Tribes: Ascend/Raider: Difference between revisions

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m (Whiteout to Blackout)
(Reduced costs and added shocklance)
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|armor = Medium
|armor = Medium
|primary = [[Tribes: Ascend/Arx Buster|Arx Buster]]
|primary = [[Tribes: Ascend/Arx Buster|Arx Buster]]
|primary_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Grenade Launcher|Grenade Launcher]]|42,000 XP or 240 Gold}}
|primary_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Grenade Launcher|Grenade Launcher]]|21,000 XP or 240 Gold}}
|primary_unlock2 = {{LockedWeaponEntry|[[Tribes: Ascend/Plasma Gun|Plasma Gun]]|88,000 XP or 500 Gold}}
|primary_unlock2 = {{LockedWeaponEntry|[[Tribes: Ascend/Plasma Gun|Plasma Gun]]|44,000 XP or 500 Gold}}
|primary_unlock3 = {{LockedWeaponEntry|[[Tribes: Ascend/Dust Devil|Dust Devil]]|18,000 XP or 160 Gold}}
|primary_unlock3 = {{LockedWeaponEntry|[[Tribes: Ascend/Dust Devil|Dust Devil]]|9,000 XP or 160 Gold}}
|secondary = [[Tribes: Ascend/NJ4 SMG|NJ4 SMG]]
|secondary = [[Tribes: Ascend/NJ4 SMG|NJ4 SMG]]
|secondary_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/NJ5-B SMG|NJ5-B SMG]]|75,000 XP or 420 Gold}}
|secondary_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/NJ5-B SMG|NJ5-B SMG]]|37,500 XP or 420 Gold}}
|secondary_unlock2 = {{LockedWeaponEntry|[[Tribes: Ascend/Desert NJ4|Desert NJ4]]|18,000 XP or 160 Gold}}
|secondary_unlock2 = {{LockedWeaponEntry|[[Tribes: Ascend/Desert NJ4|Desert NJ4]]|9,000 XP or 160 Gold}}
|secondary_unlock3 = {{LockedWeaponEntry|[[Tribes: Ascend/Shocklance|Shocklance]]|37,500 XP or 420 Gold}}
|pack = [[Tribes: Ascend/Shield Pack|Shield Pack]]
|pack = [[Tribes: Ascend/Shield Pack|Shield Pack]]
|pack_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Jammer|Jammer]]|42,000 XP or 240 Gold}}
|pack_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Jammer|Jammer]]|21,000 XP or 240 Gold}}
|belt = [[Tribes: Ascend/EMP Grenade|EMP Grenade]]
|belt = [[Tribes: Ascend/EMP Grenade|EMP Grenade]]
|belt_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Blackout Grenade|Blackout Grenade]]|42,000 XP or 240 Gold}}
|belt_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Blackout Grenade|Blackout Grenade]]|21,000 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]]|21,000 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]]|9,000 XP or 160 Gold}}
|icon = [[Image:Raider.png|94px]]
|icon = [[Image:Raider.png|94px]]
}}
}}
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! Griever !! Mercenary
! Griever !! Mercenary
|-
|-
|[[Image:TA_Skin_Raider_Griever.png|100px]]
|[[Image:TA_Skin_Raider_Griever.png|x200px]]
|[[Image:TA_Skin_Raider_Mercenary.png|100px]]
|[[Image:TA_Skin_Raider_Mercenary.png|x200px]]
|-
|-
|975 Gold || 675 Gold
|975 Gold || 675 Gold

Revision as of 02:25, 10 April 2013

Raider
<slider image1="" image2="" />Screenshot from class selection page
General Information
Armor Medium




Cost




"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
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."