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.

Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →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.
| Branch | Option A | Option B |
|---|---|---|
| Conditioning | Mule’s Gallop — allows sprinting despite being over-encumbered | Back On Your Feet — regenerate health when critically hurt |
| Mobility | Vault Spring — lets you leap as a vault concludes | Vaults On Vaults On Vaults — vaulting costs no stamina |
| Survival | Quick Roll — faster, cheaper, shorter dodge roll | Minesweeper — 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.
| Branch | Three end skills |
|---|---|
| Conditioning | Security Breach, Weapon Bash, Bull Rush |
| Mobility | Sprinting On Fumes, Wall Run, In The Flow |
| Survival | Road 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.
| Skill | Node | Effect |
|---|---|---|
| Start | Shields slow you down less | |
| Early | Stamina starts regenerating sooner after an ability uses it up | |
| Early | Over-encumbrance affects stamina regen less | |
| Early | Vaulting is not slowed while exhausted | |
| Early | Keep a carryable in hand as you vault | |
| Choice (10) | Sprint even when your load exceeds the encumbrance limit | |
| Choice (10) | Health regenerates to a limit when critical | |
| Late | Five levels increase how long you stay down before collapsing | |
| Late | +2 max carry weight per level, up to +10 | |
| Late | Crawl faster when downed (5 levels) | |
| Late | Lessens the movement-speed drop at severe encumbrance | |
| Late | Your weapon adds less to your encumbrance total | |
| Late | Get through door and container breaches more quickly | |
| End (30/40) | Breach Security Lockers | |
| End (30/40) | Melee attack with your equipped weapon | |
| End (30/40) | Sprint to send players and ARC flying backward |

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.

| Skill | Node | Effect |
|---|---|---|
| Start | Increases max stamina | |
| Early | Longer scramble up steep slopes while sprinting | |
| Early | Spend less time climbing and vaulting | |
| Early | Wider Recovery Roll window when falling | |
| Early | Regain stamina when hurt, on a cooldown | |
| Choice (10) | Finish your vault with a jump | |
| Choice (10) | Vaulting costs no stamina | |
| Late | Each Dodge Roll uses a smaller share of your stamina | |
| Late | Regain your footing sooner after a hard landing | |
| Late | Movement uses up less stamina | |
| Late | Slide with greater speed and distance | |
| Late | Wall Leap further | |
| Late | The fast burst at sprint’s start lasts longer | |
| End (30/40) | Sprint stamina cannot be depleted completely | |
| End (30/40) | Take a few running steps up a wall | |
| End (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.
| Skill | Node | Effect |
|---|---|---|
| Start | Make items in the field while Topside | |
| Early | Less fall damage from non-lethal heights | |
| Early | Searching brings loot into view sooner | |
| Early | Faster movement while crouched | |
| Early | Looting makes less sound | |
| Choice (10) | Faster, cheaper, shorter dodge roll | |
| Choice (10) | Defuse mines and deployables up close | |
| Late | Use Recovery Roll after falling from a greater height | |
| Late | Additional items become available for field crafting | |
| Late | Take less damage while downed | |
| Late | A single reveal may uncover twice the number of items | |
| Late | Breaches produce less noise | |
| Late | Resources come from breaching an object | |
| End (30/40) | More ARC ammo and Powercells, full recycle efficiency | |
| End (30/40) | Craft a broader selection of items in the field | |
| End (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.





