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ARC Raiders skill tree: complete upgrade list, prerequisites, and unlock paths

A complete current guide to the ARC Raiders Skill Tree: all 45 Conditioning, Mobility, and Survival skills, their ranks, prerequisites, effects, crafting unlocks, resets, and Expedition rules.
Length8 min Posted Quest giverVGSources Team
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ARC Raiders has 45 skills across three branches: Conditioning, Mobility, and Survival. You earn one Skill Point per level, for 76 level-derived points, and can distribute them across branches without a global branch restriction. However, middle-tier skills require 15 points spent in their own branch, while capstones require 36.

Skills are persistent: once unlocked, they remain active in every raid rather than being selected per loadout. Open the menu through Raider → Skill Tree. The lists below show every current node, its maximum rank, prerequisite path, and effect.

How the ARC Raiders skill tree works

  • Branches: Conditioning, Mobility, and Survival.
  • Total skills: 45 unique nodes, 15 per branch.
  • Level points: one Skill Point per level, providing 76 level-derived points.
  • Branch flexibility: points can be spent across all three branches.
  • Middle-tier gate: 15 points spent in the relevant branch.
  • Capstone gate: 36 points spent in the relevant branch.
  • Persistence: unlocked skills apply in every raid.

Prerequisites are node-specific. A listed prerequisite does not automatically mean that every earlier node in that route must be fully maxed; follow the requirement shown by the current in-game tree. Some late nodes also accept either of two alternative prerequisite branches.

For the complete tree reference, see the ARC Raiders Skill Tree reference.

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Conditioning skill tree

Conditioning focuses on shields, breaching, combat recovery, melee utility, and surviving while downed or critically hurt.

Skill Max points Unlock path Effect
Used To The Weight 5 None Reduces the movement penalty from wearing a shield.
Blast-Born 5 Used To The Weight Reduces the duration of the hearing effect caused by nearby explosions.
Gentle Pressure 5 Used To The Weight Reduces the noise range produced while breaching.
Fight Or Flight 5 Blast-Born Restores a fixed amount of stamina when hurt in combat; has a cooldown.
Proficient Pryer 5 Gentle Pressure Speeds up breaching doors and containers.
Survivor’s Stamina 1 Fight Or Flight + 15 Conditioning points Increases stamina regeneration while critically hurt.
Unburdened Roll 1 Proficient Pryer + 15 Conditioning points After a shield breaks, the first Dodge Roll within the active window costs no stamina.
Downed But Determined 5 Survivor’s Stamina Increases the time before a downed Raider collapses.
A Little Extra 1 Survivor’s Stamina or Unburdened Roll Breaching an object generates crafting materials. It does not guarantee a particular item.
Effortless Swing 5 Unburdened Roll Reduces the stamina cost of melee abilities.
Turtle Crawl 5 Downed But Determined Reduces damage taken while downed.
Loaded Arms 1 A Little Extra Reduces the encumbrance impact of the equipped weapon.
Sky-Clearing Swing 5 Effortless Swing Increases melee damage dealt to drones.
Back On Your Feet 1 Turtle Crawl or Loaded Arms + 36 Conditioning points Regenerates health while critically hurt, up to a limit.
Flyswatter 1 Loaded Arms or Sky-Clearing Swing + 36 Conditioning points Allows Wasps and Turrets to be destroyed with one melee attack.

Conditioning paths explained

The branch begins with Used To The Weight, which leads into two main routes: the explosion-and-combat route through Blast-Born and Fight Or Flight, and the quieter breaching route through Gentle Pressure and Proficient Pryer. After reaching 15 Conditioning points, those routes open Survivor’s Stamina and Unburdened Roll.

The lower tree splits toward downed-state endurance, melee efficiency, and breaching rewards. A Little Extra creates crafting materials when you breach, while Loaded Arms reduces weapon encumbrance. At 36 Conditioning points, Back On Your Feet and Flyswatter are alternative capstone routes rather than one mandatory linear chain.

Mobility skill tree

Mobility improves traversal, stamina economy, dodge rolls, vaulting, wall leaps, and movement while downed.

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Skill Max points Unlock path Effect
Nimble Climber 5 None Increases climbing and vaulting speed.
Marathon Runner 5 Nimble Climber Reduces stamina cost while moving.
Slip and Slide 5 Nimble Climber Makes sliding farther and faster.
Youthful Lungs 5 Marathon Runner Increases maximum stamina.
Sturdy Ankles 5 Slip and Slide Reduces fall damage from otherwise non-lethal falls.
Carry The Momentum 1 Youthful Lungs + 15 Mobility points After a Sprint Dodge Roll, sprinting consumes no stamina for a short period; has a cooldown.
Calming Stroll 1 Sturdy Ankles + 15 Mobility points While walking, stamina regenerates as if standing still. Patch 1.7.0 also made this work while moving in ADS.
Effortless Roll 5 Carry The Momentum Reduces Dodge Roll stamina cost. Patch 1.7.0 increased this reduction.
Crawl Before You Walk 5 Carry The Momentum or Calming Stroll Increases crawling speed while downed.
Off The Wall 5 Calming Stroll Increases Wall Leap distance.
Heroic Leap 5 Effortless Roll Increases Sprint Dodge Roll distance.
Vigorous Vaulter 1 Crawl Before You Walk Prevents vaulting from being slowed while exhausted.
Ready To Roll 5 Off The Wall Increases the timing window for a Recovery Roll when falling.
Vaults on Vaults on Vaults 1 Heroic Leap or Vigorous Vaulter + 36 Mobility points Removes stamina cost from vaulting.
Vault Spring 1 Vigorous Vaulter or Ready To Roll + 36 Mobility points Allows jumping at the end of a vault.

Mobility paths explained

The opening node, Nimble Climber, branches into stamina and sliding routes. Marathon Runner leads to Youthful Lungs, while Slip and Slide leads to Sturdy Ankles. After 15 Mobility points, these routes unlock Carry The Momentum and Calming Stroll.

The lower tree supports different movement styles. Carry The Momentum leads toward cheaper rolls, longer Sprint Dodge Rolls, and the vaulting route through Vigorous Vaulter. Calming Stroll leads toward wall movement and Recovery Rolls. The 36-point capstones, Vaults on Vaults on Vaults and Vault Spring, each allow alternative routes.

Calming Stroll applies to walking, not jogging. Its ADS improvement does not turn jogging into walking. Vigorous Vaulter concerns vaulting while exhausted, while Vault Spring adds a jump at the end of a vault.

Survival skill tree

Survival is the branch for stealthy looting, carry weight, healing-related stamina recovery, field crafting, traps, Security Lockers, and mine disposal.

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Skill Max points Unlock path Effect
Agile Croucher 5 None Increases movement speed while crouching.
Looter’s Instincts 5 Agile Croucher Reveals container loot faster while searching.
Revitalizing Squat 5 Agile Croucher Increases stamina regeneration while crouched.
Silent Scavenger 5 Looter’s Instincts Reduces noise made while looting.
In-round Crafting 1 Revitalizing Squat Unlocks field crafting while Topside.
Suffer In Silence 1 Silent Scavenger + 15 Survival points Reduces movement noise while critically hurt.
Good As New 1 In-round Crafting + 15 Survival points Increases stamina regeneration while under a healing effect.
Broad Shoulders 5 Suffer In Silence Increases maximum carry weight.
Traveling Tinkerer 1 Suffer In Silence or Good As New Unlocks additional field-craft items and grenade-trap crafting at the Workbench.
Stubborn Mule 5 Good As New Reduces the stamina-regeneration penalty from being over-encumbered.
Looter’s Luck 5 Broad Shoulders Gives a chance to reveal twice as many items at once while looting.
One Raider’s Scraps 5 Traveling Tinkerer Gives Raider containers a chance to provide additional field-crafted items.
Three Deep Breaths 5 Stubborn Mule Reduces recovery time after an ability drains stamina.
Security Breach 1 Looter’s Luck or One Raider’s Scraps + 36 Survival points Allows Security Lockers to be breached, including already-breached Security Lockers.
Minesweeper 1 One Raider’s Scraps or Three Deep Breaths + 36 Survival points Allows nearby mines and explosive deployables to be defused.

Survival paths explained

Agile Croucher opens the looting and crouched-stamina routes. Looter’s Instincts leads to quieter looting through Silent Scavenger, while Revitalizing Squat leads to In-round Crafting. At 15 Survival points, the branch opens Suffer In Silence and Good As New.

The lower branch then divides between carrying and looting, crafting rewards, and over-encumbrance recovery. At 36 Survival points, Security Breach and Minesweeper are capstones with alternative prerequisite routes.

What In-round Crafting unlocks

In-round Crafting is the exact name of the skill node. “Field crafting” describes its effect, but is not the node’s name.

It unlocks these craftable items while Topside:

  • Flame Spray
  • Shaker
  • Li’l Smoke Grenade
  • Light Impact Grenade
  • Fruit Mix
  • Shield Recharger
  • Adrenaline Shot
  • Agave Juice
  • Bandage

Traveling Tinkerer adds:

  • Noisemaker
  • Blaze Grenade Trap
  • Smoke Grenade Trap
  • Lure Grenade Trap
  • Gas Grenade Trap
  • Herbal Bandage
  • Raider Hatch Key

Field crafting uses materials in your loot pockets. Materials stored in the Speranza stash cannot be used during the raid, and these recipes do not require you to carry Blueprints.

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A new account normally needs to reach Level 2 to access In-round Crafting because Skill Points are awarded while leveling. A Raider who has completed an Expedition may access it at Level 0 if enough carried-over points are available.

Important Survival interactions

  • Good As New works with healing effects such as Bandages, but not with shield recharging. Its benefit ends when the healing effect ends.
  • A Little Extra generates crafting materials while breaching; it does not guarantee a specific material or item.
  • Security Breach applies specifically to Security Lockers, including ones that have already been breached. It does not open ordinary locked containers.
  • Minesweeper requires slow-crouch movement when approaching mines or explosive deployables. Moving incorrectly can trigger them.
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Skill Point resets

You can reset the entire Skill Tree for 2,000 Coins per Skill Point. The reset is global: there is currently no branch-only reset or individual-node reset.

Expeditions are not required to reset the tree. Expedition-free resets were added in Cold Snap Patch 1.7.0 on December 16, 2025. Use the current Skill Tree reset option in the Raider menu rather than relying on older guides that describe an Expedition requirement.

Expedition Skill Points: what changed

Older guides may say that every Expedition awards five permanent Skill Points. That is no longer current. Expedition bonus Skill Points are capped at 15 total, and beginning with the fourth Expedition, Expedition Challenge rewards changed from Skill Points to temporary Blueprints and permanent Raider Tokens. The fourth Expedition did not raise the 15-point cap, although catch-up for previously missed Skill Points remains available under the applicable Expedition rules.

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For the fourth Expedition, its five damage thresholds were 5,000, 10,000, 30,000, 50,000, and 100,000 damage. Each completed objective awarded one temporary Blueprint and 150 permanent Raider Tokens. The temporary Blueprints reset on the next departure. Duplicate protection applied to Blueprints earned from the Damage Challenge, but not to Blueprints carried over in Ermal’s Vault. Details are documented in the official fourth Expedition announcement.

Patch and guide corrections to know

Patch 1.7.0 changed or clarified several mechanics that older skill-tree pages may describe incorrectly:

  • Security Lockers dynamically spawn across all maps; they should not be treated as fixed, static placements.
  • Downed Raiders can no longer continue breaching doors; that was a fixed exploit or issue, not a usable strategy.
  • Opening the inventory during a breach now cancels the interaction rather than causing the old animation glitch.
  • Rubber Ducks should not be presented as a reliable result of A Little Extra on Stella Montis.
  • Effortless Roll received a larger stamina-cost reduction, and Calming Stroll was expanded to work while moving in ADS.

The community tree reference notes that some player-tested numerical effects may be inaccurate or still require testing. Treat exact percentages, distances, durations, and chances as provisional unless the live in-game tooltip confirms them.

How to plan your skill points

  1. Choose the gameplay problem first. Pick Mobility for traversal and stamina, Survival for looting and crafting, or Conditioning for combat recovery, shields, breaching, and downed-state resilience.
  2. Check the branch threshold. A desired 15-point node requires 15 points in that branch; a capstone requires 36.
  3. Follow the named prerequisite. Do not assume the tree is one fully maxed linear path. Several nodes offer alternative routes.
  4. Prioritize one-point utility nodes when they change your options. In-round Crafting, Calming Stroll, Unburdened Roll, Traveling Tinkerer, and the capstones can unlock new actions rather than simply improving a number.
  5. Leave room for a reset. Resets cost 2,000 Coins per Skill Point and affect the whole tree, so experimental builds are most convenient when you can afford to rebuild every branch.

Because all 76 level-derived points are available over progression but the tree contains many five-rank nodes, you cannot treat every early investment as interchangeable. Plan around the specific capstone or utility skill you want, then use its listed prerequisite route rather than spending blindly on unrelated ranks.

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