Tribes: Ascend/Perks

Perks are slight modifications that gives you specific advantages during gameplay. There are two perk slots with a unique selection of perks for each slot. Perks are shared across every class, so buying a perk unlocks it for every class. Every perk costs 160 gold or 18000 experience.

Rage
If you are close to the flag when it is grabbed, you enter a raged state. During this state you get a 50% increase in energy recharge as well as a 10% reduction in mass, so your disk-jumps will propel you faster. It's useful for any defenders that stay near the flag, especially Pathfinders, who can benefit from the increased energy regen to feed their Thrust Pack and help their disk-jumps.
 * Level 1: +50% energy regen in rage
 * Level 2: +50% energy regen in rage
 * Mastery: +25% heal at start of rage

Ultra Capacitor I
The Ultra Capacitor I gives you an additional 10 energy. It's unlocked from the start. You can't really go wrong with this, more energy means better mobility. It's also quite helpful for any class that has energy-using weapons or packs like the Raider, as they benefit from a larger energy pool. It can be used with Ultra Capacitor II for a total of 20 extra energy.
 * Cannot be upgraded

Reach
Reach increases the range for picking up flags. This is really useful for beginner cappers, as they get a larger margin of error when going for grabs. It's helpful for a veteran as well, as the increased reach means you can grab the flag without having to risk slamming into a Force Field, a player with the Super Heavy perk or activating mines. It also applies to flag passing and flag returns. The final upgrade gives you better ammo pickup range, which is useful for a Pathfinder that needs an additional Nitron without changing his route too much.
 * Level 1: +10% reach
 * Level 2: +10% reach
 * Mastery: Reach works on ammo drops

Safe Fall
Safe Fall reduces the fall damage taken by 40% at base level. Not a popular perk, as most of the time you can use your jetpacks to slow your fall to non-damaging speeds. The third upgrade gives you some protection against Shrikes, as their pilots usually prefer ramming into you than using their hard-to-aim guns. That still doesn't happen very often, so as a result, this perk doesn't see much use.
 * Level 1: +20% fall damage reduction
 * Level 2: +20% fall damage reduction
 * Mastery: Also reduces vehicle runover damage

Ultra Capacitor II
The Ultra Capacitor II gives you an additional 10 energy. It's purposes are the same as Ultra Capacitor I, but it's in the secondary slot, so it's a good choice if you already have another primary perk that you favor. It can be used with Ultra Capacitor I for a total of 20 extra energy.
 * Cannot be upgraded