Timesaver

ARC Raiders Skill Tree: All 48 Skills & Unlock Order

Theo Marsh
Theo Marsh
Official ARC Raiders promotional artwork of the Skill Tree screen

Quick Answer — the Skill Tree after Frozen Trail 2.0

The ARC Raiders Skill Tree was rebuilt on October 8, 2026 by the Frozen Trail 2.0 update, so any guide written before that date describes a different tree. The tree still has three branches — Conditioning, Mobility and Survival — holding 48 skills between them, 16 per branch. You earn one Skill Point per Raider level, for a community-documented base total of 76 — plus up to 15 more if you banked Expedition bonus points while that reward still existed — and you spend them on small "minor" nodes plus a binary node mid-branch and two end-of-branch picks.

The structural change is the part that matters. In Embark's own words, the middle of each branch is no longer two parallel paths but "one path where the node is a binary choice between two skills", and "at the end of each branch are two nodes where you must make a choice out of three skills. Here, you can choose up to two of the three" (arcraiders.com). So every branch now forces you to permanently refuse skills — one of two at the mid gate, one of three at the end — until you reset the tree.

Thirteen pre-2.0 skills were removed outright in the revamp, so if you are looking for Carry The Momentum, Calming Stroll, Heroic Leap, Blast-Born, Survivor's Stamina, Unburdened Roll, Effortless Swing, Sky-Clearing Swing, Flyswatter, Revitalizing Squat, Suffer In Silence, Good As New or One Raider's Scraps, they are gone.

On a 76-point budget the honest maths is that you can take one branch all the way to its 40-point gate and a second to its 30-point gate, and that is essentially your build. Expedition veterans carrying bonus points have more room and can push a third branch further. Everything below is the full node list and the order to buy in for four common playstyles.

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What Frozen Trail 2.0 actually changed

Embark was blunt about why they rebuilt it:

"We've heard the comments (and seen in the data) that the Skill Tree was not living up to its role in offering sufficiently interesting ways of building your character to better define and refine your playstyle."

The stated goal was "to look at under-performing skills, modify or replace them, and to get closer to the goal of making choice and expression a more core feature of the Skill Tree." Alongside new skills and "a reshuffling of the layout", new functionality replaced "the previous 'large' nodes at the middle and end of the branches" (all quotes: Frozen Trail 2.0 update notes).

Embark also flagged that this is not final: "there will likely be more tweaks and updates in the near future, to existing and new skills, as we see how you are engaging with it." Treat any skill build you read today as provisional, including this one.

Three carried-over skills got explicitly numbered buffs in the same patch, and they are worth knowing because all three are strong picks:

SkillBranchOfficial 2.0 change
Fight Or FlightMobility"Stamina gained from Fight or Flight increased by ~25% per level"
Stubborn MuleConditioning"Stubborn Mule stamina regen values increased by ~33%"
Back On Your FeetConditioning"Increase Back on Your Feet healing from 30 to 40"

Embark published no unit for that last one. The wiki's pre-2.0 entry recorded Back On Your Feet as regenerating you to roughly 30% health, so the most likely reading is that the buff takes a percentage-of-health ceiling from about 30% to about 40% rather than adding 10 flat hit points. That is an inference from a player-tested value, not an Embark statement.

One earlier skill change still applies: Effortless Roll "now provides greater stamina cost reduction", from patch 1.7.0. The same patch buffed Calming Stroll so it "now applies while moving in ADS" — but Calming Stroll is one of the thirteen skills the 2.0 revamp deleted, so that line no longer describes a skill you can buy. It is an easy change to miss if you are reading patch notes in order.

How Skill Points work

Skill Points come from levelling, not from loot:

"Performing various actions topside grants your Raider experience points (XP) and when you reach certain thresholds your Raiders level increases. For each level the Raider is also awarded skill points that you can spend to learn new skills and abilities."

That is from Embark's Everything you need to know page. Note that Embark has not published a level cap or a current point total — the 76 base figure is community-documented (the wiki's wording is "one Skill Point each time they gain enough experience to level up, for a total of 76") and is usually described as 75 level-ups plus the point you begin with. Frozen Trail 2.0 also added a new, easily-missed XP source: "Completing quests and quest objectives now grants XP", with XP "now shown alongside other rewards when claiming a completed quest" — which, with 22 new quests in 2.0, makes quest completion a materially better XP source than it was before the update. Our older ARC Raiders skill tree guide goes deeper on earning and banking points, though note it describes the pre-2.0 tree and its 15 and 36 point gates. One smaller change is worth knowing if the interface feels different: Store Update 1.47.0 "Changed Skill Point assignment to hold-to-assign by default in the Skill Tree" (patch notes).

Expeditions are no longer a live source of points. Each Expedition used to grant a maximum of 5 Skill Points, capped at 15 bonus points across runs, but the reward was retired at a player's personal fourth departure — "Players embarking on their fourth Expedition will no longer earn Skill Points from the Expedition Challenge" (The Fourth Expedition) — while leaving a catch-up path for players still owed points from earlier runs.

Then Embark paused the whole system: "The fifth Expedition will be the last one until early 2027, when Expeditions will return with major improvements" (The 5th Expedition). On top of that, the 2.0 notes list under Known Issues that "The Expedition screen can still be accessed through the Nomadic Envoys, though it is not functional" — that is a logged bug rather than an announced removal, but the practical outcome is the same.

Bonus points you already earned are yours to keep. Expedition rewards were permanent and additive — Embark's Expedition 2 notes spell out that a Raider on their second Expedition could reach "85 total" by combining that run's points with catch-up on the first. So the 91-point figure in older guides is real for veterans who maxed the 15-point bonus cap; it is simply no longer reachable if you did not already bank it, because the Challenge reward is gone and Expeditions are paused. If you started recently, plan around 76. If you are an Expedition veteran, count your actual total in-game and add the headroom.

Respeccing costs Coins, not points. Patch 1.7.0 "Added Skill Tree Reset functionality in exchange for Coins, 2,000 Coins per skill point", and 2.0 confirms resets still re-roll your choice nodes: "you will be able to make the choice again when you reset your skill tree." Note that 2.0 did not restate the price, so treat 2,000 per point as the last officially published figure rather than a re-confirmed one.

How the tree is structured

Each branch mixes two node types.

Minor nodes are the ordinary skills. Some are a single point for the full effect; others accept up to five points for a scaling benefit. To reach a node you need at least one point in the node before it, so branches unlock along paths rather than all at once.

Major nodes are the diamond-shaped decision points, and this is what 2.0 rebuilt:

GatePoints needed in that branchChoice
Major Node 110Pick 1 of 2 (gate contested — see below)
Major Node 2 — first pick30Pick 1 of 3
Major Node 2 — second pick40Pick a 2nd of the same 3

Because the 40-point gate exists, every branch holds at least 40 allocatable points. On a 76-point base, 40 plus 30 leaves you six spare — the clearest way to think about budgeting. Add any Expedition bonus points you banked on top of that.

One sourcing caveat, stated plainly: Embark has not published the gate numbers. The 2.0 notes only say choices unlock "after reaching the required skill point investment." The 10 / 30 / 40 figures above come from the community wiki's node tables as rebuilt on October 8, 2026, after 2.0 went live. Its pre-2.0 revision recorded the gates at 15 and 36, inside each skill's requirement text. The post-2.0 page then contradicts itself: the rebuilt per-node tables put the first gate at 10, while a summary prose section added in that same October 8 editing pass says 15, 30, 40. Nobody has reconciled the two. We use 10 because it comes from the per-node tables rather than the summary prose, but the first gate is genuinely unsettled — confirm it in-game before you commit points to it. The 30 and 40 gates are consistent across both.

Skills vs Augments — don't confuse them

Skills and Augments are separate systems and people conflate them constantly. Skills are permanent, levelling-driven, and reset only with Coins. Augments are equippable items with their own acquisition and loadout rules, and in the 2.0 notes "Augments" appears only as a store line — "Apollo has had a set of Epic Augments added to the offers" — not as character progression. If you are optimising a build, you want both: see our ranking of the best ARC Raiders augments and the dedicated breakdown of the Survivor augment, which used to be documented on the skills page and now lives with the other augments.

The complete ARC Raiders skill tree — all 48 skills

Descriptions summarise each skill's in-game effect. The Points column shows how many Skill Points a node accepts where that is documented; a dash means the post-revamp value is not yet published by Embark or filled in on the wiki, not that the node costs nothing. We found no per-node costs in any of Embark's published notes. Source for the node tables: the ARC Raiders Wiki skills page, current revision as of October 8, 2026 (15:50 UTC), rewritten after 2.0 went live.

Conditioning — carry weight, breaching, staying up

Conditioning is the hauler and door-opener branch. It decides how much you can walk out with and whether locked loot is available to you at all.

SkillEffectPointsNode
Used To The WeightWearing a shield doesn't slow you down as much1Initial
Stubborn MuleYour stamina regeneration is less affected by being over-encumbered. Buffed ~33% in 2.0—Minor
Three Deep BreathsAfter an ability drains your stamina, you recover more quickly—Minor
Vigorous VaulterVaulting is no longer slowed down while exhausted1Minor
Vault 'N' CarryLets you vault while holding a carryable1Minor
Mule's GallopLets you sprint while over-encumberedOption 1Major 1 at 10
Back On Your FeetWhen critically hurt, health regenerates to a limit. Healing raised 30 to 40 in 2.0Option 2Major 1 at 10
Loaded ArmsYour equipped weapon has less impact on your encumbrance1Minor
Broad ShouldersIncreases max carry weight by 2 per level, up to 105Minor
Downed But DeterminedWhen downed, it takes longer before you collapse. Base 100s, about 6s per level5Minor
Crawl Before You WalkWhen you're downed, you crawl faster5Minor
Speedy MuleReduces the speed penalty when severely over-encumbered—Minor
Proficient PryerBreaching is faster, up to 30% quicker at max — a 10s door takes about 7s5Minor
Security BreachLets you breach Security Lockers, and open ones other players breachedOption 1Major 2 at 30 or 40
Weapon BashLets you perform a melee attack using your equipped weaponOption 2Major 2 at 30 or 40
Bull RushWith weapon stowed, knock back players and ARC while sprintingOption 3Major 2 at 30 or 40

Security Breach is the strongest pure-loot node on this branch — Security Lockers are otherwise closed to you, including ones other Raiders have already opened.

Mobility — stamina, traversal, escaping fights

Mobility is the PvP and disengage branch. Nearly every node feeds stamina economy, which in practice decides who gets to choose whether a fight happens.

SkillEffectPointsNode
Youthful LungsIncrease your max stamina—Initial
Sure-Footed ScramblerWhile sprinting, increases the time you can scramble up steep slopes—Minor
Nimble ClimberYou can climb and vault more quickly—Minor
Ready To RollWhen falling, your timing window for a Recovery Roll is increased—Minor
Fight Or FlightWhen hurt in combat, regain fixed stamina on a cooldown. Buffed ~25% per level in 2.0—Minor
Vault SpringLets you jump at the end of a vaultOption 1Major 1 at 10
Vaults On Vaults On VaultsVaulting no longer costs staminaOption 2Major 1 at 10
Effortless RollDodge Rolls cost less stamina. Improved in 1.7.0—Minor
Right Back At ItReduces the time to get back up after a heavy landing—Minor
Marathon RunnerMoving around costs less stamina—Minor
Slip And SlideYou can slide further and faster—Minor
Off The WallYou can Wall Leap further—Minor
Swift StartIncreases the duration of the high speed at the start of a sprint—Minor
Sprinting On FumesStamina never fully drains while sprinting. Any action or damage cancels it, recovery scales with durationOption 1Major 2 at 30 or 40
Wall RunSprinting at a wall allows you to run up it for a few stepsOption 2Major 2 at 30 or 40
In The FlowChaining mobility moves while sprinting increases speed and reduces stamina costOption 3Major 2 at 30 or 40

On the new vertical terrain of Pendola Pass, Wall Run and In The Flow are worth more than they look — the map rewards routes other players cannot follow.

Survival — looting speed, field crafting, going quiet

Survival is the scavenger and solo branch, and it holds the two nodes that most change what a quiet loot run is worth.

SkillEffectPointsNode
In-round CraftingField-craft topside. Unlocks Flame Spray, Shaker, Li'l Smoke Grenade, Light Impact Grenade, Fruit Mix, Shield Recharger, Adrenaline Shot, Agave Juice, Bandage1Initial
Looter's InstinctWhen searching a container, loot is revealed faster—Minor
Sturdy AnklesYou take less fall damage from a non-lethal height—Minor
Silent ScavengerYou make less noise when looting—Minor
Agile CroucherYour movement speed when crouched is increased—Minor
Quick RollFaster Dodge Roll at reduced stamina cost, shorter distanceOption 1Major 1 at 10
MinesweeperMines and explosive deployables can be defused in close proximityOption 2Major 1 at 10
Gentle PressureYou make less noise when breaching—Minor
Traveling TinkererMore field crafting. Adds Noisemaker, Blaze, Smoke, Lure and Gas Grenade Traps, Herbal Bandage, Raider Hatch Key, plus grenade traps at the Hideout Workbench1Minor
Stylish LandingYou can use the Recovery Roll from higher up—Minor
A Little ExtraBreaching an object generates 1 to 2 crafting materials1Minor
Looter's LuckChance to reveal twice as many items at once while looting5Minor
Turtle CrawlWhile downed, you take less damage5Minor
Road WarriorMore ammo and ARC Powercells from ARC, and full-efficiency recycling in a roundOption 1Major 2 at 30 or 40
Nomadic CraftingField craft a much wider range of itemsOption 2Major 2 at 30 or 40
Field RepairRepair weapons, shields and gadgets up to 30% durability in a roundOption 3Major 2 at 30 or 40

Road Warrior is the quiet money pick. In-round recycling at full efficiency converts junk you would normally leave behind into materials, and ARC Powercells are a materials sink you otherwise have to farm deliberately.

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Unlock order — what to buy, in what order

Point gates are per branch, so the real decision is which branch reaches 40 first. Below are four buy orders for the common playstyles. Treat them as spending priorities rather than exact per-rank allocations — because the wiki does not record a maximum rank for every node, an exact point-by-point plan cannot be written from verifiable data. Each assumes you spend into the named branch until the gate, then continue.

Scavenger / loot runner — the default for new Raiders and the fastest to pay for itself. Survival to 40, then Conditioning to 30.

  • In-round Crafting, then Looter's Instinct — faster container searches compound over every raid you will ever run
  • Silent Scavenger and Agile Croucher — looting is how you get found
  • At 10, take Minesweeper over Quick Roll. Being able to defuse mines and explosive deployables takes a prepared squad's area denial off the table
  • Traveling Tinkerer, then A Little Extra, then max Looter's Luck
  • At 30, take Road Warrior. At 40, add Nomadic Crafting
  • Spend the rest in Conditioning toward Proficient Pryer and the 30-point gate for Security Breach

Hauler / mule — maximum value per extraction. Conditioning to 40, then Survival to 30.

  • Used To The Weight, Stubborn Mule, Loaded Arms
  • At 10, take Mule's Gallop. Sprinting while over-encumbered is the whole identity of this build; Back On Your Feet is the pick only if you keep dying before extract
  • Max Broad Shoulders — plus 10 carry weight is the largest flat stat gain the wiki documents on any node
  • Speedy Mule, then max Proficient Pryer
  • At 30, take Security Breach. At 40, add Weapon Bash for a melee option that does not cost ammo, or Bull Rush if you play with a squad
  • Finish in Survival for In-round Crafting and Looter's Luck, taking Minesweeper at 10 and Road Warrior at its 30-point gate — full-efficiency in-round recycling is the natural partner to a big carry capacity

Aggressive PvP — you want to pick fights and leave them. Mobility to 40, then Conditioning to 30.

  • Youthful Lungs, then Fight Or Flight — now 25% stronger per level, and it refunds stamina when you are hurt in combat
  • Marathon Runner and Effortless Roll for baseline stamina economy
  • At 10, take Vaults On Vaults On Vaults. Free vaulting beats Vault Spring in any fight fought through windows and railings
  • Nimble Climber, Swift Start, Slip And Slide
  • At 30, take In The Flow. At 40, add Sprinting On Fumes for the disengage, or Wall Run on vertical maps
  • Spend the rest in Conditioning on Downed But Determined and Crawl Before You Walk, taking Mule's Gallop at 10 and Bull Rush at the 30-point gate — knocking players back while sprinting is the one end node that actually wins duels

Solo survivor — your priority is finishing raids alive. Survival to 30, Conditioning to 30, rest in Mobility.

  • In-round Crafting, Silent Scavenger, Sturdy Ankles
  • At 10 in Survival, take Minesweeper
  • Max Turtle Crawl and take Gentle Pressure — surviving the downed state is how solos get third-partied and live
  • At 30 in Survival, take Field Repair so a damaged shield does not end your run. Be aware the 2.0 notes list it under Known Issues: "Field Repair may sometimes be unavailable after unlocking. Restarting the game solves the issue and a fix is in the works"
  • In Conditioning, max Downed But Determined and Crawl Before You Walk, then take Security Breach at 30
  • Any remainder into Mobility for Fight Or Flight

If you would rather skip the grind to 40 entirely, we can level the Raider and bank the points for you with ARC Raiders skill tree unlocks.

What Embark has not published

Being straight about where the public record stops:

  • No official node list. Across the patch notes and news posts we checked, Embark has not published the branch names, a full node list, per-node costs or prerequisites. The 2.0 notes name only three skills among the balance changes, plus Field Repair in Known Issues.
  • No official gate numbers. 10 / 30 / 40 is community-documented, as explained above.
  • No official level cap or point total. The 76 base figure is community-documented too.
  • No officially published per-node point costs. The wiki records a maximum rank for some skills and not others; where it records nothing, the tables above carry a dash. Those dashes are honest gaps, and we would rather show them than fill them from a tracker.
  • Exact numeric effects exist for only a handful of skills — Broad Shoulders, Downed But Determined, Proficient Pryer, A Little Extra, and the three skills buffed in 2.0. Everything else is descriptive text, and the wiki labels its own numbers as values "found through player testing" that "may not be completely accurate."
  • The 2,000 Coins respec price was not restated in 2.0.
  • Build 1.000.061 is a console package label from third-party coverage. The official notes call the release "Frozen Trail - 2.0 Update" only.

FAQ

How many skills are in the ARC Raiders skill tree? 48, split evenly across three branches at 16 each — Conditioning, Mobility and Survival. The layout was reshuffled and new skills added by Frozen Trail 2.0 on October 8, 2026.

How many skill points can you get in ARC Raiders? 76 from levelling, one per Raider level — a community-documented base total, since Embark publishes no level cap. Expeditions added a maximum of 5 each up to a 15-point bonus cap, and those bonus points were permanent, so long-time Expedition players can hold up to 91. That route is closed now: the Fourth Expedition removed the Challenge reward, Embark has paused Expeditions until early 2027, and the 2.0 notes list the Expedition screen under Known Issues as not functional. If you did not already bank them, 76 is your ceiling.

How do you reset the ARC Raiders skill tree? From the Skill Tree menu, for 2,000 Coins per allocated Skill Point, as added in patch 1.7.0. It resets the whole tree — there is still no option to reset a single branch or skill — and it lets you re-pick your major node choices.

What are the skill point gates in ARC Raiders? The first major node is usually reported at 10 points in that branch, though the community wiki's own post-2.0 page also says 15 in one place and has not resolved the conflict. The end-of-branch node then unlocks one of three choices at 30 and a second at 40. Embark has not published any of these numbers officially, so verify in-game if a gate decides your build.

Did Frozen Trail 2.0 reset my skill tree? Embark did not announce a forced respec. The tree was restructured — comparing the community wiki's pre-2.0 and post-2.0 revisions, 13 skills are gone and 16 are new — and some carried-over skills were rebalanced to fit the new layout, so re-check your allocation after updating.

Which skill tree branch should you pick first in ARC Raiders? Survival, for most players — faster looting and in-round crafting pay off on every raid. Take Conditioning first only if you are building a dedicated hauler, or Mobility if you fight on purpose.

Are skills the same as augments in ARC Raiders? No. Skills are permanent, levelling-driven and reset with Coins. Augments are separate equippable items with their own acquisition rules.

Get there faster

Skipping the level grind, or want the deep branch nodes without 40 points of farming:

>

- ARC Raiders Skill Tree Unlocks — Raider levelling and Skill Points banked for your build

- ARC Raiders Outpost Research Boost — the Research Workstation track that gates higher weapon tiers and modding

- ARC Raiders Gadget Unlock — gadgets to pair with the field-crafting nodes in Survival

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