Does ARC Raiders Need a PvE Mode? | Community Demand, Developer Signals, and Future Possibilities
Posted: Jul 20, 2026
Views: 1207
It must be admitted that ever since the developers announced the next major update for ARC Raiders would not arrive for several months, the online player count has been declining in a way that seems impossible to curb.
Although roughly ten thousand loyal players still remain in the game each day, the in-game environment has suffered serious damage, which has sparked a recurring topic among the community: does ARC Raiders need a dedicated PvE mode?

Official Signals
When it comes to a PvE mode, the developers' own moves are far more telling than any speculation on our part. And in the face of shrinking active numbers, there are signs that they are indeed considering a pure PvE offering.
THE FINALS
Even though ARC Raiders has not yet received a PvE mode, THE FINALS - a title that leans more heavily into PvP - has actually introduced PvE first.
AI opponents in THE FINALS are no pushovers; you cannot treat them as mindless bots, because their aim is actually quite impressive.
But the real question is why the developers would roll out a PvE mode in THE FINALS rather than in ARC Raiders, where the community has been clamouring for it far more loudly.
This might be a harbinger for ARC Raiders' own PvE future. The PvE mode in THE FINALS could serve as an early test run, given that ARC Raiders features larger maps and much more complex environments. The team can first gauge AI performance and appropriate difficulty levels in THE FINALS, so that when such systems eventually appear in ARC Raiders, they will feel more natural.
Rebellion Incident
If we look further back, a PvE-style mode has actually already gone live in China. Notably, this was not developed by the official studio, but rather by a Chinese workshop.
Rebellion Incident is a highly creative map condition that carries PvE traits. At the start of a match, all players are in a non-hostile state by default, unable to harm each other, unless you actively choose to become a rogue.
You can voluntarily activate the rogue status. Once activated, your backpack lights up with a red warning beacon, making it clear to everyone around you that you have turned hostile.
As a rogue, you can attack anyone, but anyone can also attack you. For those who have not turned rogue, it is very easy to figure out who the target should be.
This mode is currently available only on Chinese servers, and for players who do not understand Chinese, trying to join those servers is quite challenging. Whether this mode will eventually come to European and North American servers - well, it is certainly a possibility.
Official Stance
There is, in fact, some pessimistic news: the creative director of ARC Raiders had already made their position very clear. They stated that they would not introduce a PvE mode, because they wanted players to remain under constant pressure during matches, always on guard against threats from both ARC and other players. A pure PvE mode, in their view, would run counter to their design philosophy.
If that were all you knew, you would certainly think that a PvE mode was off the table. But times have changed. When that statement was made, the player base of ARC Raiders was at its peak; now the numbers have dwindled to only a fraction of that, and keeping the game alive has become the most pressing concern for the development team.
A major reason for the sharp drop in ARC Raiders' population is simply that the developers cannot produce content fast enough. Neither the maps nor the loot collection can offer players anything fresh anymore, and placing the next significant update several months down the line was hardly a wise decision.
If the team lacks enough developers to create brand-new content, then consistently introducing new modes is probably the best way to sustain the game's momentum. Designing new map conditions on top of existing environments does not consume too many extra art resources, so this is well within their reach. And the PvE mode that the community has been asking for so loudly is one such solution.
Why No PvE Mode Yet?
But a PvE mode is not simply a matter of turning off PvP damage; there are more nuanced issues to consider.
The first question is whether the inventory for the PvE mode should be separate from that of the main mode. It is hard to ensure that the difficulty levels of PvE and the core mode remain equivalent. If the gap in difficulty is large, players might grind for ARC Raiders items in the easier mode and then take them into the harder mode for combat.
If the two inventories are not shared, that forces players to engage with both sets of content. And if the rewards differ between the two modes, that could create FOMO and add extra pressure on players.
Benefits of a PvE Mode
Although a PvE mode cannot solve every problem that ARC Raiders faces, it could certainly bring back those players who have already quit but originally loved the game.
Moreover, there are millions of players in the market who enjoy cooperative, open-world looter-shooters and co-op multiplayer experiences - they may never have tried an extraction shooter precisely because they know PvP is not their cup of tea. A PvE mode could change that.
With endgame content, PvE, and more map conditions , ARC Raiders has every chance to reclaim its former glory and attract hundreds of thousands of players again. All of that hinges on whether the developers can stay committed and truly deliver a transformative change with October update.
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ARC Raiders PvE Mode: Will It Become Permanent?
Imagine spending an evening scavenging the Rust Belt, picking through abandoned buildings, fighting ARC machines, and finally finding ARC Raiders items for sale you've been searching for. Then, just as you're making your way to extraction, another Raider appears. You try to signal that you're friendly. They shoot anyway. Your loot is gone, your run is over, and the next decision is whether to queue up again or simply close the game.
For some ARC Raiders players, that last option became a habit.
Now, a temporary PvE matchmaking test is giving some of those players a reason to return. Instead of worrying about another Raider turning hostile at the worst possible moment, they can focus on the ARC threat, explore the map, complete objectives, and occasionally help a stranger survive a fight.
For others, the appeal is even more personal. A Reddit user recently explained how the limited-time mode had finally made it possible for their trio to enjoy the game together without constantly worrying about PvP encounters.

Embark Studios' PvE toggle test runs from October 13 to October 20, 2026. It is a limited experiment, not a confirmed permanent game mode. Yet the reaction has reopened a bigger discussion about what players actually want from ARC Raiders.
Some want every extraction to feel dangerous because another player could be waiting around the corner. Others love the world, the weapons, and the machines but have little interest in losing an evening's progress to an unpredictable PvP encounter.
The surprising part is that both groups may have a point. And if Embark wants to bring back lapsed players while keeping friends playing together, a permanent PvE option could be worth considering.
Why Are Former ARC Raiders Players Coming Back for PvE?
The strongest argument for PvE is not that ARC Raiders needs to become easier. It is that the game already has plenty to offer players who don't want every encounter with another human to turn into a fight.
The Rust Belt is a compelling place to explore. The ARC machines are dangerous enough to demand attention, while the scavenging and extraction loop gives every successful run a clear purpose. For players who enjoy learning enemy patterns, improving their equipment, and completing missions with friends, there is a substantial game here even without direct PvP combat.
The problem is that the standard PvPvE experience asks players to manage two very different kinds of threats at once.
A powerful ARC machine can punish poor positioning or careless shooting. Another Raider can make an otherwise successful run feel pointless in a matter of seconds. Neither threat is inherently wrong for an extraction shooter, but they create very different kinds of pressure.
Some players enjoy that uncertainty. Others find themselves spending more time watching bushes, listening for footsteps, and worrying about extraction campers than engaging with the game's actual environment.
The PvE test changes that calculation.
In a Reddit post about returning to the game, one player described coming back after roughly seven months away, with hundreds of hours of previous experience, and expressed hope that PvE would remain available. Another returning player, in a separate discussion thanking Embark for the PvE toggle, described rediscovering the game's combat, exploration, and missions without the same pressure from hostile Raiders.
These are individual accounts, not proof that the entire player base is returning. But they show exactly what the test offers an audience that the standard mode has struggled to retain.
For these players, the appeal is simple: they can enjoy the game without having to enjoy every part of the extraction-shooter formula.
PvE Is Giving Duos and Trios a Reason to Play Together Again
The benefits of PvE are not limited to solo players or Raiders returning after months away. For some players, the biggest difference is that they can finally enjoy ARC Raiders with friends without worrying that another squad will turn every difficult encounter into a PvP fight.
In a Reddit post, user u/IGetItItsAReference explained how the limited-time PvE mode had changed the experience of playing with two close friends. One friend had limited time for gaming, while another struggled with PvP encounters. Under the standard PvPvE rules, their trio would often get wiped out by other players when attempting to fight larger ARC enemies.
The PvE test changed that dynamic. Instead of losing their runs to hostile Raiders, the group could focus on taking down dangerous machines, including the Vaporizer, and enjoy the cooperative combat that had brought them together in the first place.
The player's request to Embark was straightforward: keep PvE available for Duos and Trios, even if solo PvE remains optional.
That suggestion highlights an important distinction in the debate over a permanent PvE mode. For some players, PvE is not simply a safer way to collect loot. It is a way to make the game more accessible to friends with different skill levels, schedules, and tolerance for competitive encounters.
A player who has only an hour to play may not want to spend most of that time recovering from a squad wipe. Someone who struggles with PvP may still enjoy learning ARC attack patterns, coordinating with teammates, and taking down challenging enemies.
Keeping PvE available for small squads could therefore serve a purpose beyond bringing individual players back. It could help friends continue playing together even when they do not share the same enthusiasm for PvP.
The Reddit post represents one group's experience, not proof of a broader trend. Still, it illustrates why Embark should evaluate the PvE test not only by how many players enter the mode, but also by whether it gives existing and returning players more reasons to keep playing together.
What ARC Raiders PvE Toggle Actually Changes
Embark has not created an entirely separate campaign. Instead, the studio is testing a matchmaking option that allows players to switch between the standard PvPvE experience and dedicated PvE sessions.
According to the official PvE test announcement, the main changes are straightforward:
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No player-to-player damage. Raiders cannot directly damage one another in PvE sessions, and throwable items such as stun and fire equipment will not affect other players.
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More room for cooperation. Players can focus on ARC encounters, scavenging, and objectives without the usual threat of being shot by another Raider.
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Lower overall loot value. The safer environment comes with a reduction in the total value of loot available in PvE sessions.
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Mixed squad sizes. Solo players, Duos, and Trios can meet in the same PvE matchmaking pool rather than being consistently separated by squad size.
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Certain map conditions are excluded. Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection are not available as PvE options during the test.
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PvPvE matchmaking rating stays separate. Playing PvE does not affect a player's PvPvE matchmaking rating.
There are still risks. Barricades, ziplines, and other physical interaction items continue to work, so disabling player damage does not eliminate every way one Raider can disrupt another. Embark has also warned that ARC enemies can reacquire downed players who move after the initial grace period, meaning a knockdown can still be dangerous even when no human opponent is trying to finish the job.
That last detail matters. PvE is not supposed to turn the Rust Belt into a harmless sightseeing tour. The machines remain a threat, and careless players can still lose their gear.
The main difference is who—or what—they have to worry about.
For players who have been asking for a more cooperative experience, that distinction is the entire point.
The Best Part of PvE Might Be What Happens Between Fights
Combat is only one part of the story. The more interesting change may be how players behave when they no longer have to assume that every stranger is a potential enemy.
In a standard raid, approaching another player can be a calculated risk. A friendly gesture might lead to cooperation, but it could also give someone an opportunity to get close before opening fire. Even players who prefer peaceful encounters have to make decisions with that possibility in mind.
PvE changes the social calculation.
A Raider fighting several ARC machines can become an opportunity to help rather than a target to eliminate. Two strangers can take on a dangerous enemy, move on, and continue their runs without the same suspicion hanging over the encounter. Players can also spend more time learning unfamiliar areas or working through objectives without feeling that every detour leaves them vulnerable to an ambush.
That does not mean every PvE lobby becomes a perfect cooperative community. The existing physical interactions can still cause trouble, and strangers will not suddenly communicate or coordinate just because player damage is disabled.
Still, the opportunity for low-pressure cooperation is real. It gives players a different way to experience the world, particularly those who prefer exploration and teamwork to competitive encounters.
PC Gamer's coverage of the PvE test described a session in which players who came across a dangerous ARC enemy gradually worked together to bring it down. The appeal was not that the encounter lacked danger. It was that the players could respond to that danger together.
For returning Raiders, those small moments may be more compelling than any single loot drop.
They also help explain why PvE could matter to groups of friends. When one player has limited gaming time and another finds PvP stressful, cooperative encounters offer a common reason to keep playing. Rather than forcing every member of a squad to enjoy the same competitive experience, PvE lets them concentrate on the part of the game they share.
PvE and PvP Also Reward Different Weapon Builds
The differences between PvE and PvPvE extend beyond matchmaking and player interactions. Weapon amplification choices can also shape how Raiders approach each mode.
A community-shared weapon guide highlights different priorities for fighting ARC machines and fighting other Raiders. In PvE, the recommendations focus on sustained damage, weak-point targeting, magazine capacity, and ammunition effects that help deal with mechanical enemies.
The guide identifies Anti-Weak Point as an option for increasing damage against ARC weak points and Bigger Mag for the Equalizer as a way to increase magazine capacity from 50 to 80 rounds. It also recommends X-Rounds for the Anvil, Mag Reload for the Hullcracker, and Incendiary Rounds for the Hullcracker as options for dealing with ARC enemies.
The PvP recommendations take a different approach. The guide highlights Carbine Conversion for the Canto, Semi-Auto combined with X-Rounds for the Bettina, Anti-Shield combined with Full-Auto for the Kettle, Charged Burst for the Aphelion, and Slug Rounds for the Il Toro.
These builds emphasize different combat priorities, from shield pressure and rapid follow-up shots to high-damage projectiles. The guide ranks Slug Rounds for the Il Toro as its top PvP recommendation, while Incendiary Rounds for the Hullcracker take the top position in its PvE list.
These are community recommendations rather than an official Embark ranking, and their effectiveness may depend on the current balance, available amplifications, and individual playstyles. The exact names and effects should also be checked against the live game before players rely on them.
Even with those caveats, the broader point is worth considering: PvE and PvP can encourage different approaches to combat. A player preparing to fight a large ARC machine may prioritize sustained damage and weak-point efficiency, while someone expecting a close-range duel may prefer a build tailored to fighting enemy Raiders.
If both modes remain available, Embark has an opportunity to support distinct playstyles without requiring every player to approach combat in the same way.
Players looking to expand their arsenal may also search for ways to buy ARC Raiders weapons, but choosing the right weapon amplification for the encounter can be just as important as the weapon itself.
Embark's Own Data Explains Why the Test Matters
The PvE experiment is not simply a response to a handful of complaints on social media.
In its September announcement explaining the PvE toggle, Embark shared its own breakdown of player preferences. The studio said approximately 37% of its player population fell into a friendly co-op group, 27% were mixed players, and 34% were primarily PvP-focused. Embark also reported that 51% of the surveyed player base had expressed interest in a dedicated PvE option.
These are figures reported by the developer, rather than independently verified measures of the entire player base. Even so, they provide useful context for the decision to run a public test.
Embark also said its friendly co-op group had been growing since launch, while its pure PvP group had remained relatively stable. The studio reported that more than 70% of friendly players and 40% of PvP players wanted fewer hostile encounters.
The takeaway is not that everyone secretly wants a PvE game. A substantial group clearly enjoys direct player combat, and the developer's figures indicate that those players remain an important part of the community.
Instead, the numbers suggest that ARC Raiders has attracted several different audiences under one extraction-shooter framework. Some want social encounters and unpredictable conflict. Others want co-op combat and exploration. Many sit somewhere in between.
In the same announcement, Embark acknowledged that ARC Raiders was originally conceived as a PvE co-op game before the project was reworked into the high-tension PvPvE extraction experience that ultimately launched.
That history makes the current test particularly interesting. PvE is not an entirely unrelated idea being bolted onto the game. It is an alternative that the studio has considered before, and the player base has given Embark a reason to revisit it.
Why Some Players Think PvE Takes Away What Makes ARC Raiders Special
Not everyone is convinced that a dedicated PvE mode is the right move.
For PvPvE fans, uncertainty is not an unfortunate side effect of the game. It is the foundation of the experience.
A stranger who appears friendly might become an enemy. Someone who seems dangerous might decide to help. A routine extraction can suddenly become the most memorable part of a session because another player made an unexpected decision.
Without the threat of PvP, some of that uncertainty disappears. Players can still lose fights against ARC machines, but the social stakes are lower. The possibility of betrayal, negotiation, and spontaneous conflict is no longer part of every encounter.
Some players have already argued that the current PvE test feels less engaging after several rounds. Others have criticized the lack of meaningful endgame activities and pointed out that players can still interfere with one another through physical interactions despite being unable to inflict direct damage. These concerns feature in GamesRadar's coverage of the divided community response.
The criticism deserves attention.
If PvE becomes permanent, Embark cannot assume that removing player damage will be enough to support a long-term alternative. Experienced players will need compelling objectives, satisfying progression, varied encounters, and reasons to return after they have mastered familiar routes.
A dedicated PvE experience also creates practical questions around matchmaking populations, queue times, and the in-game economy. If safer sessions consistently provide a better return for less risk, the difference between PvE and PvPvE rewards will need careful balancing.
Weapon builds introduce another consideration. If PvE and PvP continue to encourage different equipment choices, Embark will need to ensure that both environments offer worthwhile progression without making one mode feel like a less rewarding version of the other.
The current test provides an opportunity to identify these problems before the studio makes a permanent commitment.
It also shows why the debate is more complicated than choosing between a difficult game and an easy one. PvPvE delivers a particular kind of tension that some players do not want to lose. PvE offers a different kind of challenge, and that experience should not be dismissed simply because it is less dependent on hostile encounters.
Should ARC Raiders Make PvE a Permanent Mode?
There is a reasonable middle ground between replacing PvPvE and refusing to support PvE at all.
The most obvious option would be to maintain separate matchmaking choices. Players who want the unpredictability of human opponents could continue playing the standard experience, while those who prefer co-op combat could choose PvE.
The modes would not necessarily need identical reward structures. Embark could continue balancing loot values and progression around the different levels of risk, while developing objectives and encounters that give each mode its own reasons to play.
The studio would also need to address the problems exposed by the test. Physical interference may be acceptable in some situations, but a dedicated cooperative mode needs enough protection against deliberate disruption to prevent players from recreating the same frustrations they hoped to leave behind.
Queue times are another consideration, especially in regions or at times when fewer people are playing. A permanent toggle could divide the matchmaking population, and Embark needs to monitor the effect on both PvE and PvPvE sessions.
There is also a strong case for keeping PvE available to Duos and Trios. The Reddit account from u/IGetItItsAReference suggests that a cooperative option can help friends with different levels of PvP experience enjoy the same game. For groups that struggle to find a shared experience in the standard mode, that benefit may be more important than the amount of loot earned in a single run.
A permanent PvE option could give former players a reason to return, help new players learn the game, and provide existing Raiders with a change of pace between high-pressure runs. It could also make it easier for friends with different attitudes toward PvP to play together.
Most importantly, it would allow players to choose the experience they want without forcing everyone else to make the same choice.
That is a stronger argument than claiming PvE should replace the original game. The two modes serve different needs, and the challenge is to make sure that supporting one does not undermine the other.
What Happens When ARC Raiders PvE Test Ends?
The current test is scheduled to end on October 20, 2026, at 11:00 CEST. When that window closes, the temporary toggle will be removed and matchmaking will return to its standard arrangement while Embark reviews player feedback and in-game data.
The studio has been clear that this test is not a promise of a permanent PvE mode. It is an opportunity to understand whether the option works for the community, what players like about it, and which problems would need to be addressed in a future version.
That distinction matters because enthusiasm during a limited test does not automatically translate into long-term engagement. Embark will need to consider how many people used PvE, how it affected the standard matchmaking experience, whether players kept returning, and what feedback both audiences provided.
The results could lead to a permanent option, a redesigned version, or a decision not to pursue the feature further. Until the studio announces its next step, none of those outcomes should be treated as confirmed.
For players who have already returned, the immediate question is whether they will still have a way to enjoy the game after October 20. For those who have stayed with PvPvE throughout, the question is whether offering another queue will improve the game's long-term health or split its community.
Both concerns are worth taking seriously.
The PvE test has highlighted something important about ARC Raiders: the game's appeal is not identical for every person who plays it. Some players come for the tense encounters with other Raiders. Others come for the machines, the atmosphere, the loot, and the satisfaction of making it back to Speranza with friends.
A permanent PvE mode would not need to settle which group is right. It would need to prove that both can have a worthwhile experience in the same game.
For the players who already quit, that possibility is enough to make one more raid worth trying. For friends who have struggled to enjoy the standard PvPvE experience together, the test offers another reason to give the Rust Belt a chance.
What about you, Raider? Should Embark keep PvE permanently available for Duos and Trios, even if solo PvE remains optional? Would you keep playing ARC Raiders if PvE became a permanent option, or is the possibility of being betrayed at extraction exactly what keeps you coming back?
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ARC Raiders Emperor Dungeon Unlocking and Clearing Guide: The Exclusive Source for the Rare Emperor Modulators!
In Pendola Pass, a new map introduced in Frozen Trail update, players will encounter more than just the perilous Flash Freeze weather event and the periodically spawning ARC Frigates. There is also a mysterious map condition known as Redirection.
Players often refer to this Redirection condition as Emperor Dungeon. This is likely because it serves as the primary source of rewards under this condition, features dungeon-like exploration mechanics, and offers a rare final reward: Emperor Modulators.
To help you fully explore Pendola Pass and secure more rare loot, this guide will walk you through how to clear Emperor Dungeon.

How to activate Emperor Dungeon?
First, you must wait for Redirection map condition to become active in Pendola Pass. The key items required to access Emperor Dungeon only appear under these specific circumstances:
- ARC Conductive Coupler
- ARC Insulated Coupler
- ARC Plated Coupler
- Emperor Gateway Conduit Blueprint
Combine these at a Workbench 1 to craft an Emperor Gateway Conduit, which functions as a key to Emperor Dungeon. Additionally, if you have unlocked the final reward tier of Frozen Trail Premium Reward Pass, you will receive an extra one.
While gathering these four components might seem like a hassle, fortunately, they can all be obtained from the same source: Harvester Payload.
Alternatively, if you have the budget and want to save time, or if you wish to farm Emperor Dungeon multiple times, you can buy ARC Raiders items to lighten the load. You can acquire either the four base materials or Emperor Gateway Conduit itself directly!

How to obtain Harvester Payload?
Harvester Payload is a special type of container that typically only appears during Redirection condition. It cannot be found through standard looting; instead, you must first locate an Emperor Beacon among the fallen beacons scattered across the map.
Once found, place Emperor Beacon on open ground to activate it. It will emit a unique signal that draws in Harvester Payload, causing it to drop from the sky. You can then loot it for various materials, and if you end up with items you don't need, you can sell them for ARC Raiders coins.
Dungeon layout and exploration flow
Once you have at least one Emperor Gateway Conduit, you can travel to and enter Emperor Dungeon at any time, regardless of the current map state.
The dungeon features a series of challenge rooms of varying sizes; only the initial stage at the bottom and the final room remain fixed. The layout and order of the intermediate rooms change each time you re-enter.
We recommend locating the exit before entering any room. The exit usually appears as a large, sealed door surrounded by two rings of white light.
Be careful not to mistake it for a door with yellow light; doing so could teleport you back to a previously completed area or even eject you from Emperor Dungeon entirely.
Among the rooms, Hydra Room warrants special attention, as it features the newly introduced Hydra enemy type.
Hydra is a heavy, ground-based armored turret capable of firing projectiles in three directions simultaneously, delivering massive firepower.
To handle Hydra effectively, quickly find cover within the room to shield yourself when it fires. Look for an opening to unleash concentrated fire on its unarmored rear section.
Upon entering the final room and descending the ladder to the central platform, a large number of ARCs will suddenly swarm out from the far end. However, they may leave on their own, so it is best to wait for the right moment rather than rushing into combat.
Once the enemies have left or been eliminated, you can freely scavenge the room. Pay close attention to containers, as they may hold Emperor Modulators.

What gear should you bring?
While ARC Raiders Emperor Dungeon does present certain dangers, a standard gear setup is perfectly adequate for the challenge.
Generally, bringing two high-damage weapons, such as Anvil or Hallcracker (or the new weapons, if you have them), along with a Snaphook, shield chargers, healing items, and Stems, is sufficient for a run through Emperor Dungeon.
This loadout provides ample firepower while consisting of items with relatively low rarity, so losing them wouldn't be too painful. Finally, keep an eye on the clock, if you consume too much time fighting early on, you might not have enough time to fully scavenge for loot before extraction.
The good news is that after a run or two, you'll get the hang of it, eventually becoming efficient enough to speed-run through every stage of the dungeon.
Loot value in Emperor Dungeon
Beyond the various items scattered throughout the rooms and the materials dropped by enemies, the true value of farming Emperor Dungeon lies in Emperor Modulator, an essential component for obtaining Amplified tier weapons in the game.
Amplified is the fifth gear tier introduced in Frozen Trail update; previously, gear in ARC Raiders could only be upgraded to tier four.
To upgrade a weapon to Amplified tier, you must first unlock Outpost and upgrade both it and Gunsmith to tier four. The upgrade requirements for the latter include one Emperor Modulator.
In short, if you don't want to fall behind in future ARC Raiders combat, farming Emperor Dungeon is a must. It's highly recommended to get familiar with it as soon as possible.
That covers everything for this guide. Don't wait, jump into Emperor Dungeon and start clearing it! And if you're feeling unsure, feel free to squad up with some friends!
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ARC Raiders PvE Bug? Players Report Kills and Door Traps
The appeal of a PvE lobby in ARC Raiders is straightforward: fight the machines, take on dangerous bosses, collect valuable loot, and make it to extraction without worrying about another Raider shooting you down. The Queen can still tear through an unprepared squad, and a failed extraction can still cost you a backpack full of hard-earned ARC Raiders items for sale. But other players are not supposed to be able to damage you in the new PvE test.
Recent Reddit reports have raised questions about how that promise holds up in practice. One player claims that he and his teammate were knocked down by other Raiders after defeating the Queen, despite believing they were in a PvE-only lobby. In a separate incident, another player says a stranger used the promise of a blueprint to lure him into a room, then blocked the exit until the match timer ran out.
These are two different problems, but both strike at the same concern: what happens when the risks of a raid come from other players in a mode designed to limit that kind of interaction?

The reports do not prove that ARC Raiders has a widespread PvP damage exploit, nor do they establish that every PvE lobby is unsafe. However, they raise legitimate questions about the game's damage restrictions, physical interactions, and the risks players face when carrying valuable equipment.
The Queen Fight That Allegedly Ended in a PvP Kill
Reddit user u/Difficult_Offer3942 described an encounter that reportedly took place shortly after a group of Raiders defeated the Queen.
According to the post, two players suddenly opened fire and managed to down both the poster and his teammate. The problem was not simply that another squad had turned hostile. The poster believed he was in a PvE-only lobby, where player-to-player damage was supposed to be disabled.
One detail makes the account particularly puzzling.
Earlier in the same match, the poster's teammate had accidentally shot another squad while fighting the Queen. Those shots reportedly caused no damage, suggesting that the PvE protection was working as expected at that point.
Yet the later encounter appeared to produce a completely different result.
If the events happened as described, why did the earlier shots fail to hurt other Raiders while the later attack allegedly knocked down two players?
The consequences were substantial. The poster said he lost a fully equipped loadout and two reactors. For Raiders who spend time preparing for a difficult boss encounter, valuable equipment can represent a significant investment. Losing it after a fight they had already won would be frustrating under any circumstances. Losing it to an attack that should not have been possible makes the situation even harder to accept.
Was It a Bug, Cheating, or Something Else?
The available account does not establish what caused the incident. The player questioned whether cheating or a bug in the new PvE mode was responsible, but neither explanation has been confirmed.
A matchmaking mistake, an unexpected technical issue, or another factor would need to be investigated before anyone could identify the cause. It would also be premature to claim that players have discovered a repeatable way to bypass PvE damage restrictions.
For now, this remains a player-reported incident rather than a confirmed exploit.
Still, the distinction matters to anyone entering a raid with expensive gear. If a player selects PvE because the mode disables damage from other Raiders, they should be able to rely on that rule. An unexplained death can turn an otherwise successful Queen run into a costly loss and leave players questioning whether the mode is behaving as intended.
The Blueprint Trap: When Another Raider Becomes the Obstacle
The reported Queen encounter concerns damage. A second Reddit post highlights a different way a PvE raid can go wrong.
In that account, a player said another Raider lured him into a room by claiming to have a blueprint. The poster followed the stranger inside, apparently expecting a chance to obtain a valuable item.
Once inside, however, the other player allegedly blocked the exit. The poster said he could not get out before the match timer expired, and both players ultimately died.
He later asked the community whether there was a mine or another item he could throw to knock the blocking player out of the way.
The appeal of a blueprint is easy to understand. Crafting unlocks and progression items can be valuable finds, and an offer from another Raider might seem worth investigating. But a confined room with only one exit creates an obvious disadvantage if the encounter turns hostile.
The alleged trap did not require the other player to shoot anyone. Instead, the obstruction itself became the problem.
That distinction is particularly important in ARC Raiders. Disabling PvP damage does not automatically mean players can no longer interfere with each other's movement. Depending on the environment and available equipment, a blocked doorway can prevent someone from leaving even when direct attacks are ineffective.
The result can still be a failed extraction and the loss of whatever items the trapped player was carrying.
The poster acknowledged that accepting the offer was a mistake. Even so, the incident raises a fair question: should a player be able to turn a friendly-looking interaction into an unavoidable trap simply by occupying the only exit?
Door Blocking and PvP Damage Are Two Different Problems
Embark Studios' PvE test rules help explain why these incidents should not be treated as identical.
The studio stated that player-to-player damage would be disabled during the limited test. It also explained that certain physical interactions, including barricades and ziplines, would remain unaffected.
That means the PvE mode was not intended to remove every form of interaction between Raiders. Some environmental and physical mechanics remain part of the experience.
The distinction creates two separate issues.
- Unexpected PvP damage: If a player is correctly matched into the PvE mode and another Raider can genuinely damage them with ordinary attacks, that would conflict with the stated rules and warrant investigation.
- Physical obstruction: If another player blocks a doorway or uses an allowed physical interaction to prevent someone from leaving, the situation may not violate the literal no-damage rule. It can still be disruptive and may justify changes to how collision or griefing is handled.
This difference matters because the solutions may be different, too. A damage anomaly requires an explanation of what happened to the damage restrictions. A door-blocking problem may require changes to player collision, environmental interactions, or the ability to escape an obstruction.
The two Reddit reports do not prove that either problem is widespread. They do, however, show why players need a clear understanding of what PvE protects them from and what risks remain.
Why Losing Items in PvE Feels Different
ARC Raiders is built around risk and reward. Players collect weapons, materials, crafting resources, ARC Riders blueprints, and other valuable items while trying to survive long enough to extract.
A failed run is part of that loop. A powerful ARC enemy can overwhelm a squad, a boss fight can consume more resources than expected, and an unsuccessful extraction can mean losing equipment.
But players make decisions based on the rules of the mode they choose.
Someone entering a conventional PvPvE raid knows that another Raider may be a threat. Someone selecting a PvE lobby expects a different balance of risk, with the main challenge coming from ARC machines and the environment.
That expectation is why the Queen report has attracted attention. The poster claims that the squad had already defeated a major enemy before another group allegedly knocked them down. The loss of two reactors and a fully equipped loadout made the outcome more painful, but the underlying concern is whether the selected mode behaved as expected.
The door-blocking report raises a related issue. Even when direct player damage is disabled, a Raider can still lose valuable items if another player prevents them from reaching extraction.
For solo players and squads looking for a more cooperative experience, those situations can undermine the appeal of PvE. The point is not to eliminate danger from ARC Raiders. It is to ensure that the dangers players face match the rules they signed up for.

How to Protect Your Loadout in ARC Raiders PvE Lobbies
Until the circumstances behind these reports become clearer, players can take a few practical precautions.
1. Be cautious about blueprint offers from strangers.
A player offering a blueprint may be acting in good faith, but there is no need to follow someone into a confined room to investigate. Ask them to meet in a more open area where you have space to move and more than one possible escape route.
2. Check the exits before entering a confined space.
A narrow doorway can become a serious disadvantage if another player blocks it. Look for alternative routes before committing to an enclosed area, particularly when carrying valuable items.
3. Do not assume a mine or grenade will solve a body-blocking problem.
The player who reported being trapped specifically asked whether an item could move the obstructing Raider. However, the available account does not establish a reliable solution. Do not assume that equipment designed to damage or disrupt ARC enemies will necessarily push another player out of the way in a PvE lobby.
4. Consider your loadout when testing unfamiliar situations.
If you are experimenting with the mode or exploring areas where you may encounter unpredictable player behavior, bringing equipment you can afford to lose can limit the consequences of a failed run. This is a precaution, not a substitute for reliable game rules.
5. Record suspected damage anomalies.
If another Raider appears to damage you in a PvE-only lobby, capture the encounter if possible. Evidence showing the selected mode, the attack, and the resulting damage can help clarify what happened. Repeated reports with clear footage are more useful for investigating a potential issue than speculation about its cause.
None of these measures guarantees a successful extraction. They simply reduce the chance of being caught unprepared while the community tries to understand these reports.
Will Embark Change the PvE Rules?
The incidents leave two questions for Embark Studios.
The first is whether the reported Queen-fight deaths can be explained by a matchmaking mistake, a technical issue, cheating, or another cause. The available evidence does not establish the answer, and the report should not be treated as proof of a confirmed PvP damage exploit.
The second is whether the current physical interaction rules provide enough protection against deliberate door blocking.
One possible approach would be to prevent sustained player obstruction from completely sealing a narrow exit. Another would be to provide a reliable way to escape when another Raider deliberately blocks the only available route. These are potential design solutions, not announced changes.
Ultimately, the two issues need to be evaluated separately. If the damage restrictions are not functioning correctly, players need a clear explanation and a dependable fix. If physical obstruction is an unintended consequence of the current rules, Embark may need to decide how much interference should be possible in a mode intended to support cooperative play.
For now, neither Reddit report establishes how widespread these situations are. But both highlight the importance of making the PvE experience predictable and fair.
Players are not choosing PvE because they expect every raid to be easy. They are choosing it because they want to face the dangers of ARC Raiders without the same threat of direct player combat.
If an unexplained attack can cost a squad its equipment after a Queen fight, or a promise of a blueprint can end with a player trapped until the timer runs out, that expectation becomes harder to maintain.
Have you encountered unexpected PvP damage in an ARC Raiders PvE lobby, or been trapped by another Raider blocking a doorway? Share your experience and any method that helped you escape. Specific reports may help the community determine whether these are isolated incidents or problems that deserve a broader fix.
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ARC Raiders Store Update 2.1.0 & PvE Toggle Beta Test Are Live: No PvP, but Loot Wars Are Just Beginning
ARC Raiders' highly anticipated PvE Toggle Beta Test is finally live, running until 11:00 AM (CEST) on October 20th. During this period, players can switch between standard PvPvE and PvE.
This feature was announced after months of observation and data accumulation from the development team regarding the player base.
According to data released by the studio, 37% of players are currently in friendly co-op, a group that has been steadily growing since the game's launch; 51% of surveyed players expressed interest in a dedicated PvE option, and even 40% of PvP players expressed a desire to reduce hostile encounters. This data prompted the development team to begin testing a dedicated PvE matchmaking option.
So, what changes has this limited-time PvE test brought? And how has the player community reacted? Let's take a closer look.
PvE Servers: Zero Player Damage and Risk Reconstructed

The mechanics of PvE servers have undergone significant changes. First, player-to-player damage has been completely eliminated. Throwable items, including stun and burning projectiles, are ineffective against other players, but physically interactive items like barricade kits and ziplines remain unaffected.
Another noteworthy change is the re-locking of downed players by ARC. In PvE mode, players have an eight-second grace period after being knocked down, during which ARC will not lock onto them; however, once this time expires and ARC detects movement, it will resume its attack.
Therefore, even without the threat of other players, being downed does not guarantee safety; players must carefully assess when to escape danger.
Regarding map conditions, Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection do not offer PvE options. These map conditions inherently incorporate strong PvP elements, such as the line-of-sight control in Night Raids and resource contention in hidden bunkers, thus their exclusion from the PvE testing scope is understandable.
The Competition for High-Value ARCs: New Conflicts in PvE

The adjustments to the loot system in PvE mode are one of the most controversial changes in this test. The developers not only reduced overall loot rewards but also significantly decreased the number of lootable containers on the map.
Meanwhile, although players cannot attack each other, everyone still needs to compete for limited rare drops when challenging high-level ARCs, making the acquisition of high-value resources still highly competitive.
For example, defeating Matriarch, a massive ARC, yields ARC Raiders items such as the Matriarch Reactor, Magnetic Accelerator, and Advanced ARC Powercell.
In PvE mode, since players cannot harm each other, theoretically everyone can safely approach the boss. However, in actual testing, due to the large influx of players to Matriarch spawn points, scenarios emerged where over a dozen raiders competed for the same Matriarch loot, instantly depleting the core resources.
This phenomenon reveals an interesting paradox: PvE mode eliminates direct player-versus-player combat, yet creates a new, non-violent competitive pressure in the face of limited boss resources.
In standard PvPvE mode, while players facing Matriarchs must simultaneously contend with ARC attacks and ambushes from other players, the abundant loot provides a real sense of reward upon successfully defeating a powerful foe.
While PvE mode removes player-versus-player risk, it correspondingly reduces the amount of resources obtainable by a single player. This risk-reward balance reflects the studio's differentiated consideration of the economic systems of the two modes.
Community Reactions: The Real Needs Behind the Polarization
PvE Toggle beta sparked heated discussions within the community.
Supporters argue that this provides more options for different types of players - those who want to experience the game without the pressure of PvP, whether parents who need to pause frequently, busy working professionals, or veteran players tired of high-intensity competition, can all find their rhythm in PvE mode.
Opponents' concerns are equally important. Some players believe that the core appeal of ARC Raiders lies in the unpredictable tension of PvPvE, and the introduction of PvE mode might dilute this unique experience. Some community members have described it as the first step to killing the game, worrying that the fragmentation of the matchmaking pool will lead to a decline in the quality of PvPvE matches.
The developers, however, have maintained a cautious approach. The official announcement clearly states that this test does not necessarily mean that a PvE mode will be included in the future. After the test, a questionnaire will be released to collect detailed feedback from players on their PvE experience to determine whether the feature will become permanent content.
Store Update 2.1.0 Released with Fixes and Optimizations
Store Update 2.1.0 fixes several issues affecting the game experience and further refines combat feedback and movement mechanics. For example, issues such as characters accidentally bouncing off when vaulting destroyed ARC components and abnormally enlarged character models have been fixed; excessively loud outdoor footsteps have been improved, and the audio-visual feedback when hitting weak points in melee combat is clearer.
Regarding ARC, Frigate hatches now inflict burning damage when opened, and the drop and collision effects of their cargo containers have been adjusted.
Meanwhile, the development team has also fixed issues with skills such as Broad Shoulders and Field Repair, and optimized the vaulting and swinging experience of Grappling Hooks, making character movement and skill usage more stable. In addition, the new Carrion Set is now available in the store.

Conclusion
PvE Toggle Beta Test is an important milestone in the development of ARC Raiders. It is both a response to long-standing community feedback and a careful experiment regarding the game's identity.
Regardless of the test results, this data-driven and player-feedback-based iterative approach truly reflects the official team's emphasis on the game's long-term viability. This week is the perfect window for all raiders to express their true feelings.
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ARC Raiders PvE Mode First Impressions: Safer Raids, Tougher Machines, and a Divided Community
Ask a room of ARC Raiders players what ruins a good run, and plenty won't point to the machines. They’ll point to the Raider who opens fire the instant a heavy ARC boss falls, or the squad camping the extraction point for easy loot.
Embark Studios' limited-time PvE matchmaking toggle directly addresses those frustrations. Running from October 13 to October 20, 2026, this week-long test allows players to queue into raids where friendly fire is completely disabled, turning the focus strictly onto survival against the ARC threat.
However, taking PvP out of an extraction shooter raises an obvious question for veterans: does removing human hostility make the game more enjoyable, or does it strip away the unpredictable tension that makes extractions feel earned?
Here is a breakdown of how the test works, what is excluded, and how the community is responding.

How the PvE Matchmaking Toggle Works
Players can select between standard PvPvE and the new PvE queue before deploying. Selecting the PvE mode modifies several core match rules:
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Zero Player-to-Player Damage: Firearms, melee attacks, and explosives deal no damage to other Raiders outside your fireteam. Utility and hazard items (like blaze or gas grenades) only affect ARC units.
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Loot Protection: You cannot open or loot backpacks from fallen players outside your own squad.
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Shared Sessions: Solo, duo, and trio squads share the same PvE instances.
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Economy & Progression: Account leveling, blueprints, and material gathering carry over directly to your main account. However, since operational risk is much lower in PvE, overall loot drop rates and values are slightly reduced. If you are looking to stock up on high-tier gear or rare crafting materials faster during this limited event, securing essential ARC Raiders items for sale directly can help you stay fully equipped without grinding lower-yield lobbies.
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MMR Separation: Performance in the PvE queue does not impact your standard PvPvE matchmaking rank.
Physical map collision still applies. Barricades, chokepoints, and zip-lines function normally, meaning other players can still beat you to chest locations or crowd narrow corridors even without weapons drawn.
IGGM Player Tip: With loot values reduced in the PvE queue, farming rare blueprints and specialized consumables might take longer than usual. To make the most of your boss fights against heavy ARC machines, having the right loadout is crucial—make sure you stock up on vital ARC Raiders items and utility gear before deploying into high-threat zones.
Machine AI Mechanics: The 8-Second Grace Window
Removing human conflict doesn't mean drops are risk-free. The ARC machinery remains aggressive, and downing mechanics require careful movement:
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Downed State Target Acquisition: If an ARC unit downs you, outside players cannot execute you or take your gear, but machine AI will continue targeting crawling players.
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The Grace Period: Players report an approximate 8-second window after going down. Staying stationary prevents the AI from locking on, while crawling after the window expires triggers immediate lethal targeting from nearby ARC units.
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Community Mobility Workarounds: Players have noted that using mobility tools like the rollator allows movement without triggering the AI's crawling detection. However, misjudging terrain while rolling can easily lead to lethal fall damage.
Excluded Content & Modes
To preserve high-stakes gameplay loops, Embark Studios restricted several endgame events and conditions from the PvE matchmaking queue. To access the following content during the test week, players must queue in standard PvPvE:
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The Frigate Event & Redirection key routes (including Fallen Emperor keys)
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Night Raids with reduced visibility
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Hidden Bunkers and Locked Gate instances
Embark designed these encounters around player unpredictability; removing the threat of opposing Raiders alters their intended balance and difficulty structure.
The Player Response: Safe Co-Op vs. Missing Tension
Early feedback from the community reveals a clear divide in how players view the experiment.
Gameplay Element PvE Queue Feedback PvPvE Baseline Combat Focus Tactical co-op against high-tier ARC machines Constant dual threat (Players + ARC) Extraction Risk Zero extraction camping or ratting High risk of ambushes at extract Gear Utilization Players freely run high-tier weapons without gear loss anxiety High risk of losing rare blueprints/gear Raid Atmosphere Relaxed, cooperative, predictable High-tension, paranoid, high-reward What Players Like
For casual fans, solo quester, and co-op enthusiasts, the mode provides a stress-free environment to learn map layouts, farm specific crafting materials, and fight heavy ARC bosses without third-party interference. It also gives players a risk-free environment to field expensive weapon loadouts that otherwise sit in stash storage.
What Players Miss: The "Vulture" Problem and Sterile Raids
Not everyone is sold on the PvE toggle. Extraction purists argue that removing human unpredictability renders the sandbox sterile. In standard lobbies, encountering another squad presents tactical choices: fight, negotiate, or avoid. In PvE, default cooperation removes that tension, making raids feel repetitive once ARC attack patterns are memorized.
Worse still, removing guns didn't completely remove toxic behavior—it just changed its shape.
The Rise of Key Room "Vultures"
While disabling PvP stopped extraction camping, players quickly uncovered a frustrating new loophole: Key Room Griefing.
Because weapons deal zero damage to other Raiders, you can no longer clear out uninvited guests or defend your loot spot. Players are now reporting groups waiting like vultures outside locked key rooms. The moment an unsuspecting Raider uses their hard-earned keycard, these opportunists rush in to snatch high-value ARC Raiders items off the tables before the key owner can even react.
Streamer Dkal famously captured the frustrating atmosphere during his stream, noting: "Everyone just waits outside the keyroom like vultures for you to use ur key."
The community's sentiment was best summed up by a viral forum comment: "They removed the guns from the rats. Not the rats."
IGGM Survival Tip: Until Embark Studios implements an instanced loot system or door-ownership mechanics for PvE key rooms, save your valuable keycards for standard PvPvE lobbies. In PvPvE, you at least have the firepower to defend your keys and secure your hard-earned loot.
What Happens Next
When the test concludes on October 20, the toggle will be deactivated, returning all matchmaking to standard queues. Embark Studios will analyze player participation data, queue times, and feedback before making any announcements regarding a permanent implementation.
Whether a dedicated PvE queue becomes a permanent fixture depends on how Embark balances overall queue health, economy pacing, and player retention across both modes.
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ARC Raiders Trials Season 6 Brings New Ultimate Ranked Rewards | Prioritize Completing Week 1 Challenges
While seasons aren't the primary method for major ARC Raiders updates, the game's weekly Trials operate on a seasonal cycle. Even without a major content update, ARC Raiders launches a new season roughly every three months.
As it happens, the launch of Frozen Trail update coincides with the start of Trials Season 6; in fact, the developers timed the season's launch specifically so you could tackle these trials within the brand-new environment.
So, how long will ARC Raiders Trials Season 6 last, and what are the ultimate rewards? Here is a detailed breakdown.

Trials Season 6 duration
The season kicked off on Thursday, October 8, with a new round of Trials released every Monday (dates may vary slightly depending on your time zone). Season 6 is expected to run until January 12.
Although much of Season 6 trials content is designed around the new Frozen Trail environment, the game's update schedule, which targets two major updates per year, suggests that Season 7's Trials content will likely return to a more standard format.
It is worth noting that there was a two-week gap between Season 5 and Season 6, whereas previous seasons typically followed one another without a break.
We believe this gap was intentional, allowing the development team to synchronize Season 6 launch with Frozen Trail to generate more hype. Consequently, if there is no major update next January, Season 7 should launch immediately after January 12.
Season 6 trials content overview
We won't know the specific details of the five weekly Trial missions until they are released. However, having gone through five seasons already, you've likely noticed a pattern: missions generally involve tasks like eliminating specific enemies, fighting with particular weapons, or opening specific types of containers.
ARC Raiders Trials Season 6 largely follows this established pattern, though the missions will likely tie in more frequently with the new Pendola Pass map or the new enemy types, Bully, Skulker, and Hydra.
To successfully complete all the weekly trials in Season 6, you need to master the new combat mechanics. It is also highly recommended to buy ARC Raiders items to unlock new weapons beforehand, as they may outperform standard gear.
What are the ultimate rewards for Season 6?
Throughout the season, ARC Raiders introduces a new set of weekly trials, typically consisting of five specific missions. To maximize your rewards, you must earn enough points to complete every mission with a three-star rating.
Completing weekly trials grants immediate resource rewards. Additionally, your performance score determines your ranking within a group of 100 Raiders.
Throughout Season 6 cycle, your ranking will be updated every Wednesday, following the conclusion of the previous week's trials, based on your performance over the past week.
The group leaderboard features four ranks, each subdivided into three tiers (1, 2, and 3, from lowest to highest). However, exceptional trial performance offers the chance to climb into the global Hotshot and Cantina Legend leaderboards.
At the end of Season 6, ARC Raiders will award additional ultimate prizes based on the rank you achieved in the trials:
- Maestro Outfit (including variants)
- Sheriff Badge Backpack Charm
- Infrared Transmitter Backpack Attachment
- Pumped Dance Emote
- Scrappy Outfit Pop Helmet
Maestro Outfit features yellow and red color variants, but these are exclusive to players who reach Hotshot and Cantina Legend ranks. So, make sure to give it your all starting from Week 1 of Season 6!

Week 1 trials are coming to a close!
ARC Raiders Season 6 Week 1 trials began on October 8; typically, a weekly cycle concludes on the following Wednesday, in this case, October 14.
However, to align with the tradition of launching new trials on Mondays, Week 1 is expected to end later on October 13 (or October 12, depending on your time zone). This means if you still have unfinished Week 1 missions, you only have a few hours left to complete them!

Three of Season 6 Week 1 Trials tasks require you to complete objectives on the new Pendola Pass map: opening containers, eliminating Skulkers, and finding enough frozen Raider Caches.
The challenge of exploring Pendola Pass lies in the occasional appearance of Flash Freeze, a special environmental hazard. During these events, you must seek shelter in indoor structures to avoid freezing to death.
Unlike standard containers, which are easy to spot, frozen Raider Caches appear exclusively on Pendola Pass map, with only 13 locations available. To find enough of them quickly, you need to plan an efficient exploration route.
As for Skulkers, these are new, small ground-based ARCs characterized by high mobility and a knack for launching attacks from unexpected angles.
The key to eliminating them is to target their thrusters first; disrupting their mobility systems will slow them down. Additionally, Skulker's tail is equipped with a weapon resembling scorpion rifle, its primary source of damage, so you should focus your fire on destroying it.
The remaining two Week 1 Trials tasks require you to eliminate any PvE enemy using Stiletto and to take down flying ARCs using Light Impact Grenades.
Stiletto is a semi-automatic battle rifle introduced in Frozen Trail update; it can be upgraded to Tier 4 and obtained through scavenging or crafting.
Light Impact Grenades are a common type of grenade in ARC Raiders, easy to acquire but moderate in power. To successfully eliminate enough flying ARCs with them, you will need to stock up on plenty of grenades and master your throwing technique.
That covers everything for this update. To secure the ultimate reward, be sure to dedicate plenty of effort throughout Season 6 and aim to complete every task with a three-star rating!
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