Prima Games eGuides Jagged Alliance: Back in Action eGuide

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

Jagged Alliance: Back in Action eGuide Essentials Mercenaries

Thor

CONTRACT

HIRING COST : $15,00
EQUIPMENT COSTS : $3,995
TOTAL COSTS : $18,995

STARTING GEAR

GEAR IMAGE
Deagle pistol
.357 Magnum x9
Silencer
MedKit
Light flak jacket
Military t-shirt
Trousers – gray
Coreplayer

ATTRIBUTES

ATTRIBUTE LEVEL
AGILITY 83
DEXTERITY 80
STRENGTH 89
INTELLEGENCE 77
PERCEPTION 74

SKILLS

SKILL LEVEL
MEDICAL 70
EXPLOSIVES 11
MECHANICAL 35
MARKSMANSHIP 64
STEALTH 89

TRAITS

Tough : Takes less damage in melee combat

Team player Morale rises when working in a full squad

Strengths/Weaknesses

Thor is a man of many talents. He's extremely fit and capable in close-quarters engagements.

He might not have any melee-boosting traits, but the tough trait limits the damage he'll take from enemy melee attackers and his high strength means he'll do plenty of damage up close even without a trait boost.

Thor is also in the upper percentile of mercs when it comes to his starting stealth rating. That along with his default Deagle/silencer equipment means that you can immediately set him to work on covert actions.

But wait! There's more! Thor also starts out with exceptionally high medical and marksmanship ratings for a merc who already has such strong qualities in other categories.

All told, he's one of the most well-rounded, stealth-oriented mercs available.

Tactics

Thor is built for stealth, so take advantage of that. Make sure you've always got him packing a silenced weapon of some sort.

Also be sure to keep a few healing items in his inventory because a high medical/dexterity means he can use anything effectively, even when he's still just starting out.

Thor is also perfectly capable on your front lines as a combat medic. A high marksmanship skill complements the high medical/dexterity.

Thor works well with Ice and he can be hired at the start of the game, though be aware that he's not a big fan of Spider.

Long-Term Play

Developing Thor, and really many of the mercs at his level or higher, really boils down to making a great thing even better. His stealth rating is high enough that you can effectively leave it alone while you focus on making the "good" categories "great."

Boosting dexterity is going to be a no-lose situation because it plays directly to Thor's strengths in medical and marksmanship. Both of those would benefit from a few points; obviously marksmanship more than medical because it's the lower of the two.

If you really want to go one-man-army with Thor, you could also put off following the above recommendations and instead focus your early leveling efforts on boosting Thor's mechanical rating.

It starts out at 35 and the tool kit unlocks at 50, which means that you can have him using the top-level repair items within three levels while also having six other skill points to spread around elsewhere during that timeframe.

It will mean a longer development time for Thor's other skills, but he's a competent enough merc to start with. There's little harm putting your priority on improving what starts out as a secondary skill over making his primary strengths even better.