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News Author: Hetrurkl Jason

Hetrurkl Jason

Hetrurkl Jason

Hey there! I'm a gaming enthusiast and writer at IGGM passionate about MMORPGs, competitive sports, and strategy games. I explore game mechanics, class builds, progression systems, and major updates to help players get more out of every adventure.

  • Category: ARC Raiders

    How to Complete Frigate in ARC Raiders

    Published: Oct 19, 2026Views: 81

    Unlike Queen, who roams the ground, and Matriarch, which requires careful maneuvering, Frigate, a new addition to the ARC Raiders Frozen Trail, is a massive airship hovering high in the map, accessible only by a Reclaimer drone.

    Boarding this ship is just the beginning; the real test lies in whether you can dismantle the entire ship from the inside within 35 minutes, amidst hordes of ARC Defenders, other Raiders ready to ambush you at any moment, and limited ammunition, and then return to the ground alive with Amplification Modules.

    Boarding Preparation

    ARC Raiders Frigate Guide to Boarding, Dismantling, and Getting Amplification Modules

    Free loadouts are disabled in Frigate, so thorough preparation is essential before boarding, as each failure can result in the loss of an entire expensive loadout.

    Determining Primary and Secondary Weapons

    Weapon selection is a crucial factor in the success of the entire run. Hullcracker and Jupiter are generally considered the two primary entry weapons for Frigate.

    Hullcracker is a grenade launcher specifically designed for ARC, possessing extremely high burst damage against armored targets. It can concentrate firepower in a short time to quickly destroy the Hydra's armored sections. However, its drawback is its extremely high ammo consumption.

    Jupiter is an energy-based sniper rifle in ARC Raiders. Its ammo economy is better than the Hullcracker, making it suitable for sustained long-range fire and effective against aerial threats like the Rocketeer. However, its sustained damage cap is relatively low, making it difficult to replace the Hullcracker's armor-destroying capabilities.

    From a team composition perspective, if one member already carries Hullcracker, the other member should ideally choose Jupiter to balance burst damage and sustained firepower.

    Secondary weapons are equally important. Frigate contains numerous Coil targets that need to be destroyed one by one. These orange ring targets are often small and strategically positioned. Venator pistol, with its high accuracy and ample magazine capacity, can more easily handle Coil and yellow button targets.

    Configuring Survival Items

    Frigate's interior features a high density of ARC units and a complex vertical structure. Besides damage output, the team needs to balance rescue, mobility, and area control.

    Recommended ARC Raiders items include:

    • Defibrillator: Provides timely rescue when teammates are downed, maintaining team combat effectiveness and preventing them from becoming passive due to casualties.
    • Snap Hook / Grappling Hook: Allows for quick movement between different floors, saving travel time and enabling rapid repositioning in dangerous situations.
    • Barricade: Provides temporary cover, blocking some enemy line of sight and helping the team buy time for target dismantling and rescue.
    • Lure Grenade: Diverts enemy attention, especially useful for distracting Rocketeers when dismantling Coil, creating opportunities for the team to deal damage.

    Ship Mechanics

    In ARC Raiders' Frigate, the ship dismantling mechanism is not complex, focusing on only two things: destroying Power Cores and shooting the yellow buttons to open pathways.

    Power Cores

    ARC Raiders Power Cores

    Power Cores are orange ring-shaped targets distributed inside and outside the ship and are crucial for advancing Frigate process. Some cores are directly exposed and can be fired at; others are protected by barriers and require approaching and using the Pickaxe to breach them before damage can be inflicted.

    It will gradually darken when the core is damaged, but it must be completely destroyed to complete the process. Proceed to the next core area only after confirming the target is destroyed.

    Yellow Buttons

    ARC Raiders Yellow Buttons

    The glowing yellow buttons are control nodes for mechanisms on the ship. Firing these buttons triggers various mechanisms, including opening security doors, deploying climbing platforms, or unlocking subsequent pathways.

    Destroying a set of yellow buttons on the wall in the starting area will deploy a climbable wall platform. This route is still useful without a Snap Hook; with a grappling hook, it allows for more flexibility in bypassing some of the climbing.

    Deploying these yellow buttons deeper into the ship also helps; fire them promptly and observe changes in mechanisms. They directly affect the route and determine whether the team can continue deeper into the ship to reach the cargo hold and the final target area.

    Frigate Full Run

    A complete Frigate run can be divided into three phases. The team needs to advance step by step according to the ship's structure, clearing all key targets, and finally unlocking the reactor and cargo hold areas.

    Phase 1

    After boarding the ship, the team will slide through a tunnel to enter the lower deck. The primary objective here is to activate the floor mechanism to raise the locked large central coil.

    Activating the mechanism requires at least three Raiders to simultaneously press three ground buttons. Raising the central coil will also attract additional Hydras.

    It is recommended to immediately retreat to previously cleared areas after triggering the mechanism, use cover to deal with newly emerging threats, and then concentrate fire to destroy the coil.

    Phase 2

    The top floor is the most labor-intensive phase of the entire run. The coil layout on both sides of the ship is completely symmetrical, with three groups of targets on each side:

    • Periodic Flame Room: Enter after the flames have died down, use Pickaxe to breach the outer layer of the coil, and then concentrate fire once all three coils are exposed. Be careful to control your stay time and retreat before the flames reignite.
    • Embedded Coil in Wall: Located in the flamethrower room below, you need to find the right moment to jump in, breach the structure, and then evacuate as quickly as possible.
    • Suspended Double Coil: Located opposite the gap in the midsection of the ship, you need to use a suitable movement route to reach and dismantle it.

    Due to the symmetrical structure on both sides, it is recommended that the team assign tasks to the left and right sides to avoid repeated searches or missing targets. After confirming that all coil clusters in the lower and upper decks have been cleared, the ship will sound an alarm, indicating that the final area has been unlocked.

    Phase 3

    After entering the forward section of the final area, first clear Hydra in the sinkhole, then shoot the six yellow buttons to open the two doors with green indicator lights. Proceed deeper along the red passage, clearing enemies and destroying the coils along the way.

    Upon reaching the reactor piping area, find and destroy the two yellow buttons to stop the turbine, then destroy the coil in the center of the reactor.

    Finally, complete the four sets of breaching mechanisms in the room that require two people to work together, then have two Raiders operate the oil drums at both ends of the room to gradually lower the central structure. After the structure detaches from the ship, jump on and land with it. Finally, open the cargo hold container to retrieve Amplification Modules.

    When should you leave?

    The difficulty of Frigate lies not only in ARC's firepower but also in time management and teamwork. If, after boarding, you find your teammates lack the will to advance the objective, or your team's firepower is insufficient to handle Hydra and swarms of Rocketeers, don't insist on completing the entire challenge.

    The 35-minute window won't be extended due to insufficient numbers; continuing to hold out will only consume more ammunition and equipment. At this point, consider retreating along the original route to the Reclaimer platform, then looking for another opportunity to escape, preserve your equipment, and wait for the next challenge.

    Frigate tests preparation and cooperation, not luck. Having sufficient ammunition, allocating firepower reasonably, mastering the dismantling order, and maintaining teamwork are crucial to completing the objective before time runs out. Knowing when to advance and when to retreat is key to successfully dismantling Frigate.

  • Category: MapleStory Classic World

    10 Must-Do Quests for Scrolls, Gear, and Mesos in MSCW

    Published: Oct 19, 2026Views: 19

    Quests in MapleStory Classic World have never had the best reputation, and there are good reasons for that. In the original MapleStory, most quests offered little more than a small amount of EXP, with limited practical value apart from a handful that rewarded genuinely useful items.

    In MapleStory Classic World, most quests also provide a few hundred mesos and a small number of potions. Only a handful of quest chains are still worth going out of your way to complete, just as they were in the original game. With that in mind, let's look at the quest chains that offer the best rewards for the time invested, so you can prioritize them as you progress.

    MapleStory Classic World Essential Quests | 10 Quest Chains You Shouldn't Skip

    The 10 most worthwhile quests:

    1. Bigg's Collection of Items
    2. Pio's Collecting Recycled Goods
    3. Mrs. Ming Ming's First Worry
    4. Proof of Companionship
    5. Jane and the Mushroom
    6. A Clue to the Secret Book
    7. Collecting Cursed Dolls
    8. Roots of Regret
    9. Icarus and the Flying Medicine
    10. Taking Out the Alligators

    Bigg's Collection of Items

    On Maple Island, many players want to leave as quickly as possible, especially when crowded launch periods make it difficult to find monsters and secure drops. Some may even consider skipping most quests altogether. However, Bigg's Collection of Items is one quest you should not miss.

    This quest becomes available at Level 3 and rewards a random dagger, with an equal chance of receiving either a Razor or a Fruit Knife.

    The Fruit Knife is the real highlight. Not only is it the strongest weapon available for use on Maple Island, but it can also be sold to an NPC for 750 mesos afterward. Making extra MSCW mesos during the early game in Classic World is not easy, so this additional income can help cover potions or equipment upgrades after your first job advancement.

    Pio's Collecting Recycled Goods

    To complete this quest, you need to break wooden boxes near Amherst and collect 3 Rusty Screws and 3 Old Wooden Boards. In addition to EXP and mesos, you will receive The Green Relaxer.

    If you do not obtain The Green Relaxer on Maple Island, you will not have another opportunity to get it later. Of course, you can purchase chairs in Lith Harbor and eventually craft various other chairs, but this particular one is not among them.

    Mrs. Ming Ming's First Worry

    After reaching Victoria Island and completing your first job advancement, you can visit Henesys at Level 15 or above and speak with Mrs. Ming Ming to begin the next recommended quest chain.

    The chain ultimately rewards 15 Lemons and a Ribboned Pig Headband. Ribboned Pig Headband previously provided 50 HP, making it particularly useful for fragile classes such as Mages.

    Although its stats have been reduced in Classic World, it remains a decent headgear option at this level and can hold its own against equipment sold in shops.

    Early-game mesos are difficult to earn in MSCW, and breaking even while training is already a decent result. Replacing your entire equipment set every five levels is simply not realistic. Many players prioritize weapon upgrades during the first 30 levels, so this free headgear with solid stats can help you save your mesos.

    Proof of Companionship

    MapleStory Classic World Proof of Companionship

    You can complete this quest at Level 21 to receive 1 Fame and a random 60% Earring Scroll.

    Regardless of which scroll you receive, it can often be worth a considerable amount, even if you have no intention of using it yourself. To complete the quest, you need to form a party of four players, all of whom must be at least Level 21, and finish Kerning City Party Quest.

    Jane and the Mushroom

    This quest chain begins with Jane in Lith Harbor and becomes available at Level 20. Completing Jane and the Mushroom rewards a random 60% Weapon Scroll, which you can either use yourself or sell.

    At Level 44, three additional quests also become available. These combine monster hunting with collecting rarer items, including Dragon Skin, Sap of Ancient Tree, Moon Rock, and even a Mushmom Spore.

    Completing the entire chain rewards either a random 60% Glove for Attack Scroll or a 60% Glove for Magic Attack Scroll. Both are highly useful rewards.

    A Clue to the Secret Book

    The final rewards for A Clue to the Secret Book include Sauna Robe. This overall can be worn by every class and has 10 upgrade slots, making it a good candidate for Overall stat scrolls.

    The quest chain becomes available at Level 32 and begins with Mr. Wet Bottom in VIP Sauna in Sleepywood. He sends you to Ellinia to retrieve a special book from Ronnie, who first asks you to complete a series of errands.

    Collecting Cursed Dolls

    Completing A Clue to the Secret Book unlocks this quest chain. Its rewards include either a random 60% Glove for Attack Scroll or a 60% Glove for Magic Attack Scroll, along with a Level 40 Class-Specific Hat.

    Equipment shops on Victoria Island only stock gear up to Level 30, making this one of the easiest ways to secure a headgear upgrade around Level 40. The requirements have also been simplified by the official team, so you only need to collect approximately 570 Cursed Dolls from Zombie Loopins to finish the quest.

    Roots of Regret

    Roots of Regret is the first step in Shadow of the World Tree quest chain in MapleStory Classic World, and it requires your character to reach Level 39.

    The final reward is a 10% Weapon Scroll of your choice based on your class. For example, Mages can choose a 10% Wand or Staff Scroll, while Archers can select a Bow or Crossbow Scroll. The quest chain is not particularly difficult and also leads into content related to Forgotten Hollow.

    Icarus and the Flying Medicine

    This quest previously rewarded a random Icarus Cape that provided Speed, Jump, or Avoidability. In Classic World, however, the three capes have been changed to different colors, with each one offering Dex Int, or a small amount of Speed instead.

    The rewards are worthwhile, and the requirements are relatively straightforward. Most objectives can be completed naturally as you level up. Although you need to collect MapleStory Classic World items from various monsters along the way, none of them are especially rare or difficult to obtain, allowing you to make progress on the quest while training.

    Taking Out the Alligators

    Taking Out the Alligators is actually the payoff for an earlier quest chain. It begins with Stump Horror Story, a Level 10 quest from Ian in Perion. The initial quest may not seem particularly remarkable, but it is worth accepting because the chain eventually leads to a higher-level questline at Level 48.

    You can obtain a 10% Weapon Scroll specific to your class, with your choice of scroll, as well as a class-specific 60% Cape Scroll. Both rewards are valuable regardless of which class you play.

    Several other quests in MapleStory Classic World offer excellent rewards, but they may take too long to complete. If a particular quest provides an item you need, it can still be worth doing.

  • Category: Path Of Exile 2

    PoE 2 Patch 0.5.5 Corrupted Blood Chayula Monk for Effortless Mapping

    Published: Oct 19, 2026Views: 56

    Corrupted Blood is one of the most popular builds in Path of Exile 2 patch 0.5.5, but most players combine it with Gemling or Warbringer, neglecting Ascendancy class of Monk. Acolyte of Chayula can also utilize this mechanic, forging a completely different path.

    Corrupted Blood Chayula Monk sacrifices Spirit for a Darkness and Remnant cycle, combining the continuous physical damage of Corrupted Blood with multiple defense layers to create a character that requires almost no survival thought while farming.

    Core Mechanics: Paquate's Pact and Corrupted Blood

    PoE 2 Patch 0.5.5 Corrupted Blood Chayula Monk for Effortless Mapping

    Corrupted Blood is a stacking physical damage-over-time debuff in PoE 2, stacking up to 10 times.

    The primary method for applying Corrupted Blood is currently Pact of Paquate lineage support, essentially an upgraded version of Corrupting Cry II: Corrupting Cry II applies only one stack at a time, while Paquate's Pact can apply five stacks at once.

    According to the 0.5.5 mechanics, Paquate's Pact no longer applies Corrupted Blood directly from the supported skill; instead, it triggers a separate skill to perform the application action, the skill level of which depends on the level of the main skill gem socketed.

    Therefore, the main skill gem level directly translates into the base damage of Corrupted Blood. Additional levels gained through corrupted main skill gem do not simultaneously increase the trigger skill level of Paquate's Pact under the current mechanics; this is a detail to be aware of when stacking levels.

    The Correct Direction of Damage Scaling

    Corrupted Blood's damage scaling has clear boundaries: it cannot crit, is not considered an attack, and is not affected by area damage or duration affixes.

    Therefore, effective affixes that increase Corrupted Blood damage fall into three categories:

    1. Warcry damage
    2. Global physical damage
    3. General damage increase not tied to specific skill tags

    The third category of affixes is unique in that it opens up some atypical scaling possibilities. For example, Lay Siege can convert block chance into global damage, Jack of All Trades can extract global damage from attributes, and Chober Chaber Leaden Greathammer allows affixes that increase or decrease summon damage to also apply to the character.

    5-Layer Defense Mechanism

    Corrupted Blood Chayula Monk's survivability comes from the interlocking of its five-layer structure in terms of damage absorption timing, rather than a single extremely high health pool.

    Layer 1: Block

    Path of Exile 2 Svalinn Crucible Tower Shield

    The block layer uses Swalinn Crucible Tower Shield as its core equipment. Its affix Block chance is Lucky means that the actual block judgment will roll twice and take the successful result.

    Building upon the approximately 26% block chance provided by the shield base, a 15% block chance bonus from dual-socket Ox Idols or Corruption enchantment, combined with Wide Barrier and Core of the Guardian block cluster talents, can push the displayed block chance to 75%.

    A 75% block chance means three out of four hits are completely avoided, providing considerable damage filtering efficiency against the high-frequency attack groups of monsters in Path of Exile 2.

    Layer 2: Guard

    Guard layer is provided by Fortifying Cry, and its value is tied to the strength of enemies within its range - the stronger the surrounding monsters, the more Guard is gained, with a base value of around 1000 points.

    Guard ranks before Life and Energy Shield in the damage absorption order, essentially acting as a regenerable pre-emptive buffer. Combined with Echoing Cry, the character can automatically recast Warcry approximately every 1.3 seconds, restoring Guard to its maximum. This allows Guard to maintain near-full health during continuous map exploration, eliminating the need for frequent manual intervention.

    Layer 3: Darkness

    Darkness is a resource exclusive to Acolyte of Chayula, acquired through Ascendancy passive skills Embrace the Darkness and Deepening Shadows, at the cost of sacrificing all Spirit.

    Darkness follows Guard in damage absorption order, providing approximately 2000 points of effective life buffer. Since this build focuses on Corrupted Blood as its core damage output and doesn't rely on Spirit to maintain key auras, sacrificing Spirit is relatively inexpensive, allowing for a significant survivability boost with a smaller build cost.

    Layer 4: Energy Shield

    Path of Exile 2 Heroic Tragedy timeless jewel

    The size of Energy Shield layer is primarily determined by Heroic Tragedy timeless jewel. Specifically, Vorana version of the jewel should be selected, which converts Keystone within its area of ​​effect into Black Scythe Training, providing a 1% increased Energy Shield per 2 Strength.

    When Strength reaches around 400, this node alone provides approximately 200% increased ES. Combined with the flat ES affix on gear, this can push ES pool to 6000 or even close to 10000.

    ES ranks after Guard and Darkness in the damage absorption order, serving as the last buffer before Life.

    Layer 5: Life

    The core value of the life layer lies not in the approximately 2000 base life, but in its driving force on the deck's recovery cycle.

    Acolyte of Chayula gains Into the Breach skill through Waking Dream, which generates red, blue, and purple Remnants during combat. Lucid Dreaming forcibly converts all Remnants to red, and the effect of red Remnants is to provide Life Leech equal to 20% of maximum life.

    Soul Tether belt truly revolutionizes this mechanism: its core affix, Excess Life Recovery from Leech is applied to Energy Shield, ensures that when a character's life is full, all excess Leech leech is directly transferred to Energy Shield.

    Therefore, as long as the leech cycle continues, the character's life and Energy Shield are in a state of continuous recovery.

    Overall, this five-tiered defense system, from block rate to life, places high demands on gear attributes. Players often need to invest a certain amount of PoE 2 currency to optimize affix configurations to achieve the ideal defensive effect.

    60% Shock to Supplement Single-Target Damage

    Corrupted Blood performs smoothly in clearing maps, but its single-target damage is relatively weak against high-life bosses in PoE 2. This build compensates for this with a separate Shock damage-boosting mechanism.

    Specifically, Leap Slam and Quecholli Crumbling Maul are configured on Weapon Set 2. The key effect of Quecholli is to force a weapon's critical hit rate to 100%, meaning attacks equipped with this weapon will always critically hit. Socketing Shocking Leap into Leap Slam reliably generates shocked ground.

    Subsequently, adding Shock Magnitude nodes to the talent tree increases the shock effect on enemies by approximately 60%.

    In boss fights, first establish shocked ground, then switch back to the main weapon set to maintain Corrupted Blood application. This significantly increases single-target damage output without altering the core build logic.

    The charm of this Corrupted Blood Chayula Monk build lies in its seamless integration of sustained damage, resource conversion, and multi-layered defense into a smooth combat loop. While it requires a certain resource investment to fully develop, and additional shock configurations are needed for boss fights, it's undoubtedly worth exploring for players wanting to try a playstyle outside the mainstream.

  • Category: ARC Raiders

    ARC Raiders PvE Test Brings Back Players and Gives Squads a Reason to Return

    Published: Oct 19, 2026Views: 134

    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.

    ARC Raiders PvE Mode: Will It Become Permanent?

    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:

    • 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.

    • More room for cooperation. Players can focus on ARC encounters, scavenging, and objectives without the usual threat of being shot by another Raider.

    • Lower overall loot value. The safer environment comes with a reduction in the total value of loot available in PvE sessions.

    • Mixed squad sizes. Solo players, Duos, and Trios can meet in the same PvE matchmaking pool rather than being consistently separated by squad size.

    • Certain map conditions are excluded. Night Raid, Locked Gate, Hidden Bunker, Frigate, and Redirection are not available as PvE options during the test.

    • 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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