Raiders, among the new items added to ARC Raiders Riven Tides, Powered Descender is one of the most useful but also the easiest to misuse. Many people may be misunderstanding its true purpose. This guide will show you how to correctly use Powered Descender and how to obtain it.
Common Mistakes
Many players are used to activating Powered Descender when jumping from a height to slow their descent and try to avoid fall damage. However, the problem is that because of the difficulty in timing, you can easily run out of energy or not slow down enough before landing, ultimately still taking damage.
It's time to realize that it's not that Powered Descender is bad, but that you're using it incorrectly.
Correct Usage
The truth is, its core design is for upward propulsion, not downward deceleration. Therefore, the correct way to use it is to activate Powered Descender first, then jump. This will give you upward propulsion, allowing you to ascend vertically or make short leaps.
Activating it after you jump is simply equivalent to slowing down and descending slowly. Activating the jump before jumping not only propels you upwards but also gives you forward momentum.
Let's break down the correct steps.
First, equip Powered Descender and press the activation button while stationary or running. You'll see the energy bar deplete, and the device will emit a sound effect.
Next, while still active, immediately press the jump button. Your character will gain a significant upward momentum, helping you reach platforms you couldn't normally jump to.
Pay attention to the indicators provided by your energy bar. A full energy bar provides approximately 5 seconds of continuous propulsion, helping you descend slowly. If you use it for upward jumps, each jump consumes approximately 0.5-1 second of energy.
The moment the energy runs out, the propulsion stops immediately, and your character will fall vertically. Therefore, always keep an eye on your remaining energy.
Applications in Practical Use
Climbing Heights Normally Inaccessible
Many players know that there are many valuable items on the chimneys of Bird City, but without a Snap Hook, they can only watch helplessly.
At this point, if you use Powered Descender, activate it, and jump, it will directly pull you onto the chimney. The high place you were longing for is now easily reached.
Also, there are rooms with skylights in Red Tower area. Normally, you need to run across a bridge, overcome some small obstacles, and then try to climb onto the roof. This often fails. But Powered Descender allows you to launch directly from the ground and flip over, saving time and effort.
Solving Annoying Little Jumps
Those narrow gaps between two buildings may seem insignificant, but they are often places that frustrate players and make them want to detour. A normal jump is easily a close call, resulting in a fall, and detouring takes 1-2 minutes.
But with Powered Descender, it's different. Just reach the edge of the gap, activate it, and jump, and you can easily solve the problem. These annoying little jumps are precisely where Powered Descender excels.
Increase Forward Momentum While Running
Activating Powered Descender while running and then jumping will grant you both upward thrust and forward momentum.
This can be used to cross slightly wider ditches, but you still need to assess the distance; it cannot completely replace the long-distance swing of Snap Hook.
Emergency Escape
When you accidentally fall into any low-lying terrain in the game, a normal jump won't get you out. Powered Descender can help you escape this way. Activate it for a direct bounce escape. This is especially useful when you're taking a shortcut over obstacles while being chased by enemies.
Replace Snap Hook for Daily Map Running
Snap Hook is a yellow (Legendary) item, easily attracting the attention of other players, and it might be stolen after your character dies. Powered Descender, on the other hand, is a purple (Epic) item, relatively understated, and its functionality is sufficient for 80% of vertical movement needs.
A combination of a full set of purple gear and Powered Descender is highly recommended. It's efficient and safe.
It's recommended that players prioritize searching drawers or containers in Stacking Yard, Tennis Court, and lockers in Poolside. You might find it immediately in Stacking Yard, but ultimately, luck plays a role.
Besides the blueprint, to craft Powered Descender, you need a Level 3 Utility Station, a Power Rod, and a Turbine Compressor. You can obtain Turbine Compressors by killing randomly landing ARC Turbines.
Powered Descender has 100 durability points, consuming approximately 35 points per use, depending on usage frequency. Repairing it requires an Advanced Electrical Component and ARC Circuitry; the materials aren't expensive, so frequent repairs are recommended to maintain its usability.
In short, Powered Descender is not a parachute, but a powered jumper. Remember to activate it before jumping; this will allow you to easily reach higher places and cross narrow gaps, saving you a lot of trouble with detours and climbing walls. It's definitely one of the most underrated purple gear items in Riven Tides.
Players in ARC Raiders: Frozen Trail are currently hunting for a legendary crafting material called a Frigate Inductor, which is essential for upgrading your Research Station. However, this rare item isn't easy to come by; without a clear strategy, you risk wasting valuable resources and wandering aimlessly.
If you want to farm ARC Raiders Frigate Inductors solo - without risking your high-value gear - you can use the low-budget loadout and route outlined below.
ARC Raiders Frigate Inductor Farming on a Budget: 8K Coin Loadout, Solo-Safe Route
Low-Budget Loadout
To keep costs down, your entire setup should consist of items that can be crafted using your Workbench and Utility Station.
For your primary weapon, Ferro is a great choice. Ideally, upgrade it to Level 3 - it doesn't require many components to do so.
For armor, equip Looting Mk. 1 and a Light Shield. Bring 60 rounds of Heavy Ammo (or 30, if you want to save a bit more).
As for supplies, pack five Bandages and at least one Shield Recharger. Additionally, craft a Grappling Hook and five Li'l Smoke Grenades. The total cost for this setup is approximately 8,470 coins - well within a 10,000-coin budget.
If you find yourself short on Gun Parts, you can trade seven seeds with Celeste to get them. Alternatively, if you prioritize survival, you can swap some supplies for extra Bandages - just ensure the total cost remains within your budget.
This approach keeps the risks of farming Frigate Inductors low while ensuring you still have the mobility and cover options you need.
Boarding Frigate
Once you've geared up and entered a match, your first objective is to locate an ARC Reclaimer.
Wait for it to land on the ground before boarding; do not attempt to climb on while it is hovering, as this can interfere with its ascent.
As soon as you're on Reclaimer, disrupt it. The sooner you reach Frigate, the more loot containers you'll be able to access.
After heading up, prioritize the right-hand path and sprint quickly toward the first set of loot locations. Assess whether other players are competing for the same area; if they are, consider shifting to a different spot.
Keep in mind that your spawn point and the overall pace of the match will significantly affect the number of containers available to you. You need to move fast during the early looting phase, but avoid rushing in blindly.
If you find that other ARC Raiders players have already reached the upper level, head toward the rear corners or the lower-level containers instead - this helps you avoid direct confrontations in narrow corridors.
Remember, the number of containers you manage to loot early on - while aboard the ship - often determines the total value of your haul, including Frigate Inductor.
Reclaimer in ARC Raiders
Avoiding Enemies While Looting
Your primary objective inside Frigate is to locate and break open all destructible containers as Frigate Inductor can be found randomly within them.
Throughout this process, try to steer clear of dangerous ARC enemies - specifically threats like Hydra, Hornet, and Rocketeer.
If you encounter patrolling units, wait for them to pass. Use structures and natural cover to maintain distance. If you need to ascend or cross a gap, aim your Grappling Hook as high and as far as possible.
Furthermore, to ensure your safety, don't rush to loot a target container the moment you spot it. Deploy a Li'l Smoke Grenade for cover, allowing you to break open and search the container before any ARC enemies arrive.
If other players in ARC Raiders lobby are focused on clearing power cores, there will likely be more breachables (destructible containers) left for you - which is ideal for your looting route.
Of course, you may occasionally run into combat initiated by other players; in such cases, resist the urge to get involved.
Since you may be running a budget-friendly loadout - which might not hold up against players with better gear - stay focused on your own objective: securing Frigate Inductor.
Resupplying and Extracting
A key way to maximize the efficiency of this route is to pick up other ARC Raiders items scattered throughout the map, helping you replenish the resources you've consumed.
If you happen to come across items like ARC Thermo Lining while scavenging, you can process them on the spot to craft Bandages, or use Chemicals and Plastic Parts to replenish your supply of Li'l Smoke Grenades.
Keep in mind, however, that you must first unlock the ability to craft items during a match via your skill tree.
Once you've successfully secured a Frigate Inductor, place it into your Safe Pocket immediately before continuing your search or heading for extraction.
When extracting, you can use your Grappling Hook to swing quickly out of danger zones; with the right timing, you'll only take minimal damage.
If there are still enemies active near an extraction point, it's better to wait for another patrol cycle to pass before making your move.
While your route will depend on your spawn point and other variables, your success rate will steadily improve as you play more matches and become familiar with enemy patrol paths and the locations of loot containers.
Good luck, and may you successfully extract with a Frigate Inductor in ARC Raiders!
In ARC Raiders Frozen Trail update, a new item called Grappling Hook was added to the game.
There was already another piece of equipment called Snap Hook, and the two serve very similar purposes. Both allow you to move quickly from one location to another. So, which one is actually better?
ARC Raiders Snap Hook vs. Grappling Hook | Durability, Mobility, and Performance Compared
Cost and Acquisition Difficulty
Snap Hook
Snap Hook blueprint must be obtained through random world drops. You can try searching for it on Dam Battlegrounds map during an Electromagnetic Storm.
Once you have the blueprint, crafting a Snap Hook requires 2 Power Rods, 2 Steel Cables, and 1 Exodus Module, making it quite resource-intensive.
Power Rods are particularly valuable and can only be crafted after upgrading Refiner to Level 3. Each one requires 2 Advanced Electrical Components and 2 Arc Circuitry.
Grappling Hook
Grappling Hook has a clear advantage in terms of acquisition reliability and ARC Raiders item crafting costs. You don't need to rely on random drops to obtain its blueprint. Simply reach Level 12 in Rewards Pass, and the blueprint will be unlocked directly.
Crafting a Grappling Hook only requires 1 Mechanical Component, 2 Ropes, and 1 Cable Stripper, making it considerably easier to craft. Mechanical Components can be produced at Refiner, while Ropes can be obtained directly from Celeste.
Durability
Both pieces of equipment have a maximum durability of 100, but each use consumes some durability. Snap Hook loses approximately 4 durability per use, meaning it can be used around 25 times before breaking.
Grappling Hook consumes approximately 2 to 2.6 durability per use, allowing it to last around 50 uses. That's roughly twice as many uses as Snap Hook, although the latter has a noticeable advantage in terms of movement speed.
Controls and Usage
Snap Hook
ARC Raiders Snap Hook is relatively straightforward to use. Place it in your Quick Use slot, then aim at a building, wall, or other grappleable surface you want to reach.
Your crosshair indicates whether the target is within range. A solid green crosshair means the target is reachable, while a dimmed crosshair indicates that it is out of range. There are three different ways to climb with it.
You can simply aim at your target, wait for the crosshair to turn green, and release all movement controls. Your character will automatically pull themselves up.
Alternatively, after attaching the hook, hold the backward movement key. Your character will quickly step onto the platform, skipping much of the climbing animation and reducing the time you remain exposed.
You can also hold backward and jump simultaneously after attaching the hook. This launches your character upward like a rocket.
However, using Snap Hook to descend from high places can be somewhat dangerous. After jumping off, you need to press the aim button at the right moment to detach the cable. Otherwise, you may get pulled back to your original position or take fall damage if your timing is off. For average players, descending with Snap Hook is considerably riskier than climbing upward.
Grappling Hook
Grappling Hook offers more flexible controls, but it takes some practice to master. Its range is longer than Snap Hook's, and aiming displays a small circle that indicates where the hook will attach.
You can climb upward along the rope, control your descent speed, and swing across large gaps between platforms. You can also use jumping and momentum to adjust your landing position. However, keep an eye on your Stamina, as climbing long distances and swinging will consume it.
Descending from a high position is much less stressful. Simply fire Grappling Hook toward the ground beneath you, slowly lower yourself, hold the button to climb down, and detach the rope once you are ready to land.
Grappling Hook only has one climbing method, but there is one important detail to remember: Don't press the jump button when reaching the top. Doing so will detach the rope and cause your character to fall.
Instead, keep holding the climb button until your character has fully stepped onto the platform. Although Grappling Hook is slower, its controls are more intuitive and less stressful overall.
ARC Raiders Snap Hook & Grappling Hook Controls and Usage
Mobility
Snap Hook
Snap Hook excels at mobility. It can pull your character toward a target almost instantly, allow you to skim across the ground, and even let you steer left or right while airborne. This makes it extremely useful for dodging threats and escaping combat.
Its main drawback is that it has its own Stamina Bar. You cannot fire it again while the bar is flashing and recovering. You must wait until it returns to white before using it again.
Combined with its limited durability of approximately 25 uses, this makes it less suitable for prolonged engagements. However, when it comes to instant mobility, disengaging from combat, and quickly covering distances, Snap Hook is exceptionally effective.
Grappling Hook
ARC Raiders Grappling Hook is more focused on climbing and reaching otherwise inaccessible locations. You can swing, retract the rope, make gradual positional adjustments, and pull yourself onto some unusual but useful spots.
However, it is slower and doesn't offer the same immediate mobility as Snap Hook. Grappling Hook is better suited to reaching specific locations rather than making a quick escape from danger.
Practical Performance
Once you become proficient with Snap Hook, it can give you a significant advantage on the battlefield. Its movement speed is incredibly fast, allowing you to respond to different situations almost instantly.
Snap Hook is particularly powerful in Dark Room at Fallen Emperor. It can pull you out of danger and get you to safety extremely quickly. However, this depends on executing the movement correctly, as a mistake can just as easily send you falling to your death.
When using Grappling Hook in Dark Room, it is practically useless if you haven't cleared out Hydras first. They will simply shoot you down before you can get away.
Overall, Grappling Hook is simpler, safer, and more durable. It is suitable for average players and most everyday gameplay situations. However, its slower movement and limited mobility make it less effective than Snap Hook when you need to escape quickly.
Both Grappling Hook and Snap Hook are extremely useful tools for exploration. Grappling Hook is the less stressful option and the better choice for most players, while Snap Hook is more suited to experienced players and endgame situations. If you can only choose one, Grappling Hook is our recommendation.
ARC Raiders could be heading toward a major gameplay expansion, with Embark Studios considering whether to bring back a permanent PvE mode. Following a limited-time matchmaking experiment that generated more than 30 million PvE rounds, the developer is now evaluating what players want from a dedicated experience without human-versus-human combat.
In a recent interview, executive producer Aleksander Grøndal discussed three possible directions: a relaxed PvE side mode, a more challenging experience centered on fighting ARC machines, or a complete PvE-only version of the game.
However, none of these options has been confirmed. Embark still needs to examine the test results, understand player preferences, and determine how another gameplay mode would affect the identity and long-term development of ARC Raiders.
For players who enjoy exploring, completing quests, collecting equipment, and fighting mechanical enemies without constantly worrying about hostile Raiders, the possibility is particularly interesting. But introducing permanent PvE could also bring significant changes to the game's economy, matchmaking, and content development.
ARC Raiders PvE Update: 3 Possible Permanent Mode Options
Is ARC Raiders Getting a Permanent PvE Mode?
A permanent PvE mode has not been confirmed, but Embark Studios is actively evaluating the possibility.
The discussion follows a one-week PvE matchmaking test that ran from October 13 to October 20, 2026. During the experiment, players could switch between the traditional PvPvE experience and a PvE alternative that removed player-to-player damage.
Embark reported that players completed more than 30 million PvE rounds during the test. This gave the development team a substantial amount of gameplay data and feedback to examine before making its next decision.
The studio has also acknowledged that the test was polarizing. That distinction matters: high participation demonstrates considerable engagement with the experimental mode, but it does not automatically establish that every player wants PvE to become a permanent feature.
In its post-test communication, Embark said its next steps would prioritize the overall health and enjoyability of the game. The studio also indicated that it expected to provide further information in November 2026.
The current situation can be summarized as follows:
Key Detail
Confirmed Information
Game
ARC Raiders
Developer
Embark Studios
PvE test period
October 13–20, 2026
Test duration
Seven days
PvE participation
More than 30 million rounds
Test result
Described as polarizing
Permanent PvE mode
Under consideration, not confirmed
Next developer update
Expected in November 2026
The important takeaway is that ARC Raiders is not officially transitioning into a PvE game. Instead, Embark is investigating whether a dedicated PvE experience can coexist with the extraction-based PvPvE gameplay that defines the current title.
Three Permanent PvE Mode Options Embark Is Considering
Grøndal's comments reveal that Embark is not simply deciding whether to restore the previous matchmaking toggle. The studio is also considering what kind of PvE experience would provide the most value to players.
He outlined three possible directions during interview.
Potential PvE Mode
Core Experience
Potential Player Appeal
Relaxed PvE Side Mode
A less stressful alternative between regular PvPvE raids
Players who want to explore, complete quests, and collect resources at a more comfortable pace
PvE Challenge Mode
More demanding encounters focused on fighting ARC enemies
Players who enjoy combat difficulty, enemy mechanics, and cooperative challenges
Full PvE-Only Experience
A dedicated gameplay experience without hostile player encounters
Players who prefer cooperative progression and fighting AI opponents exclusively
These are development possibilities rather than announced features. Each option would require a different approach to balancing, progression, and future content.
1. A Relaxed PvE Mode Between Regular Raids
The first possibility is arguably the most straightforward: a more relaxed PvE option that players can enjoy between intense PvPvE sessions.
ARC Raiders combines environmental threats with the unpredictability of encounters against other players. This creates tension during exploration and extraction, but it also means that even routine activities can become dangerous when another Raider decides to attack.
A relaxed PvE mode would provide an alternative for players who enjoy the game's exploration, scavenging, and cooperative elements but do not always want the pressure of PvP encounters.
For example, players could spend one session completing objectives, collecting crafting materials, or exploring an area with friends before returning to traditional raids when they want a more competitive experience.
This approach could broaden ARC Raiders' appeal without necessarily replacing its original gameplay identity.
However, Embark would still need to determine how much of the standard progression system should carry over. If PvE provides exactly the same rewards with considerably less risk, it could become the preferred farming option for many players.
That would create a balancing problem even if the relaxed mode itself remained relatively simple.
2. A Challenging PvE Mode Focused on ARC Enemies
The second possibility takes a different direction. Rather than removing difficulty, Embark could build a PvE experience that makes ARC enemies the primary source of challenge.
This option could be particularly appealing to players who enjoy the game's mechanical enemies and want more opportunities to test their combat skills without worrying about other Raiders interrupting encounters.
A dedicated challenge mode would also give Embark more room to explore PvE-focused encounter design.
For instance, future content could potentially emphasize demanding ARC encounters, cooperative combat, and more deliberate preparation before entering dangerous areas. These are possible design directions, not confirmed upcoming features.
The distinction between this option and a relaxed mode is important.
A relaxed mode would primarily reduce the pressure associated with PvP encounters. A challenge mode would instead make environmental combat the main attraction.
This could also help preserve the sense of danger that makes extraction gameplay engaging. Removing hostile players does not necessarily mean removing meaningful risks.
From a development perspective, however, a more demanding PvE experience would require careful enemy balancing and encounter design. Simply allowing players to fight existing ARC enemies without PvP might not be enough to create a distinct long-term mode.
3. A Complete PvE-Only Experience
The third possibility is the most ambitious: a full PvE-only version of ARC Raiders.
Rather than treating PvE as an alternative matchmaking option, Embark could potentially develop it into a substantial gameplay experience with its own progression priorities and content structure.
This direction would appeal to players who enjoy cooperative extraction gameplay but do not want human opponents to be part of their regular sessions.
It could also provide a clearer identity for PvE players. Instead of occasionally switching between two matchmaking experiences, they could focus on a dedicated environment built around fighting ARC enemies and working with other Raiders.
However, this would introduce the biggest development challenge.
A full PvE experience would need enough meaningful content to remain engaging over time. Embark would have to consider how quests, equipment progression, enemy encounters, rewards, and future updates should work across two different gameplay experiences.
Grøndal specifically acknowledged that the three possibilities would have different implications for how the studio builds future updates.
That suggests the decision is not simply about adding another option to the matchmaking menu. It could influence the game's longer-term development priorities.
Why Embark Studios Is Hesitant about Permanent PvE?
Although the test attracted significant participation, Embark has reasons to approach a permanent PvE mode carefully.
One important consideration is the original development direction of ARC Raiders.
The game initially started as a cooperative PvE looter, with players working together against mechanical enemies. However, Embark eventually changed its direction and developed PvPvE extraction shooter that players know today.
This history helps explain why the studio is cautious about returning to a PvE-focused structure.
According to Grøndal, Embark was initially skeptical about introducing PvE because of the earlier development experience. The studio now needs to understand whether the test revealed an opportunity to support additional player types or whether a separate mode could undermine the existing gameplay experience.
There are three particularly important considerations.
Maintaining the Identity of PvPvE Gameplay
The tension between cooperative and hostile encounters is a defining part of ARC Raiders.
Players must decide whether to cooperate with strangers, avoid potential threats, or defend themselves when another Raider becomes aggressive. These unpredictable interactions create much of the excitement associated with extraction gameplay.
A permanent PvE mode could change how players experience the original mode, particularly if a large portion of the player base moves toward safer matchmaking.
Embark therefore needs to find a way to accommodate players who prefer PvE without making the traditional PvPvE experience less engaging.
Balancing Loot and the In-Game Economy
The game's economy is another important consideration.
Players enter raids to collect resources, obtain valuable equipment, and make progress. If a permanent PvE mode offers the same rewards with substantially fewer risks, it could change the value of different activities.
The limited-time test already demonstrated why reward balancing matters. Embark adjusted loot value to account for the safer environment, rather than simply making PvE an identical alternative with no economic differences.
A permanent version would require further consideration of resource availability, equipment progression, and the relationship between the two matchmaking experiences.
This is also relevant to players interested in acquiring specific ARC Raiders items. Any future changes to loot availability or progression could influence how players approach resource collection and equipment preparation.
For now, there is no confirmed announcement that Embark will introduce separate item economies or change existing trading arrangements. Those decisions would depend on the final design.
Supporting Two Different Content Pipelines
Perhaps the biggest long-term challenge is maintaining sufficient content for both experiences.
A relaxed PvE mode might reuse much of the existing gameplay structure, while a dedicated challenge mode or complete PvE experience could require more specialized content.
Embark would need to decide whether future quests, encounters, rewards, and gameplay updates should be shared between modes or developed separately.
If the studio spreads its development resources across two substantially different experiences, maintaining a consistent update schedule could become more complicated.
This is why Grøndal emphasized that Embark first needs to understand what players actually want before discussing the content requirements of a potential permanent mode.
What PvE Test Means for ARC Raiders Players?
The 30 million-plus PvE rounds provide a significant data point for Embark, but the number needs to be interpreted carefully.
It represents rounds played, not 30 million individual players. It also does not reveal how many participants would continue playing PvE regularly if the option became permanent.
Nevertheless, the experiment gave the studio an opportunity to observe how players interacted with an alternative matchmaking experience.
For different types of ARC Raiders players, the potential benefits could vary considerably.
Player Type
Potential Benefit of Permanent PvE
Casual players
More opportunities to enjoy exploration without constant PvP pressure
Solo players
Greater control over encounters and a potentially more comfortable progression experience
Cooperative players
More opportunities to team up and focus on environmental threats
Combat-focused players
Potential access to more challenging ARC encounters
Resource collectors
An alternative way to approach scavenging and equipment preparation, depending on future reward balancing
PvPvE enthusiasts
The ability to retain traditional raids while having another gameplay option available
The biggest potential advantage is flexibility. Players would not necessarily have to choose between enjoying ARC Raiders' world and accepting every aspect of its PvPvE gameplay.
However, the success of this approach would depend on how Embark implements the different modes.
A permanent PvE experience needs to offer meaningful gameplay rather than simply becoming a safer version of existing raids. Similarly, traditional PvPvE sessions must retain their appeal and sense of risk.
How Could a Permanent PvE Mode Affect Future Updates?
If Embark eventually approves a permanent PvE mode, the decision could influence more than matchmaking.
The three proposed directions suggest different development requirements.
A relaxed side mode might be relatively straightforward to integrate if it shares most existing systems. A dedicated challenge mode could require more attention to enemy encounters and difficulty balancing. A full PvE experience would potentially demand a much broader content strategy.
For players, the most important question is whether both experiences would receive enough attention.
A PvE mode that receives regular content updates could become a meaningful part of ARC Raiders' long-term appeal. However, if resources are stretched too thin, neither experience may receive the level of support players expect.
This is also worth considering when managing equipment and progression. Players who currently spend time collecting resources, upgrading gear, and preparing for difficult raids should avoid assuming that a future PvE mode will offer identical progression or rewards.
For anyone looking to buy ARC Raiders items, it is equally important to distinguish between currently available game systems and possible future changes. The announcement of a potential PvE mode does not establish any new item availability, trading rules, or reward advantages.
Until Embark confirms the final design, existing gameplay and progression systems remain the appropriate basis for player decisions.
When Will Embark Announce Its Permanent PvE Decision?
Currently, Embark has not announced a confirmed release date for a permanent PvE mode.
The studio previously indicated that it expected to share more information in November after reviewing the test data and player feedback.
This means players should watch for a follow-up announcement rather than assume that the temporary matchmaking option will automatically return.
The next communication will ideally clarify whether Embark intends to:
Restore the original PvE matchmaking toggle.
Develop a separate relaxed PvE experience.
Introduce a more challenging PvE mode.
Explore a complete PvE-only experience.
Continue supporting PvPvE exclusively.
It is also possible that Embark could decide not to make PvE permanent if the results suggest that doing so would negatively affect the overall game.
The studio has not committed to any of these outcomes.
Final Thoughts: Could PvE Make ARC Raiders Even Better?
The possibility of a permanent PvE mode represents an interesting opportunity for ARC Raiders.
More than 30 million PvE rounds during a seven-day test show that the experimental experience generated substantial engagement. More importantly, the discussions surrounding the test have given Embark an opportunity to reconsider how different types of players want to experience the game.
A relaxed side mode could make ARC Raiders more accessible. A dedicated challenge mode could give PvE-focused players more demanding combat encounters. A complete PvE experience could potentially expand the game's identity beyond its existing extraction-shooter structure.
However, adding another mode is not automatically an improvement. Embark still needs to consider matchmaking quality, reward balancing, content development, and the long-term health of its original PvPvE experience.
For now, the most reasonable expectation is to wait for the developer's November follow-up. Whether ARC Raiders eventually receives a permanent PvE option will depend on what the test data reveals and which direction Embark believes offers the best long-term experience.
Following some adjustments, Anvil Splitter Amplification has now replaced the original Anvil Splitter in ARC Raiders. Many players have been asking: is Amplified Anvil actually worth using? The answer depends on two factors: the distance at which you are engaging, and the specific type of ARC enemy you are facing.
Amplified Anvil
Amplified Anvil has relatively low acquisition requirements and doesn't require any prior research, with the main cost being 3 Turbine Compressors.
These ARC Raiders items are already quite easy to accumulate now, making it fairly easy to craft several Amplified Anvils.
Amplified Anvil features improvements to its base spread, ADS (aim-down-sights) spread, and spread recovery. When you manage to land all four projectiles at close range, it delivers approximately 20% more damage.
However, this damage bonus is highly dependent on your accuracy - if the projectiles spread out, the actual benefit diminishes rapidly.
Therefore, it is not an unconditional upgrade over the standard Anvil; it places specific demands on your loadout and combat rhythm.
ARC Raiders Amplified Anvil Best Use Cases: Close Range, Light Armor & Weak Points
Performance in PvE
In PvE, Amplified Anvil does not perform exceptionally well against every type of enemy.
Because each individual projectile has relatively low damage, the weapon struggles with armor penetration when targeting heavily armored areas.
Against enemies like Fireball, it fails to replicate the standard Anvil's ability to pierce the outer shell and strike the core in a single shot.
Furthermore, when facing heavily armored targets - such as Surveyor or the side armor of a Bastion - Amplified Anvil may actually deal less damage than the standard version.
As the engagement distance increases, it becomes harder to land all projectiles, leading to a significant drop in damage output.
When dealing with heavily armored enemies like Queen or Matriarch, do not expect Amplified Anvil to outperform the standard Anvil; the latter remains more reliable for consistently breaking through armor.
Ultimately, Amplified Anvil is best suited for close-range encounters against lightly armored enemies or when targeting specific weak points.
When facing a Shredder, Amplified Anvil requires one fewer shot to eliminate the enemy compared to the standard version.
Against a Wasp, it consistently secures a kill in three shots, with improved spread making hits more reliable.
Furthermore, when targeting lightly armored areas - such as the top of a Bastion - landing all shots at close range yields a damage bonus of approximately 20%.
Consequently, in ARC Raiders, Amplified Anvil is quite effective when engaging enemies you can get close to, such as Bastions or Bombardiers.
However, if you cannot maintain close-quarters engagement, or if your target is highly mobile, this advantage diminishes.
In such cases, it is best to keep the standard Anvil on hand as an alternative for long-range encounters or engagements against heavily armored targets.
ARC Raiders Amplified Anvil's Performance in PvE
Performance in PvP
In PvP, Amplified Anvil also offers a ~20% damage advantage when all shots land at close range, with the tighter spread further aiding accuracy.
That said, the standard version is already quite powerful; in actual ARC Raiders gameplay, this 20% bonus is not particularly noticeable.
It primarily serves to provide a slight edge when finishing off an enemy alongside teammates or during close-quarters duels.
At long range, it remains suboptimal, as projectile spread significantly reduces effective damage.
If the game eventually allows players to toggle between amplified and standard configurations on the fly, it would offer much greater flexibility.
Currently, the choice is locked to your loadout; you should opt for the standard Anvil when anticipating long-range combat or encounters with heavily armored foes.
Additionally, in PvP, your accuracy and the distance at which you engage are often more critical than theoretical damage figures.
You must land all four projectiles to approach that ideal damage output; at medium to long ranges, the effectiveness drops off sharply.
The amplified version is best suited for players who prefer aggressive, close-range playstyles - flanking enemies or quickly finishing off weakened targets.
If you are accustomed to engaging from a medium range in PvP, the standard Anvil will probably provide more consistent performance.
When coordinating fire with a team, the amplified version can make your damage contribution slightly more impactful, but it does not represent a game-changing weapon - don't expect it to single-handedly turn the tide of a match.
Usage Recommendations
Overall, ARC Raiders Amplified Anvil represents a meaningful adjustment, though it cannot simply replace the standard Anvil.
Its utility is somewhat niche; it is best suited for finishing off opponents in close-quarters PvP, or for targeting the weak points and less-armored sections of ground-based enemies in PvE.
When putting together your loadout, treat it as a specialized close-range weapon - don't expect it to function as an all-purpose primary.
Whether you should bring it into a match depends on the map's suitability for close-quarters combat and how your team has divided its roles.
If your primary objective involves dealing with heavily armored ARC units or engaging in long-range combat, stick with the standard Anvil.
If you have a spare Turbine Compressor, you might consider incorporating Amplified Anvil into your close-range loadout - just keep in mind that it won't necessarily perform well in every scenario.
Try taking Amplified Anvil out for a few matches in ARC Raiders to see if it fits your personal combat rhythm!
ARC Raiders Fallen Emperor is packed with high-tier weapon upgrade materials and rare crafting resources, making it a rewarding destination.
However, this mini-dungeon is filled with dangerous enemies, traps, and hidden supply pods, while its internal layout changes each time it opens. Learning each room's mechanics and finding efficient routes will help you collect valuable loot and escape safely.
ARC Raiders Fallen Emperor Rooms Guide | How to Navigate Every Room and Find Rare Loot?
Entrance Area
Although the internal layout changes randomly, the entrance area and final loot hangar remain fixed. These familiar sections provide useful landmarks when navigating the changing dungeon.
After activating the key, wait for the entrance corridor door to open. There is no loot here, so move on rather than wasting time searching.
The electrified battery cells will shock you if touched, shot, or otherwise provoked. Avoid interacting with them unless you have a specific reason to do so.
The easiest way past Hydra is to use a Photoelectric Cloak and walk straight past it. Alternatively, run through while taking damage or use a Snap Hook to cross.
You can also bring a Hullcracker with at least one stack of ammunition. Eight to nine shots are usually enough to destroy a Hydra turret, making this a practical option if avoiding the enemy is difficult.
Engine Room and Elevator
ARC Raiders Engine Room and Elevator
Engine Room contains eight yellow buttons that must be destroyed. Shoot the four buttons in the upper center first, followed by the four around the perimeter. Disabling all eight removes the central shield and electrical hazards, opening access to Piston Room. Make sure every button is destroyed before moving on.
Use the piston elevator to reach the second or third level. The first level has no ARC Raiders items, but the other two often contain round, destructible containers that can drop ARC Data Modules and Amplified Components. Check these containers whenever your route allows, as they can provide useful crafting materials.
Continue upward to the top-level cargo bay, where numerous supply pods await. Some have better loot chances, but opening them triggers an explosion countdown. Collect their contents and move away quickly. Do not stay beside a pod after opening it, even if you have not finished checking the surrounding area.
Gas Room
ARC Raiders Gas Room
Gas Room is filled with toxic gas that drains stamina, similar to a Matriarch's gas or a Gas Grenade. Sprinting consumes stamina rapidly, so avoid unnecessary movement and plan your route before entering.
As the side walls close in, sprint into the central square pit and crouch until they shut. Then continue forward. Timing is important because getting caught between the moving walls can make the crossing much more difficult.
The space opens after the first set of walls, but the gas becomes active again. Reach the other side quickly, watching for supply pods near the exit, as these can also explode.
To escape, sprint through the exposed hydraulic piston area beside the central walls as they close. Climb the large structure to find a small door in the wall. Wait for the walls to close again or use a Snap Hook to get through.
Inside, check the destructible containers and climb the yellow ladder. When you can go no farther, jump backward and grab the ladder behind you to escape. Keep moving carefully through this section rather than spending too long searching for extra loot.
Maze Room
Maze Room has two variants. The basic version features low walls, with small enemies and fireballs emerging near the ground. These threats can interrupt your movement, so stay alert while navigating the narrow corridors.
Look for the exit door marked by white lights, usually on the large white wall opposite the entrance. Clear nearby enemies and follow the longest corridor toward the outer wall. Focusing on the exit is more efficient than checking every corner.
The second variant has yellow buttons on the walls. Destroy enough of them to activate the central pillar, the only pillar that reaches the ground. It will then move up and down, changing how you can navigate the room.
This variant is always followed by Gas Room, where you will drop into a central pit. A Snap Hook can help you leave the maze before destroying every button, allowing you to avoid unnecessary delays.
Laser Room
ARC Raiders Laser Room
Lasers rotate and move vertically throughout the room. Touching them sets you on fire and deals damage, so bring healing items before attempting the crossing.
Watch their movement and use supply pods as cover to cross safely between laser cycles. Pay attention to both their rotation and vertical movement, since a gap that appears safe may close quickly. Sprinting straight through is possible but risky, especially without full health and strong shields.
For a first attempt, move through the center and observe the laser patterns before advancing. A Snap Hook or grappling hook can help you cross, but standing still in certain spots may leave you vulnerable to head hits. Avoid lingering in exposed areas, even when the route ahead appears clear.
Hydra Room
This large parkour room spawns three hidden Hydras when you enter and come into view. Your approach depends on whether you enter from below or above. In either case, reaching the exit quickly is usually more important than destroying every turret.
Entering from Below
Locate the exit first. Look toward the upper-left door and check for white lights on both sides. Identifying the correct route early prevents unnecessary detours.
Use a Snap Hook quickly. Aim for upper platforms or landing spots near the exit to minimize time on the ground.
Avoid the crushers. Crushing mechanisms may repeatedly open and close at the bottom. Do not linger in danger zones while targeting Hydras.
Fight only when necessary. If a turret locks onto you, take brief cover and attack with a Hullcracker. Avoid tanking fire in the open, especially when several enemies can target you.
Exit through the upper-left door. Once you reach it, go through immediately. There is no need to clear the entire room.
Entering from Above
Land on the cargo container ahead. Use it as a landing platform instead of jumping straight to the bottom.
Destroy the first activated Hydra. If it spots you, use a Hullcracker to eliminate it quickly and reduce the immediate threat.
Slide down the rail. Once below, move around the turret and avoid exposed areas where incoming fire can leave you vulnerable.
Use a Snap Hook to reach the left exit. The other two Hydras may lock onto you, so move quickly. Delaying your escape increases the chance of facing additional attacks.
Connecting Shafts
Several connecting shafts lead toward the final loot room and are worth exploring. You can deliberately trigger electrified battery cells, then jump onto them once the electricity dissipates to reach other areas. This technique can help you navigate between platforms that would otherwise be difficult to access.
Some warm yellow-lit corridors lead back to the cargo bay rather than the final loot room, so watch your route. Check the direction of each passage before continuing, especially when you are close to the end of the dungeon.
Destructible containers are plentiful here and may drop Data Modules and Amplified Components. Inspect them when convenient, but avoid taking unnecessary risks if you already have valuable loot and are ready to leave.
Final Loot Room
ARC Raiders Final Loot Room
The entrance is sometimes a ventilation duct that requires a grappling hook or a drop from above. Usually, you enter from an elevated position near a ladder and can land on the edge or drop to the bottom.
Once you touch the ground, the lights turn red, and a Vaporizer, multiple Fireflies, Hornets, and Wasps spawn. Prepare to move immediately rather than standing in the open.
A few seconds later, the hangar doors open, revealing six yellow buttons, three on each side. Destroy all six to stop ARCs from targeting you and unlock additional containers. Prioritize these buttons to make looting safer.
Fighting ARCs is unnecessary. After destroying the buttons, hide behind the containers on the right for 10 to 15 seconds to avoid combat.
Leaving ARCs alive is often advantageous because they can attack other players entering through the door. Once they fly away, loot the room and check the available containers for valuable materials.
The front entrance doubles as the exit, and a Snap Hook makes escaping easier. Drop down one level, use your grappling hook to reach the next level, then take the zipline or follow the front route down. Leave with your backpack full of valuable loot.
Fallen Emperor offers valuable rewards but remains dangerous. Bring healing items if your weapons are weak, and use an Extract Call when needed to improve your chances of escaping safely.
After more than a month, ARC Raiders has finally received a new Live Update - 2.3.0. This update not only introduces the brand-new Noxious Set but also brings several balance adjustments and bug fixes.
Among them, the debut of the new player project Soul's Offering is undoubtedly the most noteworthy content of this update. Let's take a closer look at the new content and changes this update brings to players.
Soul's Offering: A Limited-Time 20-Day Commemorative Project
ARC Raiders Adds Soul's Offering in Live Update 2.3.0 Alongside New Loot and Blueprint Changes
ARC Raiders also welcomes its own Halloween event - Soul's Offering. As the core of the narrative and gameplay of this update, this project went live on October 27th and will last until November 16th.
The event revolves around the various contradas of Toledo. Despite differing opinions on surface casualties, they share a common grief over the loss of their comrades. To commemorate the Raiders who fell to the ARC offensive, residents from Ferrovia, Vaulto, and Murteta will build memorial shrines to remember their fallen comrades.
The project is divided into four phases. In the first three phases, players need to collect and submit specific ARC Raiders items. The specific requirements and rewards for each phase are as follows:
Phase 1: Construct Vaulto's Offering
Required Materials:
Dead Flowers × 1
Rock Salt × 2
ARC Alloy × 15
Expired Respirator × 1
Dead Flowers and Rock Salt are trinkets without fixed spawn points. It is recommended to prioritize searching drawers, cabinets, and other containers in residential areas. ARC Alloys can be obtained from ARC debris other than Ticks, while Expired Respirators are random loots; containers in residential areas are also worth searching.
Completion Rewards: Stiletto II, Extended Barrel I, Angled Grip II, Stable Stock II.
Phase 2: Construct Ferrovia's Offering
Required Materials:
Dead Flowers × 3
Railway Lanterns × 2
Advanced ARC Powercell × 15
Remote Raider Flare × 10
Note: One Dead Flowers was consumed in Stage One, so a total of four are needed for the first two stages. Continue collecting even after finding the first one.
Railway Lanterns are also considered ticks; Advanced ARC Powercells can be obtained from larger ARCs, with the wreckage of Bombardier and Bastion being priority targets. Remote Raider Flare can be crafted at the Workstation or may appear as a random loot.
Completion Rewards: Torrente II, Compensator III, Extended Medium Mag III, Stable Stock III.
Phase 3: Construct Murteta's Offering
The rarity of materials required in this phase increases significantly:
Fancy Plates × 2
Mask Fragment × 1
Insulation Roll × 1
Fertilizer × 5
Fancy Plates are epic trinkets with no fixed spawn locations, making them difficult to obtain. Mask Fragments are also relatively rare; some players have reported finding them in Pendola Pass. Insulation Rolls can be obtained by searching random loot and Raider Caches, while the swampy areas of Dam Battlegrounds are a good place to search for Fertilizers.
Completion Rewards: Vulcano I, Shotgun Silencer, Extended Shotgun Mag III, and Fireworks Box × 3.
Important Note: These 3 Fireworks Boxes are key items for Phase Four; it is recommended to keep at least one for the final mission.
Phase 4: Honor the Fallen
The final task no longer requires additional material collection. Players simply need to carry at least one Fireworks Box, travel to Buried City, find the route to the rooftop of Santa Maria Houses, and set off fireworks at the designated location to complete the tribute ceremony.
Upon completion, players will receive Pilgrim backpack and Offering Display Table Design.
Emperor Loot Redistribution
ARC Raiders Emperor
Emperor's loot redistribution is one of the most impactful changes in this update. After the update, containers near the entrance have a higher probability of producing low-tier rewards, while high-tier loot is more concentrated deeper inside.
This change reduces the reward density of quickly clearing the entrance, allowing Raiders willing to venture deeper into the Emperor and take higher risks to receive commensurate rewards.
Update 2.3.0 also expands the vulnerability prevention mechanisms for locked rooms inside the Emperor to improve fairness in these areas and limit the placement of Barricade Kits that overlap with entity boundaries or are crammed into overly narrow spaces.
Blueprint Drop Rules Adjusted
This update adjusts the blueprint drop rules for six weapons in ARC Raiders: blueprints for Dolabra, Bobcat, Equalizer, Jupiter, Tempest, and Volcano can now drop under any major map condition, no longer requiring specific conditions like Hurricane, Electromagnetic Storm, or Night Raid.
However, the overall drop rate for these ARC Raiders blueprints has been slightly reduced to balance the increased acquisition opportunities. In other words, players no longer need to wait for specific map conditions, but whether the actual rewards are improved still depends on their play frequency and looting routes.
The adjustments to Emperor Key blueprints are different. Their drop rate in Redirection Pods has been reduced, but these containers now have a small chance of producing ARC parts and high-tier ARC loot.
Therefore, not all blueprint acquisition methods have become easier: Emperor Key blueprints are actually harder to obtain, while other potential rewards from Redirection Pods have increased.
In addition, the 2.3.0 update also fixes a previous issue where the rarity and drop rate of furniture designs were inverted. After the adjustment, the actual drop rate matches the item's rarity.
Equipment and Consumable Adjustments
ARC Raiders Heavy Shield
This update includes targeted adjustments to Heavy Shield, Flame Spray, and Firefly Burner, while also optimizing the usage mechanism of Adrenaline Shot.
The base charge value of Heavy Shield has been increased from 80 to 90. The official statement indicates that the adjustment to the durability consumption rate of Frozen Trail has brought significant changes, but the overall usage rate of Heavy Shield remains low.
Therefore, this update enhances its survivability by slightly increasing the base charge value, while avoiding further widening the gap between heavy and medium shields. For builds that rely on Heavy Shield, this change is expected to provide more stable protection in sustained firefights.
Flame Spray's damage per second has been increased from 10 to 13, while its durability consumption has been reduced by 50%. The adjustments to both damage and usage cost further enhance its practicality in close-range suppression and area control.
The Firefly Burner's trigger mechanism has also undergone a significant change. Previously, players needed to shoot the device to trigger its flame release; after the update, the device activates immediately upon impact, leaving a trail of flames as it moves, and explodes after approximately 3 seconds. This makes it more suitable for rapid deployment to block passageways, restrict enemy movement, or hinder enemy advances.
Furthermore, Adrenaline Shot can now be used when stamina is full, but repeated use no longer stacks effects; instead, it refreshes the duration of the existing effect.
Overall, ARC Raiders Live Update 2.3.0 not only brings limited-time missions and new rewards through Soul's Offering but also reworks loot distribution, blueprint acquisition methods, and the in-game performance of several items. Whether you want to complete events, collect rare blueprints, or optimize combat setups, this update offers noteworthy new changes.
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