Guide

Beginner Guide: Survive Your First Runs

Last updated: 2026-10-30

Illustration for Beginner Guide: Survive Your First Runs
Fan-made illustration — not official game art.

ARC Raiders does not ease you in. You drop Topside with whatever gear you agreed to risk, and the only loot that counts is the loot you carry back through an extraction. Most new Raiders lose their first kits to the same handful of mistakes: loading in heavy, sprinting at every sound, and staying one container too long.

This page is the shortest path from “I just installed it” to “I know what I am doing on a raid.” It covers the loop itself, what to bring, how the map screen changes your plan, and which upgrades are worth chasing first — with links to the deeper guides once you need them.

  • Genre: third-person PvPvE extraction shooter by Embark Studios.
  • Squad size: solo, duo or trio.
  • What you keep: only what you extract with. Dying Topside costs you the kit you brought.
  • First real gate: the Outpost unlocks at Level 18.
  • Skill budget: 76 base points at level 75, up to 91 with Expedition bonuses.
  • Respec cost: 2,000 Coins per allocated point, and it is all-or-nothing.

The Extraction Loop in Five Steps

Every raid follows the same spine, whether you are level 3 or level 75:

  1. Pick a map and read its condition. The condition decides what is actually on the map this hour — see the section below.
  2. Deploy and pick a direction. You spawn with your squad; the map is shared with other Raiders who want the same containers you do.
  3. Loot with a route in mind. Move through points of interest instead of drifting. Density beats distance: three connected buildings usually pay better than a long run to one hot spot.
  4. Decide whether to fight. ARC machines are predictable; other Raiders are not. A fight you did not choose is usually a fight you should leave.
  5. Extract. Nothing is banked until you are out. If your bag is full of good loot, that is the moment to head for extraction, not the moment to check one more room.

The mental shift that makes the game click: your kit is a bet, not a possession. You are not protecting gear, you are deciding how much risk buys a good enough payout.

Before Your First Drop

  • Do not take what you cannot replace. If losing the whole loadout would sting, take a cheaper one. Confidence matters more than a marginal weapon upgrade in your first hours.
  • Use Safe Pockets for the run-defining item. Anything a quest requires — a quest item, a key, a component you had to travel for — belongs in a safe container the moment you pick it up.
  • Bring healing you will actually use. A full stack you forget to bind is the same as no healing.
  • Learn one map before you learn five. Repeating a single map teaches you spawn flow, extraction points and where fights start. Rotating maps early just resets your knowledge every run.

Read the Map Screen Before You Deploy

Map conditions are scheduled modifiers that rotate on a timer. The official map panel shows the current condition, the map it applies to and how long it has left, so check it before you commit — the same map can play completely differently an hour later.

  • ARC Frigate turns the raid into a boarding action: sabotage the airship, board it and fight for cargo loot. It is a distinct mode with its own risks, not a normal loot run with a bonus — read the Frigate guide before you take it on.
  • Flash Freeze is the storm condition on Pendola Pass: visibility and movement change, and the cold itself becomes a timer. The Pendola Pass map guide covers where it hurts most.
  • Conditions rotate through a fixed list — you will also see entries such as Matriarch, Electromagnetic Storm and Uncovered Caches on the official panel. Treat any condition you have not played as a new map, not a modifier.

A practical rule for a beginner: if the condition is one you have never seen, loot conservatively and leave early. You cannot plan around a hazard you have not met yet.

PvE Toggle and Crossplay: Set Both Before You Queue

Two settings change who you meet, and both live outside the raid:

  • PvE toggle. Embark ran a limited PvE matchmaking test from October 13 to October 20, 2026, where other players could not damage you and loot value was lowered to protect the economy. The test has ended and there is no permanent PvE mode at the time of writing — the PvE mode page tracks what Embark decides next.
  • Crossplay. Crossplay is on by default and covers PC, PS5 and Xbox Series X|S, with progress tied to your Embark ID. The catch is that enabling it also opens you to PC players; there is no console-only queue. See crossplay explained for the toggle steps and the aim-assist and movement-tech differences that drive the debate.

If you are learning the game, leave crossplay in whatever state your friends need and do not worry about the competitive argument yet. Map knowledge and extraction discipline decide far more early fights than input device does.

First Progression Goal: the Outpost at Level 18

The Outpost is the upgrade that compounds. It unlocks at Level 18 by starting the Sheltered Retreat project, and from there it grows into workbenches, a Research Station and room expansions that raise what you can craft and carry.

The catch is that every stage is a material fetch, and the early ones are not cheap. Research Station I alone wants 35 Planks, 5 Battered Paperbacks and 3 Mini Pumps — which is why the first thing a new player should learn to farm is not weapons, but bulk junk with a purpose.

Start collecting before you hit 18 rather than after. The Outpost guide lists the full material chain, and the item pages show where each component actually spawns:

Skill Points: 76 Base, 91 Maximum

You earn one Skill Point per level, which works out to 76 base points at level 75. Completed Expeditions add up to 5 bonus points each, capped at 15 — so a Raider who has kept up with Expeditions runs 91 points into a tree that cannot be fully filled.

Two consequences worth knowing before you spend anything:

  • You cannot max the tree. Pick the capstones you want and path toward them; spreading points evenly leaves you with several half-finished branches.
  • Respeccing is expensive. A full reset costs 2,000 Coins per allocated point, and there is no way to refund a single branch. Budget the build before you commit — the skill tree overview and the best builds both lay out the current recommended order.

Six Mistakes That End Runs Early

  1. Taking the fight you did not start. If another squad has the angle, disengage. You lose loot, not honour.
  2. Looting past the point of no return. Every extra room raises the chance you meet someone on the way out with a full bag.
  3. Ignoring the clock. Raids end; extraction windows close. Know where you are leaving from before your bag is full.
  4. Never using a Safe Pocket. The one item your quest needs is exactly the item you will lose.
  5. Skipping the map screen. Deploying into an unfamiliar condition is how a routine run becomes a rescue mission.
  6. Holding gear you are afraid to lose. It is doing nothing in your stash. Gear exists to be risked on a run you have planned.

Search Notes: “Arc Raider” vs “ARC Raiders”

A note for people arriving from a search engine: “Arc Raider”, “ArcRaiders”, “ARC Raider” and “arcraiders” all mean the same game — ARC Raiders by Embark Studios, the one this wiki covers. There is no separate singular “Arc Raider” game.

The same applies to guide searches: “arc raiders beginner guide”, “arc raiders guide”, “ARC Raiders wiki” and “arc raiders tips” all point to the pages on this site. If a search result brought you here under one of those spellings, you are in the right place — start with the sections above.

Once the loop makes sense, go deeper in the order that matches your next problem:

Sources

This guide is based on the following community and official references: