Tribes: Ascend/Infiltrator: Difference between revisions

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(Moved costs)
(Added mastery cost)
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|tribesgold = 240
|tribesgold = 240
|xp = 14,000
|xp = 14,000
|mastery = 7,500 XP
|primary = [[Tribes: Ascend/Rhino SMG|Rhino SMG]]
|primary = [[Tribes: Ascend/Rhino SMG|Rhino SMG]]
|primary_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Stealth Spinfusor|Stealth Spinfusor]]|37,500 XP or 420 Gold}}
|primary_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Stealth Spinfusor|Stealth Spinfusor]]|37,500 XP or 420 Gold}}

Revision as of 01:56, 5 May 2013

Infiltrator
<slider image1="" image2="" />Screenshot from class selection page
General Information
Armor Light
Health Pool 800 (900/1,000)
Health Regen Delay 20 seconds (15 seconds)
Energy Pool 100 (110)
Energy Regen Rate 13/s
Walk Speed 10 m/s (11 m/s)
Mass 100 kg
Cost
Tribes Gold 240
XP 14,000
Mastery 7,500 XP

"With stealth capabilities and heavy explosives, the Infiltrator can devastate an enemy defense."

Loadouts

Armor Upgrades

Infiltrator MK I

-25% Regeneration delay
+10 Energy
+100 Health
+10% Run speed
+100 Health

Skins

Mercenary Assassin
675 Gold 975 Gold

Mercenary

"Some bands of warriors become mercenaries, selling their skills for payment. They are not fully trusted by tribesmen, though more for reasons of prudence. At the end of a contract period, mercenary groups may go to work for an enemy. During a contract, mercenaries are considered as reliable on the field as any tribesman. Treacherous merc groups are cast out and hunted down like dogs."

Assassin

"Most tribes view assassination as a violation of the Tenets, but in the wake of the Seventh Firetruce massacre, some take a more pragmatic view. Assassins are almost always Tribeless, but not without honor of their own. An assassin will fulfill a contract or die trying."