Tribes: Ascend/Infiltrator: Difference between revisions
Te-krogoth (talk | contribs) (Moved costs) |
Te-krogoth (talk | contribs) (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
"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 |
---|---|
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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."