For most new or returning Raiders, start in Mobility with Youthful Lungs, then add Nimble Climber or Sure-Footed Scrambler. Survival is the better first branch if your raids center on crafting and looting, while Conditioning is strongest for heavy hauling, over-encumbrance and downed-state resilience. No first build is universally best: Frozen Trail 2.0 rewards choosing skills around how you actually move, fight, scavenge and carry loot.
The skill tree was substantially rebuilt on October 8, 2026. The explanations and priorities below describe that live 2.0 structure, not the pre-update tree.
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How the ARC Raiders skill tree works after Frozen Trail 2.0
Skill points improve your Raider permanently and remain in place between raids; they are not a per-raid loadout. The current guide reports 76 base points by level 75. Because the tree persists, an early choice affects every future expedition rather than only one match.
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Frozen Trail 2.0 replaced the old mid-tree and end-tree layout. Each of the three branches now has a middle node where you choose one of two skills. At the branch end, you can take up to two of three skills after reaching the required investment. Embark says those choices can be changed when you reset the tree.
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| Planning point | Current figure or rule | Qualification |
|---|---|---|
| Base points | 76 by level 75 | Reported by the current guide; confirm your live total in game. |
| Middle-branch choice | 10 points invested | Guide-reported threshold; not listed in the official October 8 notes. |
| First end-branch choice | 30 points invested | Guide-reported threshold; verify in the tree. |
| Second end-branch choice | 40 points invested | Guide-reported threshold; verify in the tree. |
| Reset price | 2,000 Coins per skill point | Guide-reported cost; the official notes do not state a reset price. |
Embark has warned that more adjustments are likely as the team watches how players use the revamped tree. Treat a build as a current plan, not a permanent meta. Before spending a large bank of points, open the in-game tree and check the labels, ranks and costs shown on your client.
Mobility skills: stamina, climbing and fast traversal
Mobility is the broadest starting branch for players who sprint, climb, vault, scramble up slopes, slide or dodge during nearly every raid. Its value is felt while rotating between objectives, escaping ARC pressure and repositioning in a fight.
Early Mobility skills
- Youthful Lungs increases maximum stamina. It is the safest first purchase when you regularly run out of stamina before reaching cover or an extraction route.
- Nimble Climber speeds climbing and vaulting. The current guide reports up to a 15% increase to climbing and vault speed across its ranks.
- Sure-Footed Scrambler extends sprint scrambling on steep slopes, helping on uneven terrain where a normal sprint repeatedly loses momentum.
- Ready to Roll widens the timing window for a recovery roll after a fall.
- Fight or Flight returns stamina after combat damage, subject to a cooldown. Embark’s October 8 notes increased its stamina gain by about 25% per level; the guide reports up to 25 stamina in its current ranks.
Nimble Climber is the more direct choice for routes built around ladders, ledges and vault chains. Sure-Footed Scrambler fits maps and approaches with long steep climbs. Fight or Flight is more valuable when damage is a regular part of your escape pattern than when you avoid contact entirely.
The 10-point Mobility choice
- Vault Spring lets you jump at the end of a vault, adding a vertical or directional option to a vault route.
- Vaults on Vaults on Vaults removes the stamina cost of vaulting.
Choose Vault Spring when you use vaults to change elevation or break an opponent’s aim. Choose Vaults on Vaults on Vaults when repeated low obstacles consume more stamina than the jump itself. They solve different traversal problems rather than providing a simple stronger-versus-weaker upgrade.
Later Mobility improvements
Further Mobility nodes reduce dodge-roll or general movement stamina costs, extend sprint acceleration, improve sliding or wall leaps, and shorten recovery after a heavy landing. The exact rank values can change with updates, so read each rank in the live tree before committing points. The guide also uses Marathon Runner as a movement-oriented option in its example progression; take it when the current in-game description matches your long-rotation needs.
Rank #2
Mobility end choices
- Sprinting on Fumes allows sprinting without fully draining stamina. Other actions or taking damage cancel the effect.
- Wall Run lets you run a few steps up a wall.
- In the Flow makes chained mobility moves increase speed while reducing stamina cost.
Sprinting on Fumes favors long, uninterrupted runs. Wall Run is a specialized route-making tool for players who recognize useful wall approaches. In the Flow rewards players who continuously link slides, vaults, climbs and other movement actions. You can take up to two end choices after the required investment, so select the pair that reflects your actual routes instead of assuming all three are interchangeable.
Conditioning skills: carrying loot, breaching and surviving pressure
Conditioning is built for Raiders who leave raids over-encumbered, carry valuable objects, breach containers under pressure or spend more time downed than they would like. It improves the cost of being heavy and gives you more options when a run goes wrong.
Early Conditioning skills
- Used to the Weight reduces shield movement penalties, making defensive equipment less punishing to movement.
- Stubborn Mule makes stamina regeneration less affected by over-encumbrance. Embark increased its stamina-regeneration values by about 33% in the October 8 update.
- Three Deep Breaths shortens recovery after a stamina-draining ability.
- Vigorous Vaulter preserves vault speed while exhausted.
- Vault ‘N’ Carry allows you to vault while holding a carryable.
These skills target different forms of weight pressure. Used to the Weight helps whenever a shield slows you; Stubborn Mule matters after your inventory exceeds its comfortable load; Vigorous Vaulter and Vault ‘N’ Carry matter when carrying an objective item would otherwise turn every obstacle into a stop.
The 10-point Conditioning choice
- Mule’s Gallop allows sprinting while over-encumbered.
- Back on Your Feet regenerates health while critically hurt, up to a limit. Embark increased its healing from 30 to 40 in the October 8 notes.
Pick Mule’s Gallop for extraction routes where you knowingly leave with more weight than your normal capacity. Pick Back on Your Feet when surviving a downed or critically injured moment is more important than moving quickly with a full pack.
Later Conditioning improvements
Additional Conditioning nodes increase carrying capacity, reduce the movement penalty from excess weight, reduce the encumbrance impact of an equipped weapon, improve downed crawl speed or the time before collapse, and shorten breaching time. A hauling build should combine capacity and penalty reduction rather than buying only one of them; otherwise a larger inventory can still leave you too slow to escape.
Rank #3
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- Survive Above All: Hunger, thirst, basic safety, and protecting yourself from the weather are all part of the game
- Harvest, Hunt and Build: Cut down trees and turn them into a basic home, which you can quickly expand into a Jurassic estate. Hunt for meat, scavenge for plants (or start your own garden!)
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Conditioning end choices
- Security Breach opens Security Lockers.
- Weapon Bash enables a melee attack with your weapon.
- Bull Rush knocks back players or ARC while sprinting with your weapon stowed.
Security Breach is a route-defining utility choice if Security Lockers are central to your map plan. Weapon Bash adds a close-range option without switching to a separate melee item. Bull Rush is for aggressive movement into or through a target while your weapon is stowed.
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Survival supports long scavenging runs. It improves how quickly and quietly you search, unlocks field crafting, reduces some fall risk and adds tools that can turn materials found during a raid into immediate equipment.
Early Survival skills
- In-Round Crafting unlocks several field-crafted consumables.
- Looter’s Instinct reveals container contents faster. The guide reports up to a 25% reduction in search time.
- Silent Scavenger reduces the noise made while looting, with the guide reporting up to 50% less looting noise.
- Sturdy Ankles reduces fall damage from non-lethal heights.
- Agile Croucher increases crouched movement speed.
In-Round Crafting is the first priority for players who routinely run short of consumables far from a safe workbench. Looter’s Instinct improves the time economy of every container search. Silent Scavenger is the better early choice when nearby players or ARC are the main reason you stop searching. Sturdy Ankles and Agile Croucher are movement-and-risk tools that become more noticeable on vertical routes or stealth approaches.
The 10-point Survival choice
- Quick Roll provides a faster, shorter dodge with a lower stamina cost.
- Minesweeper lets the Raider defuse nearby mines and explosive deployables.
Quick Roll fits combatants who dodge frequently and want to preserve stamina. Minesweeper is a route and squad-utility choice when explosive deployables regularly block your intended path.
Later Survival improvements
Later nodes reduce breach noise, unlock field-crafted tools and grenade traps, increase recovery-roll height, generate crafting materials from breaching, sometimes reveal two items at once, and reduce damage while downed. Because these effects serve different raid phases, compare them to your route: a stealth looter gains more from quiet breaching, while a crafter gains more from material generation and additional field recipes.
Rank #4
- Use cunning strategy and tactics to tame, train, ride and breed the 100+ dinosaurs and other primeval creatures roaming the dynamic, persistent ecosystems across land, sea, air, and even underground Build your character's strengths and gain items, skills, and pet creatures using in-depth role-playing systems
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- Build a fire or shelter, then craft customizable clothing & armors to help protect against damage and extreme temperatures on your way to unlocking advanced technologies and equipment
- Chop down trees and mine metal and other precious resources to build massive multi-leveled structures composed of complex snap-linked parts
Survival end choices
- Road Warrior increases ammo and ARC Powercell loot from ARC and allows full-efficiency in-round recycling.
- Nomadic Crafting expands field-crafting options.
- Field Repair repairs weapons, shields and gadgets up to 30% durability during a raid.
Road Warrior is aimed at ARC-focused looting and efficient recycling. Nomadic Crafting is the broadest field-production option. Field Repair extends a run when damaged equipment would otherwise force an extraction.
There is a known launch-period issue with Field Repair: Embark’s October 8 notes said it could be unavailable after unlocking. Restarting the game was the stated workaround while a fix was in progress. If the skill remains missing after a restart, check the current patch notes and the in-game tree rather than spending points again.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Which skills should you unlock first?
General movement or a new Raider
- Take Youthful Lungs for a larger stamina reserve.
- Add Nimble Climber if your routes use ledges, ladders and vaults, or Sure-Footed Scrambler if steep slopes are the recurring problem.
- Continue toward another movement skill, such as Marathon Runner, when its live description fits your route.
This is the most broadly useful opening because stamina and traversal affect looting, fights, escapes and extraction alike. It is a practical default, not a developer-endorsed universal ranking.
Looting and crafting
- Unlock Survival’s In-Round Crafting.
- Add Looter’s Instinct to reduce the time spent searching containers.
- Choose Silent Scavenger if noise while searching is the main threat; otherwise consider the branch’s utility choices.
Heavy hauling
- Invest in Conditioning skills that increase capacity or reduce the movement penalty from excess weight.
- Take Mule’s Gallop at the middle choice if sprinting while over-encumbered is central to your extraction plan.
- Pair that with a downed-state or breaching improvement if your route involves contested containers.
PvP-oriented movement
Prioritize stamina, dodge-roll efficiency and chained movement. At the Mobility end, compare Sprinting on Fumes, Wall Run and In the Flow against the way you actually engage. The aggressive PvP allocation published in the current guide is one documented build, not a settled universal meta.
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Security-locker routes
Build through Conditioning toward Security Breach when opening Security Lockers is the defining objective of your route. The utility is valuable only if those lockers are part of your normal plan; otherwise an earlier stamina, capacity or survival skill will affect more raids.
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A practical way to choose between branches
Before spending points, classify your raids on three axes:
- Mobility and stamina: How often do you run dry, climb, vault, slide or dodge to survive?
- Capacity and downed resilience: How often do you become over-encumbered, breach under fire or crawl after being downed?
- Looting, stealth, crafting and utility: How much of your time is spent searching, crafting, defusing or repairing rather than fighting?
Then label your usual raid as PvP-oriented, balanced or scavenging-focused. A balanced player can begin with Mobility and branch into Survival or Conditioning once the first movement bottlenecks are solved. A dedicated scavenger should not spend early points on a movement end choice merely because it is popular; In-Round Crafting, Looter’s Instinct or Silent Scavenger may produce more value in that specific loop.
What changed from the old tree
Pre-October 8, 2026 guides describe the legacy layout. Their skill locations, point gates and unlock orders are historical unless they match the current in-game tree. The community wiki’s table explicitly says it has not been rebuilt for the 2.0 tree, so it can corroborate a skill description but should not be used as a route map for current spending.
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Scan for outdated or missing drivers - takes under a minuteDriver Scan →Clear out junk files and repair common Windows errorsFree Scan →Embark’s October 8 update describes a revamped tree with new skills, improvements, a reshuffled layout, one-of-two choices in the middle of each branch and up to two-of-three choices at the branch end. The stated goal was to improve under-performing skills and make playstyle expression more central. The current guide lists 16 new skills, 13 removed skills and 11 skills moved between branches.
“As this is a fairly big reimagining of the Skill Tree, 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.”
That warning is important when planning a long-term build. Recheck the tree after balance patches, especially the rank values, point gates and any skill whose behavior depends on a bug fix.
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