Embark looked at the existing problem of players falling to their deaths in a map full of cranes, rooftops, and dock scaffolding: and decided the elegant solution was to introduce two new items that require skill and focus to use correctly. The game's official description even admits this: "skillful Raiders can learn to defy gravity, as long as they remain focused." Translation: unfocused Raiders remain dead. Congratulations on needing a guide.
The Arc Raiders fall mitigation system was already functional before Riven Tides: landing rolls, perks, mounting at the last second. These new tools aren't a replacement for skill. They're another layer of skill most players will misuse spectacularly for the first two weeks.
Both the Crash Mat and the Powered Descender are traversal utility items introduced with the Riven Tides update. They occupy your utility slot: the same slot you'd normally use for something that might actually save you in a gunfight. You are trading combat options for the privilege of not splatting on a dockyard floor.
Passive / Deploy
A deployable surface that absorbs fall damage on landing. Place it below you or at a known drop zone. Works for teammates too: assuming they land on it, which is an optimistic assumption about human spatial awareness.
Active / Controlled
A controlled descent tool. Use it to slow your drop from significant heights. Active, directional, and dependent on you actually pressing the right button at the right moment. A skill check disguised as an item.
The Powered Descender handles descent, not ascent. You cannot use it to get up somewhere interesting. It exists purely to control how fast you fall: which, in a map designed around vertical pressure and Arc Raiders Riven Tides traversal, turns out to be a surprisingly large portion of your survival budget.
The Crash Mat is a team tool. It rewards pre-planned movement: dropping it at the bottom of a structure before a descent, or leaving it in a fallback position during a hot engagement. This requires communicating with your squad, which is statistically unlikely if you queue solo. The mat works for any Raider that lands on it, including enemies, which is a fun detail to discover mid-fight.
The Powered Descender is for individual escapes. When a fight goes wrong on the third floor of the hotel and the staircase has a player waiting at each landing, jumping out a window and descending in a controlled manner is measurably smarter than the staircase route. The Arc Raiders Powered Descender escape use case is arguably its primary purpose on Riven Tides specifically.
The vertical design of Riven Tides is not a coincidence. The map's Panorama Azzurro hotel, Exodus port structures, oil rig platforms, and coastal cliffs were built with these tools in mind. Embark released both items alongside the map. If you see a tall thing and have no fall tool equipped, that's a character flaw at this point.
|
Factor |
Crash Mat |
Powered Descender |
|
Use type |
Deploy and forget |
Active, requires input |
|
Who benefits |
Whole squad (and enemies) |
You only |
|
Best use case |
Pre-planned drops, extraction routes |
Emergency escapes, controlled vertical rotation |
|
Skill ceiling |
Low: placement is the skill |
High: timing and direction matter |
|
Failure mode |
Land next to it, not on it |
Activate too late, or not at all |
|
Map synergy |
Hotel floors, dock platforms |
Cliffs, elevated combat zones, oil rig |
|
ARC Turbine relevance |
Indirect: safe landing after aerial fights |
Direct: surviving post-engagement falls |

These items arriving alongside the ARC Turbine: Riven Tides' new floating machine enemy with, and this is a direct quote from Embark, "brutal defensive abilities": is not a narrative accident. Embark is introducing a flying enemy with the same update as two fall mitigation tools. There is a fight happening in the sky. You will need to survive the landing after it. That is what these items are preparing you for.
The Arc Raiders ARC Turbine fall damage scenario is plausible enough that veteran Raiders should treat one fall tool as mandatory loadout equipment on this map until the meta settles. The Powered Descender in particular covers the unpredictable exit scenario: if you're fighting something airborne and the encounter ends abruptly, controlled descent is the difference between extracting with loot and providing loot for the next squad to find.
The Powered Descender controls descent, not ascent. Getting up to high platforms: including, presumably, the Turbine encounter: still requires snap hook, existing traversal, or whatever Embark has hidden in Riven Tides. Do not equip it expecting vertical lift.
Before you blow your utility slot on a Crash Mat, understand the existing Arc Raiders fall damage reduction toolkit that costs nothing:
The Crash Mat and Powered Descender layer on top of these. They do not replace them. If you skip the landing roll mechanic entirely because you now own a Powered Descender, you are the problem.

Full squads rarely need every member running fall mitigation tools. One Crash Mat designated for extraction route safety, or one player with a Powered Descender for tactical flexibility, covers most Riven Tides scenarios. The other two slots should hold something that kills people.
Riven Tides' Arc Raiders Beachcombing loot mechanic creates predictable player clustering around exposed sand. When fights break out near those beaches, the elevated structures above become contested immediately. Raiders who retreat upward need a way down that isn't a staircase guarded by the squad that just pushed them. That's the Powered Descender's job.
Deploying the mat mid-fall is physically impressive and functionally useless. Place it before the drop. Scout your intended landing zone. Confirm the mat is actually under the expected landing area and not three meters to the left because someone bumped you while placing. This is more planning than most players apply to an entire raid session, which is why most players lose their gear on Riven Tides docks.
Both items occupy your utility slot. On Riven Tides specifically, Arc Raiders loadout utility slot decisions became meaningfully harder with this update. Grenades, traps, and other combat utilities now compete directly with survivability tools that matter on a vertical map. The correct answer depends on whether you're prioritising PvP aggression or sustainable loot rotation, and whether your squad compensates for whichever trade you make.
If your team runs zero fall tools on a map built around height and a flying boss enemy, that is a statement about your confidence. Riven Tides will eventually test it.

No. It controls descent only. Getting up requires snap hook or map-specific traversal mechanics.
Yes. The mat is physics-agnostic about who it saves. Place it accordingly, or don't place it at all.
Yes. These tools reduce risk; they don't eliminate it. Roll on impact regardless: belt and suspenders.
One is usually enough if roles are assigned. Full squad carry wastes three utility slots better used for combat.
Crafting details are unconfirmed at launch. Check the workshop immediately once Riven Tides goes live.