
ARC Raiders Furtive Meetings Quest Guide & Walkthrough
The ARC Raiders skill tree guide nobody asked you to read twice: every skill ranked, every trap flagged, three builds that actually extract loot.

Seventy-six points. Three trees. One chance to not embarrass yourself in front of a Wasp. Here's what actually works, what's decorative garbage, and how much it costs to undo your mistakes.
Somewhere out there is a Raider who spent five points on melee perks and is currently being outrun by a turret. Don't be that Raider. This arc raiders skill tree breaks down all three branches, tells you which nodes are load-bearing and which are decoration, and hands you builds you can copy without thinking too hard, because thinking too hard is what got you killed at the extraction point last time.
You obviously MUST READ THE FOLLOWING:
You get 76 points at max level, distributed across Mobility, Conditioning, and Survival. Nothing here is permanent, despite what the game's UI ominously implies. The tree gates itself: you need 15 points sunk into a branch to touch its Tier 2 nodes, and 36 to reach the capstone. Spreading your arc raiders skill points evenly across all three like a nervous buffet plate just means you unlock nothing meaningful anywhere.
|
Point thresholds per tree |
||
|
Tier |
Points required |
What you get |
|
Tier 1 |
0 |
Foundation skills. Cheap, always worth it. |
|
Tier 2 |
15 in that tree |
Real upgrades. Where builds start diverging. |
|
Capstone |
36 in that tree |
The flashy finisher. Often overrated, occasionally busted. |
Embark has publicly admitted the tree needs a rework for "more meaningful tradeoffs." Translation: don't get too attached to any of this. Names and numbers will drift. The logic underneath won't.

Every build starts here, and if yours doesn't, that's a build worth abandoning. Mobility governs stamina, and stamina governs whether you loot, fight, or die tired. These are the arc raiders mobility skills worth your first points, in the order you should take them.
|
Skill |
Effect |
Rating |
|
Marathon Runner |
Reduces stamina cost while moving. Max this before anything else exists to you. |
S |
|
Youthful Lungs |
Increases max stamina pool. More of everything you already need. |
S |
|
Effortless Roll |
Cuts dodge roll stamina cost. The difference between escaping and becoming loot. |
A |
|
Calming Stroll |
Regens stamina while walking. Keeps you topped up without standing still like bait. |
A |
|
Carry the Momentum |
Sprint stamina-free after a dodge roll. Nice, not urgent. |
A |
|
Vault Spring / Vaults on Vaults |
Removes vault stamina cost entirely. Great at 36 points, dead weight before that. |
A |
A raid without stamina management is just a slow walk toward someone else's inventory. Movement efficiency compounds across every fight, every loot cycle, every panicked retreat. Nothing in Conditioning or Survival compensates for a Raider who runs out of breath opening a crate.
This is the tree that promises you'll survive a firefight and mostly delivers on the promise, provided you skip the parts clearly designed by someone who has never been shot at.
|
Skill |
Effect |
Rating |
|
Fight or Flight |
Restores stamina when you take damage. Turns near-death into a getaway plan. |
S |
|
Proficient Pryer |
Cuts breach time up to 30%. Every locked container stops being a liability. |
A |
|
Gentle Pressure |
Reduces breaching noise. Fewer ARCs show up to your looting party uninvited. |
A |
|
Used to the Weight |
Cuts shield movement penalty in half. Only matters if you're actually running heavy. |
A |
|
Back On Your Feet |
Health regen when critically hurt. Too slow to matter in the moment it's needed. |
Trap |
|
Sky Clearing Swing / Flyswatter |
Melee buffs for a game that punishes melee. Skip. |
Trap |
Fight or Flight alone justifies dipping into this branch. Everything past it is optional polish, not a requirement, and the arc raiders conditioning tree punishes anyone who treats it as a priority over the first two branches.
Mobility keeps you alive. Survival decides whether the raid was worth it. This branch is entirely about extracting more value per run, and it's the backbone of the arc raiders survival tree for anyone who actually cares about their stash instead of just their kill count.
|
Skill |
Effect |
Rating |
|
Agile Croucher |
Root node. One point, mandatory, no personality. |
Required |
|
Looter's Instincts |
Loot reveals faster while searching. Time saved is loot saved. |
S |
|
In-Round Crafting |
Field-craft items mid-raid. Removes the need to overpack before every drop. |
A |
|
Broad Shoulders |
Extra carry weight, no movement penalty. Bumps average extract value noticeably. |
A |
|
Looter's Luck |
Small bump to rare-drop odds. Invisible on one run, undeniable over fifty. |
A |
|
Security Breach |
Endgame capstone. Nerfed hard; only worth it in low-PvP lobbies. |
Situational |
Pick one of these instead of freelancing your way into a 152,000-Coin respec bill. Every one of these qualifies as an arc raiders best build for its lane, tested across enough raids that the pattern stopped being luck.
18 Mobility, 8 Conditioning, 50 Survival. Maximum loot efficiency for players who value their stash over their kill feed.
Mobility capstone plus Fight or Flight, then dump the rest into Conditioning. This is the arc raiders PvP build squads run when they want first contact.
Mobility maxed early, minimal everything else. Outrun the problem instead of solving it. Works embarrassingly well solo.
Every point costs 2,000 Coins to reset, which means undoing a full 76-point build runs about 152,000 Coins. That's the arc raiders respec cost in full, and it's cheap enough that a single good extraction covers it. Stop agonizing over early picks. The tree isn't a marriage.
Completing an arc raiders expedition wipes your skill tree but grants up to five permanent bonus points based on your stash value at departure, pushing your cap toward 81. It's a prestige system dressed up as punishment. Do it when you've got a stash worth losing.
An actual arc raiders skill tree builder exists so you can map a full 76-point build before committing a single Coin to it. Use one. Guessing live, mid-raid, with points you can't easily reclaim, is how bad builds happen in the first place.

The ARC Raiders skill tree guide nobody asked you to read twice: every skill ranked, every trap flagged, three builds that actually extract loot.

The ARC Raiders skill tree guide nobody asked you to read twice: every skill ranked, every trap flagged, three builds that actually extract loot.

The ARC Raiders skill tree guide nobody asked you to read twice: every skill ranked, every trap flagged, three builds that actually extract loot.

Marathon Runner. It cuts stamina cost while moving and pays off in literally every raid, every playstyle.
76 at base max level, up to 81 after completing an Expedition reset with a strong enough stash value.
Yes. Full reset runs about 152,000 Coins, less than one solid extraction. Don't fear experimenting.
No. Mobility first always, then split Conditioning and Survival based on whether you fight or loot more.
Only in low-PvP or friendly lobbies. Post-nerf, it's a liability in any serious PvP-facing build.


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