Tribes: Ascend/Raider: Difference between revisions

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m (Category)
m (Cost)
 
Line 13: Line 13:
|speed = 8.8 m/s
|speed = 8.8 m/s
|mass = 100 kg
|mass = 100 kg
|tribesgold = 140
|tribesgold = 70
|xp = 18,000
|xp = 9,000
|msatery = 7,500 XP
|msatery = 3,750 XP
|primary = [[Tribes: Ascend/Arx Buster|Arx Buster]]
|primary = [[Tribes: Ascend/Arx Buster|Arx Buster]]
|primary_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Grenade Launcher|Grenade Launcher]]|21,000 XP or 240 Gold}}
|primary_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Grenade Launcher|Grenade Launcher]]|21,000 XP or 240 Gold}}
Line 62: Line 62:
|[[Image:TA_Skin_Raider_Mercenary.png|x200px]]
|[[Image:TA_Skin_Raider_Mercenary.png|x200px]]
|-
|-
|975 Gold || 675 Gold
|487 Gold || 337 Gold
|}
|}



Latest revision as of 21:55, 23 February 2014

Raider
<slider image1="" image2="" />Screenshot from class selection page
General Information
Armor Medium
Health Pool 1,200 (1,250/1,350)
Health Regen Delay 20 seconds (15 seconds)
Energy Pool 100 (110)
Energy Regen Rate 13/s
Walk Speed 8.8 m/s
Mass 100 kg
Cost
Tribes Gold 70
XP 9,000



"The Raider is a durable attacking class, with weapons that can wreak havoc on defenses and Packs that offer extra protection."


This is the most overpowered class in the game, and receives the most attention from the Hi-Rez teams when creating new content. It is one of the two "go to" classes for easy kills, the other being the Doombringer.

Loadouts

Armor Upgrades

Raider MK I

-25% Regeneration delay
+50 Health
+25% Health Regeneration rate
+10 Energy
+50 Health

Skins

Griever Mercenary
487 Gold 337 Gold

Griever

"Originally dispossessed scavengers who picked over battlefields and mourned the dead, Grievers have evolved into loose clans of pirates and smugglers. The difference between Grievers and tribal raiders is simple: Grievers have no honor. They raid and kill indiscriminately."

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."