▤ Field manualThe ARC Raiders skill tree, explained
ARC Raiders' skills are split across three branches, and where you spend points shapes how you play the surface — how much you can carry, how fast you move, and how long you last in a firefight. Here's how the tree is structured and how to plan around it.
Three branches
- Conditioning — carry weight, shield handling, and staying power. If you haul heavy and fight through it, this is your spine.
- Mobility — movement, traversal, and stamina. Slippery, fast, hard to pin down.
- Survival — scavenging, revives, and staying alive when a raid goes wrong.
Most builds lean into one branch and dip into another; spreading thin across all three rarely pays off.
Nodes, ranks, and gates
Each node holds several ranks — you invest points to raise it, and higher ranks deepen the effect. Two things gate your choices:
- Major nodes (marked with a diamond) are the standout perks a branch is built around.
- Branch-point gates lock deeper tiers until you've spent enough points in that branch — so committing to a branch unlocks its best nodes, and dabbling doesn't.
Per-rank point costs aren't documented in any source we trust, so our tools assume one point per rank and say so — the shape of the tree is real, the exact economy is the game's to confirm.
Plan it, then share it
The skill builder enforces the prerequisites and branch gates as you spend, shows each node's effects on hover, and encodes your whole build into the URL — so you can plan a loadout of perks and send it to a squadmate with a single link, no account needed. Pair it with the loadout builder to match your perks to the gear you actually run.