Tribes: Ascend/Raider: Difference between revisions
Te-krogoth (talk | contribs) m (Jammer, not sensor jammer) |
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|pack_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Jammer|Jammer]]|42,000 XP or 240 Gold}} | |pack_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Jammer|Jammer]]|42,000 XP or 240 Gold}} | ||
|belt = [[Tribes: Ascend/EMP Grenade|EMP Grenade]] | |belt = [[Tribes: Ascend/EMP Grenade|EMP Grenade]] | ||
|belt_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/ | |belt_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Blackout Grenade|Blackout Grenade]]|42,000 XP or 240 Gold}} | ||
|belt_unlock2 = {{LockedWeaponEntry|[[Tribes: Ascend/Cluster Grenade|Cluster Grenade]]|42,000 XP or 240 Gold}} | |belt_unlock2 = {{LockedWeaponEntry|[[Tribes: Ascend/Cluster Grenade|Cluster Grenade]]|42,000 XP or 240 Gold}} | ||
|belt_unlock3 = {{LockedWeaponEntry|[[Tribes: Ascend/EMP-XL Grenade|EMP-XL Grenade]]|18,000 XP or 160 Gold}} | |belt_unlock3 = {{LockedWeaponEntry|[[Tribes: Ascend/EMP-XL Grenade|EMP-XL Grenade]]|18,000 XP or 160 Gold}} |
Revision as of 23:36, 17 February 2013
Raider | |
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General Information | |
Armor | Medium
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Cost
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"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.
Cost to Unlock
Tribes Gold: 140
XP: 18,000
Armor Upgrades
Raider MK I
- -25% Regeneration delay
- +50 Health
- +25% Health Regeneration rate
- +10 Energy
- +50 Health
Skins
Griever | Mercenary |
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975 Gold | 675 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."