Gaming Guide

ARC Raiders 2.0 Skill Tree: All 48 Skills and Every Choice Node Explained

The full Conditioning, Mobility and Survival branch list, with the 10-point pick-one nodes and the 30 and 40-point end nodes.

The full Conditioning, Mobility and Survival branch list, with the 10-point pick-one nodes and the 30 and 40-point end nodes.

The Frozen Trail rework turned the ARC Raiders skill tree into a set of forced decisions. Every branch now holds a node where you keep only one of two skills, and two end nodes that let you keep two of three. You can no longer buy everything, so the picks you lock in define your Raider more than the small passives around them.

Quick answer: Each of the three branches holds 16 skills. A mid-branch node opens at 10 points in that branch and lets you take one of two skills; the two end nodes open at 30 and 40 points and together let you take two of three.


How the skill tree is laid out

Select the first icon in the RAIDER tab to open the tree. Your unspent points appear at the top; counters show points invested in Conditioning (green), Mobility (yellow) and Survival (red).

Each branch contains one starting skill, four early skills, a middle choice node, six additional skills and two end nodes: 16 skills per branch, or 48 skills in the full tree. The choice node requires 10 points in its branch.

Spending a point raises that branch’s counter. Hovering a node you cannot buy yet shows NODE NOT REACHED, with the skill’s name and description still readable on the card.

The first end-node pick opens at 30 points in the branch, and the second at 40. No single branch ever gives you all three of its end skills.

Skill Tree screen with Used to the Weight selected and its Add Skill Point prompt open
The Conditioning starting skill, Used to the Weight, selected with the Add Skill Point prompt open.

The 10-point choice node in each branch

Halfway through each branch sits a node that offers two skills and lets you keep only one. Its panel reads “Requires 10 points in <branch>”, so you need ten points already spent in that branch before you can pick. Once you choose, the other option is gone until you reset the tree.

BranchOption AOption B
ConditioningMule’s Gallop — allows sprinting despite being over-encumberedBack On Your Feet — regenerate health when critically hurt
MobilityVault Spring — lets you leap as a vault concludesVaults On Vaults On Vaults — vaulting costs no stamina
SurvivalQuick Roll — faster, cheaper, shorter dodge rollMinesweeper — defuse mines and deployables up close

The 30 and 40-point end nodes

At the end of each branch, two picks come from a shared set of three skills. The panel bar shows 30 and 40: reaching 30 points in the branch unlocks the first pick, and reaching 40 unlocks the second. Choose two different skills; you can’t select one twice.

BranchThree end skills
ConditioningSecurity Breach, Weapon Bash, Bull Rush
MobilitySprinting On Fumes, Wall Run, In The Flow
SurvivalRoad Warrior, Nomadic Crafting, Field Repair

Security Breach grants access to Security Lockers. Weapon Bash strikes an enemy at close range with your equipped weapon, while Bull Rush knocks players and ARC back as you sprint with your weapon stowed. Use the Activate Skill key for Weapon Bash and Bull Rush: T by default.

Sprinting On Fumes keeps stamina from reaching zero during a sprint; any other action or damage ends the effect, and the recovery period depends on how long you sprinted. Wall Run lets you take a few running steps up a wall. In The Flow increases speed and cuts stamina costs when you chain mobility moves.

On the Survival side, Road Warrior boosts the ammo and ARC Powercells you recover from ARC and keeps recycling at full efficiency throughout a round. Nomadic Crafting gives you more items to craft in the field. Field Repair restores weapons, shields, and gadgets to 30% durability during a round.


Every Conditioning skill

Conditioning covers carry weight, shields, breaching and staying alive once you are downed. It starts with Used to the Weight, which lessens the slow from wearing a shield.

SkillNodeEffect
Used To The WeightStartShields slow you down less
Three Deep BreathsEarlyStamina starts regenerating sooner after an ability uses it up
Stubborn MuleEarlyOver-encumbrance affects stamina regen less
Vigorous VaulterEarlyVaulting is not slowed while exhausted
Vault ‘n’ CarryEarlyKeep a carryable in hand as you vault
Mule’s GallopChoice (10)Sprint even when your load exceeds the encumbrance limit
Back On Your FeetChoice (10)Health regenerates to a limit when critical
Downed But DeterminedLateFive levels increase how long you stay down before collapsing
Broad ShouldersLate+2 max carry weight per level, up to +10
Crawl Before You WalkLateCrawl faster when downed (5 levels)
Speedy MuleLateLessens the movement-speed drop at severe encumbrance
Loaded ArmsLateYour weapon adds less to your encumbrance total
Proficient PryerLateGet through door and container breaches more quickly
Security BreachEnd (30/40)Breach Security Lockers
Weapon BashEnd (30/40)Melee attack with your equipped weapon
Bull RushEnd (30/40)Sprint to send players and ARC flying backward
Conditioning end-node panel showing Security Breach, Weapon Bash and Bull Rush with marks at 30 and 40
The Conditioning end-node panel: Security Breach, Weapon Bash and Bull Rush, with the bar marked at 30 and 40.

Every Mobility skill

Mobility handles stamina, sprinting, vaulting, rolling and traversal. Youthful Lungs opens the branch and raises your maximum stamina, so most builds put their first points here.

Adding a skill point to Youthful Lungs in the Mobility branch to raise maximum stamina
Youthful Lungs, the Mobility starting skill that increases maximum stamina.
SkillNodeEffect
Youthful LungsStartIncreases max stamina
Sure-Footed ScramblerEarlyLonger scramble up steep slopes while sprinting
Nimble ClimberEarlySpend less time climbing and vaulting
Ready To RollEarlyWider Recovery Roll window when falling
Fight Or FlightEarlyRegain stamina when hurt, on a cooldown
Vault SpringChoice (10)Finish your vault with a jump
Vaults On Vaults On VaultsChoice (10)Vaulting costs no stamina
Effortless RollLateEach Dodge Roll uses a smaller share of your stamina
Right Back At ItLateRegain your footing sooner after a hard landing
Marathon RunnerLateMovement uses up less stamina
Slip And SlideLateSlide with greater speed and distance
Off The WallLateWall Leap further
Swift StartLateThe fast burst at sprint’s start lasts longer
Sprinting On FumesEnd (30/40)Sprint stamina cannot be depleted completely
Wall RunEnd (30/40)Take a few running steps up a wall
In The FlowEnd (30/40)Chaining moves raises speed, lowers stamina cost

Fight Or Flight restores a set amount of stamina when you take damage, increasing from 5 at level one to 25 at level five. Every one of Effortless Roll’s five levels further reduces Dodge Roll stamina use.


Every Survival skill

Survival is the looting, stealth and field-crafting branch, and it now carries the in-round repair and recycle skills. In-Round Crafting starts it and unlocks field crafting while you are Topside.

SkillNodeEffect
In-Round CraftingStartMake items in the field while Topside
Sturdy AnklesEarlyLess fall damage from non-lethal heights
Looter’s InstinctsEarlySearching brings loot into view sooner
Agile CroucherEarlyFaster movement while crouched
Silent ScavengerEarlyLooting makes less sound
Quick RollChoice (10)Faster, cheaper, shorter dodge roll
MinesweeperChoice (10)Defuse mines and deployables up close
Stylish LandingLateUse Recovery Roll after falling from a greater height
Traveling TinkererLateAdditional items become available for field crafting
Turtle CrawlLateTake less damage while downed
Looter’s LuckLateA single reveal may uncover twice the number of items
Gentle PressureLateBreaches produce less noise
A Little ExtraLateResources come from breaching an object
Road WarriorEnd (30/40)More ARC ammo and Powercells, full recycle efficiency
Nomadic CraftingEnd (30/40)Craft a broader selection of items in the field
Field RepairEnd (30/40)In-round repairs can bring gear to a maximum of 30% durability

Looter’s Instincts and Gentle Pressure both deepen over five levels, speeding up loot reveals and quieting your breaches respectively, while Agile Croucher raises crouch movement speed step by step.


Carried-over skills that changed in 2.0

Three skills that survived the rework were tuned upward in the same update, and all three sit on common paths.

  • Fight or Flight now provides roughly 25% more stamina per level.
  • Stubborn Mule now restores stamina regeneration at a rate about 33% higher.
  • Back on Your Feet now heals you to 40 rather than 30.

How to confirm a pick landed

You know a pick landed when the point counter at the top drops and the branch counter climbs. If a node still shows NODE NOT REACHED on hover, you have not yet spent enough points in that branch to reach it, so build toward the 10, 30 and 40-point marks before expecting the diamond nodes to open.