmanship.

Put your efforts into boosting his shooting ability. It will eventually match his physical prowess, making him an elite solider who can handle any situation on the battlefield.

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