ARC Raiders max level cap explained — what 75 means for your build
Arc RaidersEvidence points to a level 75 cap at launch, with enough skill points to reach two endgame nodes.
ARC Raiders’ launch build points to a level cap of 75. That target shows up in the game’s achievement set, including one that unlocks for hitting level 75, which strongly signals where progression tops out. Earlier chatter put the cap as low as 15, but the current data reflects a much higher ceiling.
ARC Raiders level cap (at launch)
The clearest picture is this: plan around level 75 as the effective cap on day one. If the game introduces prestige levels or post-cap experience later, that hasn’t been confirmed ahead of launch. Treat 75 as the endpoint for leveling and build planning.
Quick reference: key takeaways
| Topic | What to know |
|---|---|
| Launch level cap | Plan for 75. |
| Skill point budget | 75 points total, one per level. |
| Build shape at cap | Two capstones are practical (37 + 37), with 1 point to spare. |
| Seasonal cadence | Expeditions repeat roughly every 8 weeks. |
| Outdated figures | Older 15-level claims reflect pre-release limits, not the launch target. |
Skill points at max level and what they buy you
Character levels award one skill point each. With a cap at 75, that’s 75 total points to distribute across the game’s three skill trees. Reaching the final node of a skill tree takes 37 points without fully filling every node along the way. That math opens up a meaningful choice at endgame: you can touch the capstone in two different trees (37 + 37 = 74) and still have one point left, or you can go deeper in one tree and spread the rest across the others.
| Progression detail | Value |
|---|---|
| Level cap at launch | 75 |
| Skill points per level | 1 |
| Total skill points at cap | 75 |
| Points to reach a tree’s final node | 37 |
| Skill trees available | 3 |
| Capstone nodes reachable at cap | 2 (with 1 point remaining) |
Note: The “37 to capstone” route assumes you take an efficient path to the final node and don’t fully complete every branch. If you prefer broader coverage, expect to delay one of those capstones to keep quality-of-life nodes online.
Why you’re hearing both “15” and “75”
Pre-release discussion referenced a 15-level stop, which lines up with how limited-time test builds often lock progression. Launch-bound data points to a much higher ceiling, with achievements explicitly tied to level 75. If you’re planning a day-one build, rely on the 75 figure.
How the cap interacts with ARC Raiders’ cadence
ARC Raiders layers its long-term progression on top of an “Expedition Project” that runs on an ~8-week cycle. A higher level cap gives you room to define a primary and secondary specialization early in a cycle, then refine around the meta as the weeks progress. Expect most squads to anchor on two capstones per player and flex remaining points for utility, survivability, or team synergies.
What to plan for on day one
- Target two endgame nodes: 75 total points cleanly supports two capstones without starving you of utility.
- Leave room for pivots: that single extra point at cap is small but useful for early-node perks that smooth your run-to-run survival.
- Expect build diversity: three trees and two capstones per character encourage varied comps across solo, duo, and trio play.
Tip: If you’re unsure which two trees to pair, map the 37-point path to each capstone you care about, then compare how many early-node perks you’d give up versus a hybrid route. The right answer is usually the one that preserves a stable shield, mobility, and your squad’s damage role without forcing you into awkward tradeoffs.
In short. Aim for 75. That budget unlocks two endgame nodes and leaves just enough room to keep your favorite quality-of-life perk online. If the studio raises the ceiling later, expect it to show up in the game’s achievement or seasonal frameworks; until then, build for two capstones and play to your squad’s strengths.
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