Jagged Alliance: Rage!

Jagged Alliance: Rage!

Not enough ratings
All items in Jagged Alliance: Rage!
By Daktary
A quick list of all weapons, armors, mods and general items that can be found in Jagged Alliance: Rage!
   
Award
Favorite
Favorited
Unfavorite
Introduction
This is a quick guide that shows all available items in Jagged Alliance: Rage!.

I started making this guide due to necessity as I couldn't find any other source that listed all items available in game. In Jagged Alliance: Rage! weapons and armor modifications are permanent and as such, I wanted a quick comparison guide that showcased all items, side-by-side, so I could understand what items are worth adding mods to.

Initially, I wanted to make this guide text-based with comparison tables, but Steam guides forces you to adhere to a specific screen width. Because the tables did not fit the allocated screen space, nor were they horizontally scrollable, I decided to make this a visual guide instead.

This guide was made for game version 34461.675.
Weapons: Melee
  • The Combat Knife can also be thrown. If thrown by Kyle "Shadow" Simmons while being undetected, it results in a stealth kill. A small radius of sound is created around the target which can alert nearby enemies.
  • The Combat Knife can also be used while resting at camp to remove shrapnel but at the cost of potential infection.
  • The Glass Shard can be found in the "Sewer Exit" level, right after the tutorial. It may may also be found at the "Castle Gate" map at the game's end.
  • The Glass Shard can also be used while resting at camp to remove shrapnel but at the cost of potential infection.
  • The Screwdriver can be first found in the "School" level in the 1st part of the game, in a toolbox.

    General notes on melee weapons:
  • Melee weapons are generally ineffective.
  • Melee weapon's damage is added on top of the character's unarmed damage. For example Raven does 2-3 unarmed damage. With a Frying Pan, Raven does 3-5 total damage.
  • When attacking an enemy from stealth while equipped with a melee weapon, the end result is either an unarmed stealth kill or an armed hit with the weapon. I suggest switching to unarmed when attacking from stealth to guarantee the stealth kill. If you are going for the "Blue Raja" achievement, doing an stealth kill with the weapon equipped is counted for that achievement.
  • Also note that their distribution throughout the game is not consistent. There are certain maps that surely have a specific drop location, but most of the time they are random. If you are going for the "Lord of War" achievement, then I suggest you save before attacking the castle. In the first part, "Castle Gates", there are some boxes that contain random melee weapons. You could redo the section and hope that you will get them (I know this is frustrating, as the level is large).
Weapons: Usables
  • Can be found at the "Castle Gate" map at the game's end
  • Remotely detonating the IED can be done by any character (not only the one that had thrown the device). To actually trigger this effect you have to right-click on the device and select the contextual action.
  • Fidel can craft one such device while resting at the camp. He requires a weapon part and a frag grenade in his inventory fo this action.
  • Sometimes the mine will trigger multiple times.
  • Your mercs can also trigger the mine so be careful after placing it.
  • Can be found at the "Castle Gate" map at the game's end
Weapons: Assault Rifle

    General notes on assault rifles:
  • To use the grenade launcher your merc must also have a 40mm grenade in their inventory.
Weapons: LMG
Weapons: Pistol
  • Although the Colt Python has the same aim bonus and range as the Desert Eagle, in combat it actually has a better hit change (about 5% better).

    General notes on pistols:
  • Pistols become ineffective after the first phase due to low armor penetration.
  • The only two worthwhile pistols are the Colt Python and the Desert Eagle. Although the FN Five-Seven says it has armor piercing, in actual combat, it does little to no damage.
Weapons: Shotgun
  • The in-game description shows the second action as a 3 Bullet Burst, but it actually is a Full Auto attack.
Weapons: SMG
    [*} Although the FN P90 says it has armor piercing, bullets get blocked by the enemies' armor, thus causing no damage.
Weapons: Sniper
  • Can only be found in the "Village" level in the 3rd phase of the game.
  • It only comes with a single bullet and there aren't others that you can find.
Weapons: Special
  • Can only be found in the "Secret Place" location in the 3rd phase of the game. This location unlocks after completing the "Research Lab" location in the 3rd phase of the game.
  • Only has two rounds of ammo.
  • Can be found in the "Black Merc Base" or "Research Lab" levels in the 3rd section of the game.
  • Only has one grenade. The other can be unloaded from the other Bliss Launcher.
  • Can only be found in the "Crash Site" section in the 1st section of the game.
  • If shot while undetected it always results in a stealth kill. A small radius of sound is created around the target which can alert nearby enemies.
  • Bolts are retrievable.
  • Tip: If you have multiple mercs near each other, you can exchange the items between them and reload the Crossbow in the secondary merc's inventory, then pass it back to the main merc (for example Raven who has way better sight). This way you can shoot multiple times a round (useful if two enemies are near eachother).
Weapons: Modifications
  • Although it changes the weapon's damage level to green, it doesn't change the listed damage. I don't know what effects does it have.

    General notes on weapon modifications:
  • Weapon modifications are permanent. After you attach them, you cannot get them back.
  • They can only be crafted thile resting at the camp.
  • Any mercenary may craft weapon modifications.
Armor: Head Gear
Armor: Backpack
  • Serves no purpose.
  • Can only be found in the "Water Reservoir" level from the 2nd part of the game. You must raise the alarm while the commander is still alive. The item is carried by the soldier that tries to poison the water.
Armor: Body
Armor: Legs
Armor: Modifications
  • Can only be found in the "Secret Place" location in the 3rd phase of the game. This location unlocks after completing the "Research Lab" location in the 3rd phase of the game.
  • Only one piece can be found throughout the campaign.

    General notes on armor modifications:
  • Armor modifications are permanent. After you attach them, you cannot get them back.
  • They can only be crafted thile resting at the camp.
  • Only Vicki may craft weapon modifications.
Special: Personal Items

    General notes on personal items:
  • Personal items appear in a standalone slot below the body armor slot.
  • They cannot be traded.
Items: Usables
  • Bliss Syringe can be used to revive a downed merc, but it results in them going berserk. I suggest using it only once in order to get the "Blissed!" achievement.
  • Dirty Bandages can be cleaned while resting at the camp. Your merc will require a bottle of alcohol to disinfect all dirty bandages.
Items: Camp Only
  • Can be also used to remove shrapnel without any infections.

    General notes on camp only items:
  • They can only be used while resting at the camp.
  • To use them, you must click on the correspondent action on the right part of the screen.
  • Only one action is possible while resting at the camp.
Items: Miscellaneous
  • Can only be found in the tutorial of the game. If you want to do the "Way of the rubberduck" achievement, then don't skip the tutorial. You are not required to carry it in your merc's inventory. You can add it in the group inventory until you must use it.