Enlist. Resist. Extract.Vol. 01 · Raider Field Edition
Soul's Offering dossier inside
Brenla's
Official ARC Raiders Guide to ARC Raiding Successfully
The field manual for the Dead Flowers hunt and the Soul's Offering project: ranked locations, the two routes worth running, and every super rare item on the bill. Ends 16 November 2026.
● Limited-time projectUpdate 2.3.0 · Added 27 Oct 2026Living guide · Updated 30 Oct 2026 · Patch 2.3.0For Raiders in Speranza
Start typing and the guide filters itself: items, maps, routes and the glossary. Tap a suggestion below, or press Enter to jump to the first result.
No matches in the guide
Nothing in the item directory, bill, ranked maps, conditions or glossary matches that search. Try an item name (“Dead Flowers”), a rarity (“Epic”), a map or POI (“Old Town”), or a purpose keyword (“keep”, “craft”, “donate”).
This guide follows Embark Studios' official channels first. This is the spot that gets updated whenever a patch changes items, maps, spawns, projects or prices.
Guide current toLive Update 2.3.0 (27 Oct 2026)
Official channels last checked30 October 2026
Latest official news seen“One year anniversary of ARC Raiders” (30 Oct 2026)
X (official):@ARCRaidersGame, the handle Embark's own video descriptions link to.
Steam News:ARC Raiders (Steam app 1808500), Embark posts the same updates to the Steam News hub.
How the sources are ranked, the full source list, data credits and version notes live under More in the bottom menu.
01
Chapter 01 // The Briefing
They feel scarce because they are
Dead Flowers is a brand-new trinket from the Soul's Offering project, with no fixed spawn anywhere. You need 4 total before the project ends. This chapter is the whole hunt in one page: the rest of the book is the detail.
✕
Stop looking for a flower plant
Dead Flowers is not a Nature / Topside material like Great Mullein or Prickly Pear. There is no plant to harvest, no garden or cemetery spawn. It is a scavenged Trinket that randomly rolls inside residential and commercial containers: house drawers, kitchen cupboards, desk drawers and rubbish bins. “Don't waste time looking for outdoor flowers to harvest.” (TheClick)
16 Nov 2026Project ends, then gone
4Flowers needed total
0Fixed spawns, pure RNG
6 of 7Maps with any report
Raider Logbook · Haul Manifest
Your haul so far
✿
✿
✿
✿
Session counter only: it resets when you close the page.
Stage 1 needs 1 · Stage 2 needs 3 more
02
Chapter 02 // Identification Plates
Super rare items: know them on sight
Every Epic and Legendary-tier item on the Soul's Offering bill, plus the scarce event trinkets you'll meet on the same sweep. Learn the silhouette here and you'll never leave one sitting in a drawer. Values marked † come from U4GM's project guide: where a value and your in-game item card disagree, the game wins.
NEED ×2
Epic · Trinket
Fancy Plate
SELL 7,000† · STACK 3 · 0.5 KG†
The Stage 3 wall. Destructoid calls it “an Epic Trinket that's extremely rare” with no fixed location. Best hunting: Grandioso Apartments, Buried City, the guide's #1 Fancy Plate spot, on the same sweep as your flowers.
Stage 3 · Murteta's Offering
NEED ×1
Epic · Trinket
Mask Fragment
SELL 7,000† · STACK 3 · 0.5 KG†
One is all Stage 3 asks: finding it is the job. The clearest direct report is a Pendola Pass pickup; Games.gg points at Mask Fragment drawers in the Controlled Receiving Facility (rail yard) on the Route A sweep.
Stage 3 · Murteta's Offering
NEED ×1
Epic · Recyclable
Insulation Roll
SELL 3,000† · STACK 3 · 0.5 KG†
Stage 3's recyclable. Games.gg routes it separately from the trinket sweep: plan a raid timed for storm conditions and check Storm Huts. Don't recycle one before Stage 3 is paid.
Stage 3 · Murteta's Offering
NEED ×4
Uncommon · Trinket · Event
Dead Flowers
SELL 640† · STACK 5 · 0.5 KG†
The star of this book. A scavenged trinket, never a plant. Random rolls in residential and commercial containers across six maps; Old Town, Pendola Pass is the most-reported ground. Full ranked routes in Chapters 04–05.
Stages 1–2 · Vaulto's + Ferrovia's Offerings
NEED ×2
Trinket · Event
Railway Lantern
STAGE 2 · FERROVIA'S OFFERING
GameRant warns this one “will be the most complicated to get” of Stage 2. The Old Town supermarket's storage and lockers on Pendola Pass are the reported overlap with the flower route, sweep them every run.
Stage 2 · Ferrovia's Offering
NEED ×2
Uncommon · Trinket · Event
Rock Salt
SELL 640† · STACK 5 · 0.3 KG†
Dead Flowers' travelling companion: same residential container pool, same best grounds. Games.gg calls Old Town the “most consistently reported combined search area” for the pair, one sweep pays both.
Stage 1 · Vaulto's Offering
NEED ×15
ARC Material
Advanced ARC Powercell
STAGE 2 · FERROVIA'S OFFERING
Fifteen needed, the bulk grind of Stage 2. Drops from the bigger ARCs: “try looting Bombardier and Bastion remains for best chances” (Destructoid). A different hunt from the drawer sweep; plan dedicated ARC runs.
Stage 2 · Ferrovia's Offering
NEED ×15
ARC Material
ARC Alloy
STAGE 1 · VAULTO'S OFFERING
Fifteen for Stage 1. Drops from all dead ARCs except Ticks (Destructoid), the one bill item you'll likely finish without trying, as long as you loot the wrecks you pass.
Stage 1 · Vaulto's Offering
NEED ×1
Material
Expired Respirator
STAGE 1 · VAULTO'S OFFERING
One for Stage 1, found in random locations, search residential areas (Destructoid). It's also the reason Stella Montis appears in these guides at all: its Medical Bay / Medical Research is the respirator ground, not a flower ground.
Stage 1 · Vaulto's Offering
NEED ×10
Quick Use
Remote Raider Flare
STAGE 2 · FERROVIA'S OFFERING
Ten for Stage 2, and the only bill item you don't have to find: it “can be crafted at the Workbench” as well as found as random loot (Destructoid). Craft the shortfall instead of farming it.
Stage 2 · Ferrovia's Offering
NEED ×5
Nature Material
Fertilizer
STAGE 3 · MURTETA'S OFFERING
Five for Stage 3, from the opposite pool to everything above: Nature loot from gardens, domes and shallow water. Pick it up on any topside run: it won't be in the drawers.
Stage 3 · Murteta's Offering
PPilgrim Backpack
Offering Display Table (Design)
Legendary · Stage 4
Pilgrim Backpack + Offering Display Table
STAGE 4 · HONOR THE FALLEN
What the whole bill buys: the Pilgrim Backpack and the Offering Display Table design (Legendary blueprint, per Destructoid). Earned by setting off a firework on the Santa Maria Houses rooftop, and gone permanently after 16 Nov 2026.
Stage 4 rewards
Field rule: grab every plate in this chapter the moment you see it, even before its stage unlocks. Fancy Plates and Mask Fragments are “the materials most likely to cost you a full restart if you die carrying them” (Games.gg). Safe Pocket first, admire later.
03
Chapter 03 // The Bill
Exactly what you need
Dead Flowers has one confirmed use only: the Soul's Offering Raider Project. No crafting, Scrappy, workshop, quest, Feat or Expedition use was found in any source. Donate via the Projects tab, and keep flowers you find before Stage 2 unlocks.
Stage
Dead Flowers
Everything else required
Rewards
Stage 1 Construct Vaulto's Offering
1× Dead Flowers
2× Rock Salt · 15× ARC Alloy · 1× Expired Respirator
Stiletto IIExtended Barrel IAngled Grip IIStable Stock II
Torrente IICompensator IIIExtended Medium Mag IIIStable Stock III
Stages 3–4
None
No Dead Flowers needed. Stage 3's own bill, 2× Fancy Plate, 1× Mask Fragment, 1× Insulation Roll, 5× Fertilizer, is plated in Chapter 02. ⚠ Insulation Roll CONFLICT, flagged here at the point of use: the wiki says Stage 3 needs 1× Insulation Roll; Destructoid's stage guide says 6×. Unresolved, the same flag Chapter 11 carries. Plan for the worse number: hold 6 until the project is done. Final project rewards include the Pilgrim Backpack + Offering Display Table design, per Games.gg, gone permanently after 16 Nov 2026. One earlier preview showed 15 Nov, so trust the in-game Projects countdown.
The complete project reference, all four stages with the Stage 3 and Stage 4 rewards this bill condenses, plus Sheltered Retreat, Trophy Display and the paused Expedition, is in Progression, Projects tab. Values there are cross-checked against this chapter and agree with it.
Don't sell or recycle one. MetaForge lists Dead Flowers as an Uncommon Trinket: sell 640, stack 5, 0.5 kg. Even at 640, its project value before 16 Nov is worth far more.Details: why the databases disagree
⚠ The databases disagree by omission: OP.GG had no entry for it at all on 30 Oct 2026, so if your in-game item card ever differs, the game wins. There is also no need to hoard beyond the 4 required unless your own game shows another objective.
04
Chapter 04 // Topside Operations
Where to farm: ranked
Every guide agrees on the principle: since there's no fixed spawn, map choice is about container density, not a magic drawer. “The number of containers you can search matters more than one specific room.” (TheClick)
Plate 04-A · Buried City: sand, palms and a thousand drawers
1
Old Town: Pendola Pass Strongest evidence
The #1 recommendation in every guide, with player-reported finds from 27 Oct. Sweep the residential cluster house by house: kitchens, drawers and cupboards, plus the supermarket (a reported find, and its storage/lockers also serve Stage 2 Railway Lanterns). Games.gg calls Old Town the “most consistently reported combined search area” for Dead Flowers + Rock Salt. The pharmacy is just a landmark: its medical containers are not the target; the surrounding homes are.
Run it as one loop: Grandioso Apartments (density play, “numerous kitchens and cabinets,” and also the best Fancy Plate spot for Stage 3) → Santa Maria Houses + Abandoned Highway Camp (AltChar, citing ~700 hours and a MetaForge trinket-POI map, calls these the highest general-trinket-rate spots in Buried City, note that's a general trinket claim applied to Dead Flowers, not a flower-only measurement) → Space Travel building + Galleria (TheClick's most specific Buried City report: a flower in office-style desk drawers in Space Travel).
Grandioso Apartments
Santa Maria Houses
Abandoned Highway Camp
Space Travel desk drawers
Galleria
3
Riven Tides: Hotel Panorama + southern houses Player-reported
Hotel Panorama's rooftop kitchen is reachable by zipline; players have reported both Rock Salt and Dead Flowers there, and Games.gg calls it the “strongest backup option if Old Town has already been looted.” Then drop to the southern houses, where TheClick reports finds in residential drawers and rubbish bins.
Rooftop kitchen (zipline)
Southern house drawers
Rubbish bins
4
Dam Battlegrounds: Ruby Residence / Pale Apartments Weaker evidence
TheClick's table lists Dam only generally (“residential drawers and office storage”) with no named POI; the named spots, Ruby Residence and Pale Apartments, come from AltChar alone. A reasonable backup if you spawn close, not a destination run.
Ruby Residence
Pale Apartments
Office storage
5
Spaceport: Departure / Arrival Player-reported
TheClick reports a pickup in the Departure Building (“indoor desks and storage”); AltChar lists both Arrival and Departure. Work the desks and storage rooms rather than the open concourses.
Departure desks
Arrival desks
Storage rooms
6
The Blue Gate: Ruined Homestead / Village Guide-recommended only
GameRant's rule is simply “look around Homesteads” (naming Ruined Homestead); AltChar adds the Village. Crucially, Blue Gate is absent from TheClick's 27 Oct player-reported table: treat these as plausible trinket POIs, not confirmed Dead Flowers finds. AltChar also lists Almaterra Station on Pendola Pass, but other guides tie that station mainly to Railway Lanterns, so it's a weaker flower claim.
Ruined Homestead
Village houses
Skip Stella Montis entirely. No source reports a single Dead Flowers find there: it appears in these guides only as where to get the Expired Respirator (Medical Bay / Medical Research). It's an indoor facility with no residential cluster in any guide's trinket list. Honest caveat: AltChar notes trinkets “can [come] from almost all containers,” so “can never spawn” can't be proven, but there is zero reason to farm it for this item.
05
Chapter 05 // Extraction Doctrine
Run these routes
Plan on more than one raid for all 4. TheClick: “You'll probably need more than one raid to collect all four… they don't have to be gathered in one raid.” No source reports a numeric yield per run, so short extract-on-find runs beat one long clear.
Plate 05-A · Dam Battlegrounds: the in-game map, quests and loot zones marked
Gear up with a real Augment, not a Free Loadout
A Free Loadout removes Safe Pockets entirely. Any non-Free Augment gives 1 Safe Pocket slot (Looting Mk.2: 2, Epic Looting Mk.2: 3). Deploy to Pendola Pass and head straight for Old Town before other squads empty it.
Sweep Old Town building by building, floor by floor
Every kitchen drawer, cupboard and cabinet, every desk drawer, and check every table and furniture top for loose trinkets before leaving a room. Search accessible floors before moving to the next structure.
Hit the supermarket storage
Reported Dead Flowers find in/near Old Town, and a Stage 2 overlap: Railway Lantern lockers for later.
Reported Mask Fragment drawers for Stage 3, only if time and extraction allow.
The moment one drops: Safe Pocket it and extract
Don't greed a second cluster with a flower sitting in your backpack. Pendola Pass has no hatches or elevators: extraction is by Ballistic Gondola called from a transceiver (Reckless, Northern, Supermarket, Glacial). Follow the landing marker; it does not land at the transceiver.
Repeat, and don't panic at a cold run
Pendola Pass runs Dynamic Loot Zones (Frozen Trail test): loot value in an area varies raid to raid while keeping its loot type. Old Town can be cold one raid and hot the next without the route being wrong.
Grandioso Apartments first
Clear kitchens and cabinets floor by floor. This is also your best Fancy Plate hunting for Stage 3, on the same sweep.
Santa Maria Houses → Abandoned Highway Camp
AltChar's highest general-trinket-rate POIs in Buried City. (Santa Maria rooftops matter again for Stage 4.)
Finish at Space Travel / Galleria
Desk drawers, the site of TheClick's reported Buried City desk-drawer find. If you're still empty-handed after this, extract (metro / hatch as available) and re-run rather than wandering.
Safe Pocket any flower immediately, then extract
Same rule as Route A: one flower banked beats two lost.
Watch for Bird City, unconfirmed bonus. Bird City is a Buried City-only minor condition that increases trinket odds and makes every chimney a lootable nest (densest at Town Hall, Santa Maria Houses, Piazza Arbusto, Plaza Rosa), established for other trinkets by PC Gamer / AllThingsHow guides. No Dead Flowers guide mentions it yet, so any flower benefit is a logical extrapolation, not confirmed. If it's active, it's plausibly the best trinket window in the game, just don't treat the yield as proven.
Riven Tides
Hotel Panorama rooftop kitchen (zipline) → southern houses, drawers and bins.
Dam Battlegrounds
Ruby Residence → Pale Apartments.
Spaceport
Departure Building → Arrival, desks and storage.
The Blue Gate
Ruined Homestead → Village. Weakest evidence of the set, run it only if you spawn well for it.
The efficiency rule for every loop: “Pick the closest reported area to your deployment… If a building is already empty, move on rather than waiting for loot to return.” Go early in the raid: other Raiders can take the same loose surface items first. (TheClick)
06
Chapter 06 // Fieldcraft
How you'll actually find one
You spot it by name in the loot UI when you open a drawer, desk or bin, and now by silhouette too: the Chapter 02 plate is the actual item render, a tied bunch of dried flowers. No source publishes a verified in-world spawn screenshot; TheClick explicitly captions its images as official Soul's Offering art, “not a Dead Flowers spawn screenshot.” Speed = opening containers fast and reading names.
✓ Open these
House & kitchen drawers
Kitchen cabinets / cupboards
Desk drawers: homes, Space Travel offices, Departure Building
Supermarket storage
Residential rubbish bins
Loose loot on tables & furniture tops: check surfaces before leaving any room
✕ Don't waste time on these
Gardens, plant pots, planters, cemeteries, decorative outdoor foliage: no such spawn is reported in any source
Wicker / nature baskets: that's the Nature loot pool, a different item family
Stella Montis (see above)
Waiting at one “reported” drawer: “the same drawer may contain something else when you get there” (TheClick). An empty spot proves nothing except RNG or a Raider who got there first
07
Chapter 07 // Weather & War
Map conditions: what helps, what doesn't
No source has measured a Dead Flowers-specific condition effect. Everything below is a general loot/trinket claim, treat it that way.
Plate 07-A · The Rust Belt: every theatre in this book, on one map
Condition
Verdict
Why / caveat
Night Raid
Better loot, harder exit
Community wiki: “substantially better loot” on all maps, but fewer return points, Raider Hatches closed, and no free loadout. AltChar lists it among trinket-maximising conditions (general claim). Only run it if you extract reliably.
Electromagnetic Storm
Maybe, sources disagree
Wiki: loot quality “reported as improved, though sources disagree on the size of the effect.” Also fewer return points / no hatches. AltChar lists it as a maximiser.
Cold Snap
General loot claim
Listed by AltChar among loot-boosting major conditions, with frostbite risk outdoors per other guides. Not flower-specific.
Bird City (Buried City only)
Plausible, unconfirmed
Boosts trinket odds + lootable chimney nests for other trinkets. Never yet reported for Dead Flowers specifically.
Lush Blooms
Does not help
Increases Nature loot and Wicker Baskets (lemons, apricots, mushrooms, olives, prickly pears, agave). Different item family: it helps Prickly Pear, not a trinket.
Harvester
No link found
No source links Harvester to trinket or residential loot.
The Safe Pocket trap: Safe Pocket items auto-extract to your stash even if you die, but “using a Free Loadout removes access to Safe Pockets entirely.” For flower runs, a cheap self-brought loadout + a basic Augment beats a Free Loadout run, unless you're confident of extracting every time. (Night Raid disables free loadout anyway.) (AllThingsHow, Games.gg)
08
Chapter 08 // Lookalikes
Not the same item
Half the scarcity frustration comes from hunting the wrong thing. These are the lookalikes the sources untangle:
Great Mullein
A different, older item: Topside Material, Uncommon, harvested from actual plants / planter boxes (e.g. Galleria planters, Buried City), used for Doctor's Orders / Antiseptic crafting, recycles to Assorted Seeds. It is a real plant you pick, Dead Flowers is not.
Prickly Pear
Nature, Common, found on the ground around cacti, needed for Scrappy. Also a real outdoor plant, and Lush Blooms helps it, not Dead Flowers.
“Wilted Flower(s)”
Not a separate item. One Games.gg update article's stage table renames Dead Flowers as “Wilted Flower” (it also renames Fancy Plate, Expired Respirator and Remote Raider Flare). The same publisher's dedicated guide and every other source say Dead Flowers, treat “Wilted Flower” there as a paraphrase error.
Why it's scarce, and grab these on the same sweep
Four stacked reasons: (1) the item is days old (27 Oct 2026) and everyone needs 4 before a hard deadline; (2) no fixed spawn, a pure random roll in residential containers; (3) competition, earlier Raiders empty the same containers and surface loot; (4) Pendola's Dynamic Loot Zones make even the best POI vary raid to raid. No source reports a numeric spawn or drop rate, and no Dead Flowers spawn bug, buff or nerf appears in the 2.3.0 notes or any guide.
While sweeping, keep what shares the containers: Rock Salt (need 2, Stage 1), plus any Railway Lanterns, Fancy Plates and Mask Fragments: they're Stage 2–3 needs too. Fertilizer (Stage 3) is Nature loot from gardens/domes/shallow water, a different pool.
09
Chapter 09 // Redacted
Still unknown: honestly
This item launched 3 days before this research (30 Oct 2026), and it shows. As of that date:
Dead Flowers listing, corrected: MetaForge has listed it (added 27 Oct 2026): Uncommon Trinket, sell 640, stack 5, 0.5 kg, the values used in Chapter 02. OP.GG had still not listed it on 30 Oct 2026 (its A–Z search returned “No Results”). ⚠ The two databases disagree by omission, if your in-game item card ever differs, the game wins.
What it looks like in-world: no verified spawn screenshot exists in any source, but its inventory render is now archived as the Chapter 02 plate, via the community wiki.
Yield per run / spawn rate: never reported numerically by any source.
Firsthand community routes: searches of Reddit r/ArcRaiders, Steam forums and YouTube on 30 Oct 2026 surfaced no firsthand thread or video distinct from the guide consensus: one aggregator noted “there aren't any direct player quotes about Soul's Offering yet.” Expect community routes to supersede these early guides during the project window.
Where guides disagree: best map (Games.gg/TheClick/GameRant say Pendola Old Town first; AltChar says Buried City first for trinkets generally) and the project end date (16 Nov in current listings vs 15 Nov in an earlier preview). Run whichever top route you spawn well for, and trust the in-game countdown.
10
Chapter 10 // The Directory
The complete item directory: all 540 loot items
Rebuilt on the official wiki taxonomy after a full item-database audit (30 Oct 2026): 540 loot items: Common 79, Uncommon 120, Rare 162, Epic 68, Legendary 15, Amplified 5, Blueprints 90, and 1 unrated, plus 26 base weapons. This chapter carries the complete Common and Uncommon lists (all 199, with sell price, stack, recycling and uses per row), the complete Rare, Epic, Legendary and Amplified tables (all 250, with type, sell price, stack, recycling and uses per row), all 26 weapons, 38 mods, 16 augments, 3 shields, the Quick Use numbers, 6 ammo types and every Workshop upgrade cost. Blueprints get their own chapter (13). Where sources disagree, both values are shown and flagged, never merged silently.
540Loot items total (wiki)
199Common + Uncommon, listed in full below
245Rare or better (162 + 68 + 15)
90Blueprints (Chapter 13)
By rarity
Legendary: all 15 loot items, tabled in full below: “Leviathan's Crown” Ship Model, Acoustic Guitar, Anvil Splitter, Bronze Statuette, Elephant Obelisk, Emperor Gateway Conduit, Emperor Modulator, Frigate Diagnostic Node, Frigate Inductor, Glitched ARC Circuitry, Kinetic Converter, Matriarch Reactor, MRI Duck, Queen Reactor, Snap Hook. The 4 Legendary weapons (Aphelion, Dolabra, Equalizer, Jupiter) are in the weapons table.
Epic: all 68, tabled in full below: boss cells, Mk. 3 augments, Epic keys, Exodus loot, the three Emperor Couplers, Fancy Plate and Mask Fragment. Chapter 12 tells the story of the headline pieces.
Rare: all 162, tabled in full below. The ones that matter most are the bottlenecks: Advanced Components, Dog Collar, Fried Motherboard, Rusted Gear, Surveyor Vault, Wasp / Hornet / Snitch Drivers.
Weapons, summarised: 26 base weapons by class in the weapons table below (Assault Rifle 5, Battle Rifle 4, SMG 3, Shotgun 3, Pistol 3, Hand Cannon 2, Sniper Rifle 2, Special 3, LMG 1). Most exist at tiers I to IV; OP.GG and ARDB count each tier as a separate entry, which is why their totals run higher. The Legendary weapons are Equalizer, Jupiter, Dolabra and Aphelion.
Trinkets: sell by default, except quest, project and Scrappy ones (Pillow, Cat Bed, every Soul's Offering piece).
Keys: Epic keys open the best rooms (Archives, Town Hall, Control Tower, Hidden Bunker). The Emperor Gateway Conduit is the only Legendary key. Stockpile Raider Hatch Keys.
Augments: every Mk. 3 is Epic, 5,000, from Gear Bench III.
By where to farm
Soul's Offering trinkets: Buried City, Grandioso Apartments + Santa Maria Houses; Pendola Pass, Old Town. Residential kitchens and cabinets.
Medical: Buried City Hospital; Stella Montis Medical Research, Antiseptic, Lab Reagents, Rusted Shut Medical Kit, Expired Respirator.
Exodus loot: Stella Montis Assembly; Spaceport Rocket Assembly, Exodus Modules, Magnetron, Ion Sputter.
Scrappy produce: Blue Gate Olive Grove and Village greenhouses; Dam Hydroponic Dome. Best during Lush Blooms.
Boss cells: kill the named ARC, Shredders are Stella Montis only; the Queen is Harvester-only; the Matriarch is event-only.
Emperor loot: Pendola Pass during Redirection, Emperor Beacon at a Damaged Emperor Relay. Frigate loot: ARC Frigate breach ports, deeper = better.
Close Scrutiny: breach Assessors and kill Vaporizers for Assessor Matrix + Vaporizer Regulator.
Scrappy (totals): Dog Collar ×1, Lemon ×3, Apricot ×15 ⚠ (older table says 17), Prickly Pear ×6, Olives ×6, Cat Bed ×1, Mushroom ×12, Very Comfortable Pillow ×12 per wiki ⚠ (3 per AltChar, unresolved, hold 12).
Research Station: III needs 3× Differential Microphone + 6× Bully Fragmenter · IV needs 3× Thermal Shaker, 3× ARC Data Module, 1× Frigate Inductor. Full Research Station costs, Levels 1 to 4, are in the Workshop table below. Gunsmith 3 ⚠ conflict: a second cost set (3× Radial Press, 3× Magnetic Accelerator, 1× Emperor Modulator) is also labelled Level 3; both sets are shown flagged in the Workshop table.
Quests: The Trifecta = 2× Wasp, 2× Hornet, 2× Snitch · Snap and Salvage = Magnetron + Flow Controller · Doctor's Orders = Great Mullein + Antiseptic.
Traders: Celeste sells Exodus Modules (55 seeds) and Complex Gun Parts (60 seeds), daily limits, two of the worst bottlenecks are simply buyable.
The census: 540 loot items, counted two ways
Source: the official wiki Loot table (arcraiders.wiki), read in full 30 Oct 2026. It is the only source that publishes rarity, type, sell price, stack, recycling and uses in one table. Counted by type and by rarity independently, both sums reach 540: Common 79, Uncommon 120, Rare 162, Epic 68, Legendary 15, Amplified 5, Blueprints 90 (rarity left blank by the wiki), and 1 unrated item (Expired Security Code). The 26 base weapons are not in the Loot table; they are listed separately below. There is no Quest Item type on the wiki: quest-linked items are filed under their material type with a Uses field.
Type
Count
Notes
Basic Material
8
7 Common + 1 Epic (Stencil Parts)
Topside Material
46
Includes the 5 Amplified Amplification Modules Mk. I to V and Epic Amplified Fragments
Refined Material
11
Uncommon, Rare and Epic tiers
Recyclable
131
Largest type. Common damaged ARC parts up to Legendary reactors
Trinket
58
Pure sellables plus project-linked pieces (Dead Flowers, Rock Salt, Cat Bed, Light Bulb, Coffee Pot, Very Comfortable Pillow)
Correction, stated plainly: the old OP.GG 581 figure was wrong for this guide. Earlier editions of this chapter said OP.GG counted 581 loot items split 174 Rare, 70 Epic and 97 Legendary with 83 blueprints. A full audit on 30 Oct 2026 read OP.GG's whole index: it does list 581 entries, but that count mixes every weapon tier (I to IV) as separate entries plus quest trinkets the wiki Loot table omits, and OP.GG's list view publishes no rarity at all, so those rarity splits cannot be sourced from it and have been removed. 83 blueprints was Beebom's count; the wiki counts 90. MetaForge's 1,438 includes cosmetics, outfits, furniture and designs. Each database counts different things, so the totals are not comparable. This directory is built on the wiki taxonomy: 540 loot items plus 26 base weapons.
Complete Common and Uncommon directory: all 199 items
Every Common (79) and Uncommon (120) item on the wiki Loot table, with rarity, sell price in Coins, stack size, what it recycles into in Speranza, and what it is used for. WS = Workshop, Exp = Expedition, SO = Soul's Offering. One honest gap: the wiki publishes no weight column. Verified sample weights from MetaForge are noted in the rows where they exist (Battery, Duct Tape and Durable Cloth 0.25 kg; Electrical Components and Basic Camera 0.5 kg). Every other weight is not published in bulk by any source. In-raid salvaging yields less than the Speranza recycling shown here, and no source publishes exact salvage yields.
Basic Material (7, all Common)
The base of every Level 1 station and every Expedition stage. Sell prices are 50 to 100. Never worth selling.
Keys are use items, not sellables. The 100 Coin price is nominal. Never sell a key you have not used. Security codes sell for 0.
Item
R
Sell
Stack
Recycles to
Used for
Ancient Fort Security Code
C
0
1
cannot
Use item
Pilgrim's Peak Security Code
C
0
1
cannot
Use item
Raider's Refuge Security Code
C
0
1
cannot
Use item
Reinforced Reception Security Code
C
0
1
cannot
Use item
Riven Tides Hotel Keycard No. 102
C
100
1
cannot
Use item
Riven Tides Hotel Keycard No. 107
C
100
1
cannot
Use item
Riven Tides Hotel Keycard No. 113
C
100
1
cannot
Use item
Riven Tides Hotel Keycard No. 205
C
100
1
cannot
Use item
Riven Tides Hotel Keycard No. 208
C
100
1
cannot
Use item
Riven Tides Hotel Keycard No. 311
C
100
1
cannot
Use item
Riven Tides Hotel Keycard No. 404
C
N/A
1
cannot
Use item
Keys, Uncommon (13)
All sell a nominal 100. All cannot be recycled. Full key rooms and payoffs are in Chapter 16, the Key Planner.
Item
R
Sell
Stack
Recycles to
Used for
Blue Gate Village Key
U
100
1
cannot
Use item
Buried City JKV Employee Access Card
U
100
1
cannot
Use item
Buried City Residential Master Key
U
100
1
cannot
Use item
Dam Staff Room Key
U
100
1
cannot
Use item
Dam Surveillance Key
U
100
1
cannot
Use item
Patrol Car Key
U
100
1
cannot
Use item
Pendola Pass Old Town Key
U
100
1
cannot
Use item
Riven Tides Classified Records Keycard
U
100
1
cannot
Use item
Riven Tides Crane House Keycard
U
100
1
cannot
Use item
Spaceport Trench Tower Key
U
100
1
cannot
Use item
Spaceport Warehouse Key
U
100
1
cannot
Use item
Stella Montis Assembly Admin Key
U
100
1
cannot
Use item
Stella Montis Medical Storage Key
U
100
1
cannot
Use item
Research Items, Common and Uncommon (2)
They look like rubbish. They open the Research Station.
Item
R
Sell
Stack
Recycles to
Used for
Battered Paperback
C
270
5
cannot
Research Stn 1 (5x)
Raider Logbook
U
640
5
cannot
Research Stn 2 (3x)
Augments and Shield, Common and Uncommon (5)
Full slot grids for all 16 augments are in the augments table further down this chapter.
Item
R
Sell
Stack
Recycles to
Used for
Free Loadout Augment
C
660
1
6x Plastic Parts, 6x Rubber Parts
Free-loadout only; slots in the augments table
Combat Mk. 1
U
640
1
3x Plastic Parts, 3x Rubber Parts
Slots in the augments table
Looting Mk. 1
U
640
1
3x Plastic Parts, 3x Rubber Parts
Slots in the augments table
Tactical Mk. 1
U
640
1
3x Plastic Parts, 3x Rubber Parts
Slots in the augments table
Light Shield
U
640
1
4x Plastic Parts
Shield stats in the shields table (40 charge)
Weapon Mods, Common and Uncommon (20)
All mods stack 1. Full 38-mod table is further down this chapter.
Item
R
Sell
Stack
Recycles to
Used for
Angled Grip I
C
640
1
6x Plastic Parts (tier family yield)
Underbarrel grip
Compensator I
C
640
1
Tier price family
Muzzle
Extended Light Mag I
C
640
1
Tier price family
Magazine, Light-ammo guns
Extended Medium Mag I
C
640
1
Tier price family
Magazine, Medium-ammo guns
Extended Shotgun Mag I
C
640
1
Tier price family
Magazine, shotguns
Muzzle Brake I
C
640
1
Tier price family
Muzzle
Shotgun Choke I
C
640
1
Tier price family
Shotgun muzzle
Stable Stock I
C
640
1
Tier price family
Stock
Vertical Grip I
C
640
1
Tier price family
Underbarrel grip
Angled Grip II
U
2,000
1
1x Duct Tape, 1x Mechanical Components
Underbarrel grip
Compensator II
U
2,000
1
1x Mechanical Components, 1x Wires
Muzzle
Extended Barrel I
U
1,000
1
5x Metal Parts
Barrel (tech)
Extended Light Mag II
U
2,000
1
1x Mechanical Components, 1x Steel Spring
Magazine, Light-ammo guns
Extended Medium Mag II
U
2,000
1
1x Mechanical Components, 1x Steel Spring
Magazine, Medium-ammo guns
Extended Shotgun Mag II
U
2,000
1
1x Mechanical Components, 1x Steel Spring
Magazine, shotguns
Muzzle Brake II
U
2,000
1
1x Mechanical Components, 1x Wires
Muzzle
Shotgun Choke II
U
2,000
1
1x Mechanical Components, 1x Wires
Shotgun muzzle
Silencer I
U
2,000
1
1x Mechanical Components, 1x Wires
Muzzle
Stable Stock II
U
2,000
1
1x Duct Tape, 1x Mechanical Components
Stock
Vertical Grip II
U
2,000
1
1x Duct Tape, 1x Mechanical Components
Underbarrel grip
Quick Use, Common (20)
Effects for the healing and shield items are in the Quick Use numbers table further down this chapter.
Item
R
Sell
Stack
Recycles to
Used for
Adrenaline Shot
C
300
5
1x Chemicals, 1x Plastic Parts
Full stamina, +5 stamina/s and +100 max stamina, 10 s
Agave Juice
C
1,800
5
cannot
5 stamina/s for 10 s
Bandage
C
250
5
2x Fabric
Heal 2 HP/s for 10 s (20 HP)
Binoculars
C
640
1
2x Rubber Parts, 4x Plastic Parts
Scouting
Blue Light Stick
C
150
5
1x Chemicals
Light marker
Door Blocker
C
270
3
2x Metal Parts
Blocks a door
Firecracker
C
270
5
3x Plastic Parts
Noise decoy
Gas Grenade
C
270
3
1x Chemicals, 1x Rubber Parts
Gas cloud
Gas Grenade Trap
C
300
3
cannot
Placed gas trap
Gas Mine
C
270
3
1x Chemicals, 1x Rubber Parts
Mine
Green Light Stick
C
150
5
1x Chemicals
Light marker
Integrated Binoculars
C
0
1
cannot
Augment-only (Looting Mk. 3 Cautious), not standalone loot
Integrated Shield Recharger
C
0
1
cannot
Augment-only (Tactical Mk. 3 Defensive), not standalone loot
Li'l Smoke Grenade
C
300
5
1x Chemicals, 1x Plastic Parts
Small smoke
Light Impact Grenade
C
270
5
1x Chemicals, 1x Plastic Parts
Impact-fuse frag
Noisemaker
C
640
3
1x Speaker Component
Noise decoy
Red Light Stick
C
150
5
1x Chemicals
Light marker
Remote Raider Flare
C
270
3
1x Chemicals, 1x Rubber Parts
Soul's Offering (10x); signal flare
White Flag
C
640
5
1x Plastic Parts, 5x Fabric
Surrender signal
Yellow Light Stick
C
150
5
1x Chemicals
Light marker
Quick Use, Uncommon (19)
Effects for the healing and shield items are in the Quick Use numbers table further down this chapter.
Item
R
Sell
Stack
Recycles to
Used for
Barricade Kit
U
640
3
4x Metal Parts
Deployable cover
Basic Camera
U
640
1
5x Plastic Parts
Weight 0.5 kg (MetaForge)
Crash Mat
U
1,200
5
3x Plastic Parts, 6x Fabric
Fall cushion
Dockmaster's Detector
U
1,000
1
cannot
Riven Tides event item
Flame Spray
U
2,000
1
1x Canister, 1x Fireball Burner
Flamethrower. Post-2.3.0: damage 10/s to 13/s, durability drain halved, no longer shoots through walls
Fruit Mix
U
1,800
5
cannot
+25 HP instant, plus stamina
Grappling Hook
U
1,200
1
1x Cable Stripper, 1x Rope
Traversal
Harmonica
U
N/A
1
cannot
Instrument
Herbal Bandage
U
900
5
2x Assorted Seeds, 5x Fabric
Heal 3.5 HP/s for 10 s (35 HP)
Lure Grenade
U
1,000
3
1x Speaker Component
Attracts ARC
Lure Grenade Trap
U
1,000
3
cannot
Placed lure trap
Pulse Mine
U
470
3
6x Chemicals
Mine
Recorder
U
1,000
1
10x Plastic Parts
Instrument
Seeker Grenade
U
640
5
1x Crude Explosives
Homing grenade
Shaker
U
1,000
1
10x Plastic Parts
Instrument
Shield Recharger
U
520
5
4x Rubber Parts
Shield regen 4/s for 10 s
Shrapnel Grenade
U
800
5
1x Crude Explosives, 1x Metal Parts
60 damage, 6 m radius (ARDB)
Snap Blast Grenade
U
800
3
1x Chemicals, 1x Magnet
Proximity blast
Yank Grenade
U
550
3
1x Rope
Pulls targets
Ammunition, Common (4 of 6)
The other two types (Launcher Ammo, Energy Clip) are Rare. Full ammo table is further down this chapter. No ammo can be recycled.
Item
R
Sell
Stack
Recycles to
Used for
Light Ammo
C
4
100
cannot
Light-ammo guns
Medium Ammo
C
6
80
cannot
Medium-ammo guns
Heavy Ammo
C
12
60
cannot
Heavy-ammo guns
Shotgun Ammo
C
20
20
cannot
Shotguns
Misc, Common (1)
Item
R
Sell
Stack
Recycles to
Used for
Volcanic Rock
C
270
5
cannot
No documented use: sell freely
Rare, Epic, Legendary and Amplified: the complete directory (250 items)
Every Rare and above loot item in the wiki census, one row each, with the same columns as the Common and Uncommon tables above: type, sell price, stack, recycling yield and uses, transcribed from the official wiki Loot table (arcraiders.wiki). Where the wiki publishes no sell price or no stack size, the cell says Not published rather than guessing. Functional detail for many of these items (weapon mods, augments, shields, Quick Use numbers) is also tabled in the sections that follow; blueprints are in Chapter 13. Chapter 12 is a curated A to Z of selected items and traps, not a second copy of this directory.
Type conflict: the wiki files it as Misc; OP.GG and ARDB file it as a Modification and give a different recycle yield (1x Mod Components, 1x Processor).
Bronze Statuette
L
Trinket
10,000
25
cannot
No use listed
Elephant Obelisk
L
Trinket
10,000
1
cannot
No use listed
Emperor Gateway Conduit
L
Key
1,000
1
cannot
No use listed
Emperor Modulator
L
Topside Material
7,000
1
cannot
Gunsmith 3 (1x)
Frigate Diagnostic Node
L
Research Item
3,000
Not published
cannot
No use listed
Frigate Inductor
L
Topside Material
7,000
1
2x Advanced ARC Powercell, 2x ARC Circuitry
Research Station 4 (1x)
Glitched ARC Circuitry
L
Recyclable
5,000
1
6x ARC Alloy, 1x Exodus Modules
No use listed
Kinetic Converter
L
Mods
7,000
1
2x Duct Tape, 1x Mod Components
No use listed
"Leviathan's Crown" Ship Model
L
Trinket
10,000
1
cannot
No use listed
Matriarch Reactor
L
Recyclable
11,000
1
1x Magnetic Accelerator, 1x Power Rod
Quest Nothing Gained (1x); Trophy Display (3x)
MRI Duck
L
Trinket
10,000
15
cannot
No use listed
Queen Reactor
L
Recyclable
11,000
1
1x Magnetic Accelerator, 1x Power Rod
Quest Nothing Gained (1x); Trophy Display (3x)
Snap Hook
L
Quick Use
14,000
1
1x Power Rod, 3x Rope
No use listed
Amplified: all 5 items
Item
R
Type
Sell
Stack
Recycles to
Used for
Amplification Module Mk. I
Amp
Topside Material
7,000
1
cannot
No use listed
Amplification Module Mk. II
Amp
Topside Material
7,000
1
cannot
No use listed
Amplification Module Mk. III
Amp
Topside Material
7,000
1
cannot
No use listed
Amplification Module Mk. IV
Amp
Topside Material
7,000
1
cannot
No use listed
Amplification Module Mk. V
Amp
Topside Material
7,000
1
cannot
No use listed
Count check, done against the census at the top of this chapter: the four tables above hold 162 Rare, 68 Epic, 15 Legendary and 5 Amplified entries, 250 in total. With the 199 Common and Uncommon rows above, the 90 blueprints in Chapter 13 and the 1 unrated key below, the directory covers all 540 loot items.
Colorful Shoes: the wiki database holds three colour variants, Rare (sell 3,000, stack 3), Epic (7,000, stack 1) and Legendary (10,000, stack 1). Its Loot table renders Colorful Shoes as a single entry, so it is counted once here, as Rare, exactly as the census counts it; the Epic and Legendary variants are not separate census entries. Bronze Statuette (Legendary, 10,000, stack 25) is the 2.3.0 Expedition Vault refund currency; no exchange rate is published.
Unrated: 1 item
The wiki Loot table gives this key no rarity at all. It is counted in the 540, in no rarity table above.
Item
R
Type
Sell
Stack
Recycles to
Used for
Expired Security Code
None
Key
10
Not published
cannot
No use listed
Weapons: all 26 base weapons by class
Classes from the wiki Weapons page; rarities from Beebom's all-weapons table, spot-checked against ARDB. Ammo type in brackets in the research; most weapons exist at tiers I to IV, upgraded at the Gunsmith, and tier IV can be Amplified. Totals: Common 5, Uncommon 5, Rare 7, Epic 5, Legendary 4. Rarity conflicts, labelled: Anvil is Uncommon per Beebom, Grindout and ARDB, Common per an old Fandom trader table. Ferro, Hairpin, Kettle and Stitcher are Common per ARDB, Beebom and MetaForge, Uncommon per the old Fandom list. The Common and Uncommon values are used here, with two or more sources each.
All mods stack 1 and sell at the tier price shown. Honest flag: no database publishes a per-mod compatibility list. The wiki Weapons page lists mod slots per weapon (Muzzle, Underbarrel, Magazine, Stock, Shotgun Muzzle, Tech Mod). The slot families below are inferred from mod names plus the one documented special case (Anvil Splitter fits only the Anvil). Treat them as inferred, not published fact. Count: 11 tiered families of 3 (33) plus Horizontal Grip, Lightweight Stock, Padded Stock, Shotgun Silencer and Kinetic Converter = 38. Anvil Splitter is the 39th mod-like item if counted, and the wiki files it under Misc.
Mod
Rarity
Sell
Slot family (inferred)
Angled Grip I / II / III
C / U / R
640 / 2,000 / 5,000
Underbarrel (grip)
Vertical Grip I / II / III
C / U / R
640 / 2,000 / 5,000
Underbarrel (grip)
Horizontal Grip
Epic
7,000
Underbarrel (grip)
Compensator I / II / III
C / U / R
640 / 2,000 / 5,000
Muzzle
Muzzle Brake I / II / III
C / U / R
640 / 2,000 / 5,000
Muzzle
Silencer I / II / III
U / R / E
2,000 / 5,000 / 7,000
Muzzle
Extended Barrel I / II / III
U / R / E
1,000 / 3,000 / 5,000
Barrel (tech)
Extended Light Mag I / II / III
C / U / R
640 / 2,000 / 5,000
Magazine (Light-ammo guns)
Extended Medium Mag I / II / III
C / U / R
640 / 2,000 / 5,000
Magazine (Medium-ammo guns)
Extended Shotgun Mag I / II / III
C / U / R
640 / 2,000 / 5,000
Magazine (shotguns)
Stable Stock I / II / III
C / U / R
640 / 2,000 / 5,000
Stock
Lightweight Stock
Epic
5,000
Stock
Padded Stock
Epic
5,000
Stock
Shotgun Choke I / II / III
C / U / R
640 / 2,000 / 5,000
Shotgun muzzle
Shotgun Silencer
Epic
5,000
Shotgun muzzle
Kinetic Converter
Legendary
7,000
Tech mod
Anvil Splitter
Legendary
7,000
Anvil only. CONFLICT: wiki files it as Misc, OP.GG and ARDB as Modification; wiki recycle is 5x Amplified Fragments, ARDB says 1x Mod Components + 1x Processor
Augments: all 16, with full slot grids
Slots are shown as All items / Quick Use / Safe Pocket, then special slots and ability. All augments stack 1. Safe Pockets matter: Looting Mk. 2 carries 2, Looting Mk. 3 (Flanking), Tactical Mk. 3 (Revival) and Tactical Mk. 3 (Smoke) carry 2, and Looting Mk. 3 (Survivor) and Tactical Mk. 3 (Healing) carry 3. Looting Mk. 3 (Safekeeper) is the special case: its Safe Pocket accepts any item type. Recycling: Mk. 1 augments give 3 Plastic Parts + 3 Rubber Parts; Mk. 2 give 1 Electrical Components + 1 Magnet; Mk. 3 give 1 Advanced Electrical Components + 1 Processor; Free Loadout gives 6 Plastic Parts + 6 Rubber Parts.
Augment
R
Sell
Weight limit
Shields
Slots (All / QU / Safe)
Special slots and ability
Free Loadout Augment
C
660
35 kg
Light
14 / 4 / 0
Free-loadout only
Combat Mk. 1
U
640
45 kg
L/M
16 / 4 / 1
None
Looting Mk. 1
U
640
50 kg
Light
18 / 4 / 1
None
Tactical Mk. 1
U
640
40 kg
L/M
15 / 5 / 1
None
Combat Mk. 2
R
2,000
55 kg
L/M/H
18 / 4 / 1
+1 Grenade; regen 1 HP/5 s (pauses 30 s after damage)
Looting Mk. 2
R
2,000
60 kg
Light
22 / 4 / 2
+3 Trinket; shakes off Ticks after 1 s
Tactical Mk. 2
R
2,000
45 kg
L/M
17 / 5 / 1
+1 Deployable; deploys small smoke on shield break
Combat Mk. 3 (Aggressive)
E
5,000
65 kg
L/M/H
18 / 4 / 1
+2 Grenade; regen 2 HP/5 s
Combat Mk. 3 (Flanking)
E
5,000
60 kg
L/M
20 / 5 / 2
+3 Deployable; stowed Pistols and Hand Cannons equip 33% faster
Looting Mk. 3 (Cautious)
E
5,000
70 kg
Light
24 / 5 / 2
Integrated Binoculars; auto weak Adrenaline Shot on shield break
Looting Mk. 3 (Safekeeper)
E
5,000
65 kg
L/M/H
18 / 4 / 1
Safe Pocket accepts any item type; +2 Trinket-type pockets
Looting Mk. 3 (Survivor)
E
5,000
80 kg
L/M
20 / 5 / 3
+1 Deployable; while downed and stationary, regen to 75% downed HP
Tactical Mk. 3 (Defensive)
E
5,000
60 kg
L/M/H
20 / 5 / 1
Integrated Shield Recharger; Shield Rechargers usable while running
Tactical Mk. 3 (Healing)
E
5,000
55 kg
L/M
16 / 4 / 3
+3 Healing slots; on revive, healing cloud +20 HP (30 s cooldown)
Tactical Mk. 3 (Revival)
E
5,000
65 kg
Light
16 / 5 / 2
Integrated Defibrillator; regen 1 HP/5 s
Tactical Mk. 3 (Smoke)
E
5,000
50 kg
L/M
19 / 5 / 2
+2 Deployable; deploys small smoke on shield break
Shields: exactly 3
Shield
Rarity
Sell
Charge
Mitigation
Movement penalty
Weight
Recycles to
Light Shield
Uncommon
640
40
40%
None
5.0
4x Plastic Parts
Medium Shield
Rare
2,000
70
42.5%
5%
7.0
1x ARC Circuitry
Heavy Shield
Epic
5,500
90 (post-2.3.0)
52.5%
15%
9.0
1x Voltage Converter, 2x ARC Circuitry
CONFLICT, labelled: the wiki Shields page still shows Heavy Shield charge as 80, but Update 2.3.0 patch coverage (27 Oct 2026) raised it 80 to 90. This guide publishes 90, labelled post-2.3.0. An old Fandom equipment page shows pre-launch numbers (50 / 80 / 120 charge); ignore it.
Quick Use numbers: healing, shield and stamina
Effects from the wiki Quick Use page, cross-checked against two healing guides; the numbers agree across all three. The headline items: a Vita Shot is +50 health instantly, and a Surge Shield Recharger is +50 shield instantly.
Item
Effect
R
Sell
Bandage
Heal 2 HP/s for 10 s (20 HP)
C
250
Herbal Bandage
Heal 3.5 HP/s for 10 s (35 HP)
U
900
Sterilized Bandage
Heal 5 HP/s for 10 s (50 HP)
R
2,000
Vita Shot
+50 HP instant (4 s use)
R
2,200
Vita Spray
Heal 10 HP/s channelled, up to 150 HP; usable on allies
E
3,400
Defibrillator
Revives a downed raider at 50 HP
R
1,000
Fabric
Heal 0.4 HP/s for 25 s (10 HP), emergency only
C
50
Agave / Moss / Resin
Heal 1 HP/s for 10 s (Nature items)
U / R / C
1,000 / 500 / 1,000
Mushroom / Expired Pasta
+15 HP instant (Nature / Trinket)
U / C
1,000 / 1,000
Fruit Mix
+25 HP instant, plus stamina
U
1,800
Adrenaline Shot
Full stamina + 5 stamina/s and +100 max stamina, 10 s
C
300
Agave Juice
5 stamina/s for 10 s (one guide notes a -5 HP/s trade-off, single source, ezg.com)
C
1,800
Apricot / Olives and other Nature foods
+20 stamina instant
U
640
ARC Powercell
Shield regen 2/s for 10 s (also a material)
C
270
Shield Recharger
Shield regen 4/s for 10 s
U
520
Surge Shield Recharger
+50 shield instant
R
1,200
Throwables, traps and gadgets: the rest of Quick Use
Gadgets: Binoculars (C, 640), Basic Camera (U, 640), Advanced Camera (R, 1,000; 2.3.0 added Color Push and black and white filters), Recorder (U, 1,000), Shaker (U, 1,000), Harmonica (U, no sell price), Banjo (R, no sell price), Acoustic Guitar (L, 7,000)
Hard damage and radius numbers are published for only a few of these (Blaze Grenade and Shrapnel Grenade, via ARDB per-item pages). For everything else, no database publishes damage or radius numbers, and this guide does not invent them. Firefly Burner is a Recyclable, not Quick Use; since 2.3.0 it activates on throw or impact.
Ammunition: exactly 6 types
Confirmed by the wiki Loot table and the ARDB index. No ammunition can be recycled. Energy weapons (Aphelion, Dolabra, Jupiter, Equalizer) consume a whole Energy Clip per charge, per ARDB.
Ammo
R
Sell
Stack
Light Ammo
C
4
100
Medium Ammo
C
6
80
Heavy Ammo
C
12
60
Shotgun Ammo
C
20
20
Launcher Ammo
R
250
24
Energy Clip
R
200 (wiki) ⚠ ARDB lists 1,000, unresolved
5
Workshop upgrade costs: every station, every level
Core stations cap at Level 3, Scrappy caps at Level 5, the new Research Station caps at Level 4, and the Workbench is Level 1 only with no upgrade. Every cost below was cross-checked line by line against the wiki Loot Uses column. Scrappy Level 3 and Level 4 sit in the Level 3 column because Scrappy has five levels, not three.
Station
Level 1
Level 2
Level 3
Level 4
Gunsmith
20x Metal Parts, 30x Rubber Parts
3x Rusted Tools, 5x Mechanical Components, 8x Wasp Driver
CONFLICT, two cost sets, both shown below
-
Gear Bench
25x Plastic Parts, 30x Fabric
3x Power Cable, 5x Electrical Components, 5x Hornet Driver
3x ARC Data Module, 1x Frigate Inductor, 3x Thermal Shaker
Scrappy
Base level
1x Dog Collar
3x Lemon, 3x Apricot (Level 3); then Level 4: 6x Prickly Pear, 6x Olives, 1x Cat Bed
Level 5: 12x Mushroom, 12x Apricot, 12x Very Comfortable Pillow per wiki ⚠ AltChar says 3x Pillow
Gunsmith Level 3 CONFLICT: two cost sets, both published, neither hidden. The wiki Loot Uses column attributes two different sets to Gunsmith 3. Set A (classic): 3x Rusted Gear, 5x Advanced Mechanical Components, 4x Sentinel Firing Core. Set B (post Frozen Trail, listed by AltChar's Oct 2026 workshop guide): 3x Radial Press, 3x Magnetic Accelerator, 1x Emperor Modulator. Most likely Set B replaced Set A and the wiki retains stale links on the older items, or Set B is a further tier mislabelled. Keep the materials for both until your game confirms which one your Gunsmith asks for. A single-source guide also mentions a Gunsmith Level 4 for Amplified weapons; it is unverified anywhere else and this guide does not publish it as fact. Also flagged: Fandom's Utility Station Level 3 line (5x plain Electrical Components) is an error; the wiki Loot table confirms 5x Advanced Electrical Components.
What no source publishes, stated plainly. Per-item spawn locations: not published anywhere. The wiki gives only zone categories (Industrial leans batteries, gears and electronics; Medical leans antiseptics and syringes; Residential leans collars, valuables and food; Security leans weapon parts, ammo and keys), and ARDB gives only loot-category tags. Drop rates: not published for any item or blueprint; Embark's 2.3.0 notes say the Emperor Key blueprint chance from Redirection pods was reduced, with no numbers, and Beebom's claim that Night Raids roughly double blueprint drops is a single-source community estimate. Bulk item weights: not published; weight exists only on per-item pages at MetaForge and ARDB. In-raid salvage yields: the wiki says only that salvaging yields fewer or lower-quality items than Speranza recycling. Per-mod weapon compatibility: not published. The Bronze Statuette exchange rate: not published.
⚠ Databases disagree, read this before you trust a number. Boss cells: 3,000 now (both current databases) vs 5,000 in older guides. Queen / Matriarch Reactor: 11,000 vs 13,000 ⚠. Blueprints: Legendary in current databases, “Epic” in older guides. Dead Flowers: listed by MetaForge, not yet by OP.GG on 30 Oct. Blueprint count: 90 (wiki) vs 83 claimed and 76 itemised (Beebom) vs 80 (Lawod, PCGamesN) vs 91 (Eldorado). Full census and the OP.GG correction are at the top of this chapter. This guide flags each case in place rather than picking one silently.
11
Chapter 11 // The Regret List
Keep or sell: never sell these first
Item tooltips show crafting uses, but not workshop, quest or project needs. Almost every “I recycled it and now I'm stuck” story comes from that gap. The single worst offender is an Uncommon that sells for 200: ARC Alloy, first card below. After the cards, this chapter carries the full never-sell reserve table and the safe-sell list from the item-database audit, so you can clear your stash with confidence.
ARC Alloy: the worst sell in the game
Uncommon
Topside Material · Sell 200 · Stack 15 · Recycles to 2x Metal Parts
It looks like pocket change and feeds almost everything: Explosives Station, Medical Lab and Utility Station Level 1 (6x each), 80x per Expedition stage, 15x for Soul's Offering, plus the Clearer Skies and Shoring Up Defenses quests. Never sell it. Farm it by recycling Damaged ARC parts (drivers, burners, pods), which is what those parts are for.
Do not sell, ever
Emperor Modulator
Legendary
Only inside the Fallen Emperor. The whole Coupler → Conduit chain gates it, and Gunsmith IV needs 1. Farm: Redirection payloads on Pendola Pass.
Do not sell
Emperor Gateway Conduit + 3 Couplers
Legendary / Epic
The couplers sell for just 100, the worst sell-trap in the game. Farm: Emperor Payloads during Redirection. Safe-Pocket everything.
Do not sell
Queen Reactor
Legendary
Harvester condition. Break the Queen's leg armour, don't wait for the kill. Never recycle your first: Equalizer and Jupiter each need one.
Do not sell
Matriarch Reactor
Legendary
Matriarch event only. Crafts the Aphelion. Do not recycle your first one.
Do not sell
Frigate Inductor
Legendary
ARC Frigate breach ports. Go deep, since 2.3.0, loot deeper inside is higher tier. Needed for Research Station IV.
Do not sell
Assessor Matrix ×24 + Vaporizer Regulator ×19
Epic
The High Gain Antenna project totals. Both only come from Close Scrutiny, farm every window it runs.
Do not sell
Magnetic Accelerator
Epic
Expedition Stage 4 ×3, Gunsmith IV ×3, plus Legendary crafts. Refiner-craft it; Queen drops and Exodus zones help.
Do not sell
Leaper Pulse Unit
Epic
Utility Bench III ×4 plus Expedition ×3, all from one enemy type. Hunt Leapers on Dam and Buried City.
Do not sell
Bastion Cell ×6
Epic
Gear Bench III needs 6. Farm Bastions on sight. Now sells for 3,000 (was 5,000 in older databases).
Do not sell
Exodus Modules
Epic
Expedition plus four weapon crafts. Easiest route: buy from Celeste for 55 seeds (daily limit). Also Stella Montis Assembly.
Do not sell
Complex Gun Parts
Epic
Buy from Celeste for 60 seeds (daily). Otherwise Security zones and Queen / Matriarch drops.
Do not sell
Advanced Electrical Components
Rare
Two different Level 3 stations need ×5 each, plus Expedition. Refiner-craft them relentlessly.
Do not sell
Antiseptic ×8 + Surveyor Vault
Rare
Medical Lab III needs 8 Antiseptic and 5 Surveyor Vaults (plus 10 more Vaults for High Gain Antenna). Buried City Hospital + Surveyor hunting.
Do not sell
Mask Fragment · Fancy Plate · Railway Lantern · Dead Flowers
Epic / Event
Time-limited until 16 Nov 2026. The Santa Maria Houses table spawn is the single best Mask Fragment spot. Full routes in Chapters 04–05.
Do not sell
Very Comfortable Pillow ×3 · Cat Bed · Dog Collar
Uncommon / Rare
The trinkets everyone sells and then regrets. Scrappy needs all three. Residential apartments on Dam and Buried City.
Do not sell
R
Rusted Shut Medical Kit ×3 · Fried Motherboard ×3
Rare
One job each: Medical Lab III and Utility Bench III. Medical and Electrical zones on Stella Montis. No icon was extracted for these in the research, shown with a placeholder.
Do not sell
Ion Sputter
Epic
Expedition 2 plus a quest. Stella Montis Exodus loot. Looks like junk: it isn't.
Do not sell
Snap Hook Blueprint
Legendary
Electromagnetic Storm, Residential containers. Also a High Gain Antenna reward, the cheaper path if you're close.
Do not sell
Shredder Gyro
Rare
Shredders exist only on Stella Montis, and Expedition 2 needs these.
Do not sell
Tropical Duck
Uncommon
Trinket · Sell 1,000 · 0.3 kg
Sunglasses rubber-duck variant / Bird City chimneys / SELL
Turbine Compressor
Epic
Kill Turbines on Riven Tides (Couriers drop them too). Needed for the Powered Descender and Expedition 4.
Do not sell
The never-sell reserve table: how much to keep, and why
The counted lifetime totals for every progression item (Surveyor Vault 12, Bastion Cell up to 17, Hornet Driver 21, and the rest) live in Progression, Never sell tab, the master list this chapter is merged with. Built from the audit's keep-vs-sell synthesis for Common and Uncommon items. If an Uncommon Recyclable drops from an ARC enemy (drivers, burners, pods, scanners), check this table before selling: those are precisely the Workshop bottlenecks. Household junk is the safe list below.
Item
Why it stays
ARC Alloy (U, sells 200)
Three Level 1 stations (6x each), Expedition 80x per stage, Soul's Offering 15x, Clearer Skies quest. The worst sell in the game. Farm it by recycling Damaged ARC parts instead of selling them
ARC Powercell (C)
Refiner 1 (5x), and your in-raid shield top-up
All Basic Materials, plus Planks and Sheet Metal (C)
Every Level 1 station, plus Expeditions in the hundreds: Metal Parts 150x per stage, Plastic 200x on stage 2, Rubber 200x on stage 1, Chemicals 100x on stages 3 and 4. Sell price is 50 to 100. Never worth it
Battery (U)
Three quests, plus Expedition 25x to 30x per stage; also Jolt Mine crafting
Wires (U, sells 200)
Four quests (17x total), Expedition 25x to 30x per stage, and every Tier II mod recipe
Electrical Components, Mechanical Components, Durable Cloth, Crude Explosives (U Refined)
All Level 2 stations. Durable Cloth is also 30x to 35x per Expedition stage; Crude Explosives feeds Explosive Compound
Fireball Burner, Pop Trigger, Tick Pod, Snitch Scanner (U Recyclables)
Level 2 station costs in bulk: 8x, 5x, 8x, 6x. They look like junk and are the classic progression wall
Damaged ARC parts (C)
Do not sell: recycle into ARC Alloy
Mini Pump, Skulker Targeter (U)
Research Station 1 (3x) and 2 (5x). The new-station wall
Battered Paperback (C), Raider Logbook (U)
Research Station 1 (5x) and 2 (3x). They look like trash and sell for 270 and 640
Apricot, Lemon, Olives, Prickly Pear, Mushroom (U Nature)
Scrappy levels 3 to 5, up to 12x each at Level 5. Mushroom and Apricot are also food
Cat Bed, Light Bulb, Coffee Pot, Very Comfortable Pillow (trinkets that are not)
Scrappy 4 (1x Cat Bed), Expedition 1 and 2 (5x and 4x Light Bulb), Expedition 3 (1x Coffee Pot), Scrappy 5 (Pillow, 12x per wiki)
Dead Flowers, Rock Salt, Fertilizer, Remote Raider Flare
Soul's Offering project, live until 16 Nov 2026: 4x, 2x, 5x, 10x
Great Mullein (U)
Doctor's Orders quest, plus Herbal Bandage crafting
Expedition stages (25x, 15x, 15x, 25x, 15x) plus mod and gun-part crafting chains
Snitch Scanner, Spotter Relay, Deflated Football (U)
Quests The Trifecta, Wires Crossed, Ruins And Reverberations, The League
Assorted Seeds (C)
Trader currency chain; everything in Nature recycles into them
Keys (C and U)
Use value only. The 100 Coin sell price is a trap
Safe to sell: pure trinkets
No use in any database checked, and none can be recycled. Sell freely: Bloated Tuna Can, Burnt-Out Candles, Empty Wine Bottle, Faded Photograph, Rubber Duck, Torn Book, Train Model, Wind Sprite Ship Model, Air Freshener, Alien Duck, Bureau Desk Lamp, Dart Board, Gentle Duck, Painted Box, Poster Of Natural Wonders, Pottery, Sextant, Tropical Duck, Twilight Compass Ship Model, Vintage Steering Wheel. Expired Pasta: sell it, or eat it for +15 HP.
Safe to sell or recycle: junk recyclables
No uses in any database checked. Recycle them if you need the yield, otherwise sell: Camera Lens, Candle Holder, Crumpled Plastic Bottle, Degraded ARC Rubber, Dried-Out ARC Resin, Garlic Press, Household Cleaner, Ice Cream Scooper, Impure ARC Coolant, Metal Brackets, Number Plate, Ruined Baton, Ruined Handcuffs, Ruined Parachute, Rusty ARC Steel, Tattered ARC Lining, Tattered Clothes, Ruined Augment, Ruined Emperor Beacon, Volcanic Rock, Snowball. Damaged Snitch Scanner cannot be recycled: just sell it.
Soul's Offering Insulation Roll CONFLICT: the wiki Uses column says the project needs 1x Insulation Roll; Destructoid's stage guide says 6x. Unresolved. Plan for the worse number: hold 6 until the project is done. The same caution applies to the Very Comfortable Pillow at Scrappy Level 5: 12x per wiki, 3x per AltChar, so hold 12.
12
Chapter 12 // Glossary
Selected items A–Z, plus the traps
A curated A to Z, not the complete directory: narrative entries for selected items, what they are, where they are, and whether to keep or sell them. Of the 250 Rare, Epic, Legendary and Amplified census items, 108 have an entry here (59 of 68 Epic, 35 of 162 Rare, 14 of 15 Legendary, and the 5 Amplification Modules as one combined entry), alongside event and project items, keys, low-rarity never-sell traps and Raider slang. Every item, including the 142 Rare and above items with no entry here, is tabled with type, sell price, stack, recycling and uses in Chapter 10. The never-sell traps, including ARC Alloy, lead Chapter 11. Use the search at the top: it filters this list as you type. A coloured initial instead of a picture means no icon was extracted for that item in the research: that is noted honestly rather than filled with a guessed image.
1,000-damage timed mine, Explosives III / blueprint + Apollo sells the blueprint 18,000 / USE vs big ARC
Defibrillator
Rare
Quick Use · Sell 1,000 · 0.4 kg
Fast revive, downed raider back at 50 HP / Medical zones, Stella Montis / KEEP for squad play. The 3,000 figure is its blueprint from Lance, not this item
D
Differential Microphone
Rare
Recyclable · Sell 1,000
Research Station III ×3 / kitchen, top-left of Cielo Sereno Observatory, Pendola Pass (MetaForge guide) / KEEP 3
D
Dog Collar
Rare
Recyclable · Sell 640 · 0.5 kg
Scrappy II ×1 / Residential, Pale Apartments/Ruby Residence / KEEP 1
Dolabra
Legendary
Weapon (Shotgun) · Sell 27,500 · 8 (MF) kg
Dual-mode energy shotgun, Gunsmith III / blueprint was Close Scrutiny/Assessors; any major condition since 2.3.0 / KEEP
Doodly Duck
Rare
Trinket · Sell 3,000 · 0.3 kg
Scribbled-on rubber-duck variant / Bird City chimneys / SELL
Elephant Obelisk
Legendary
Trinket · Sell 10,000 · 0.5 kg
Nomad-flavoured decor trinket / Old World / SELL
Emperor Beacon
Epic
Quick Use · Sell 1,000 (MF) · 2 kg
Calls down Emperor Payloads at Damaged Emperor Relays during Redirection / Pendola Pass / KEEP for coupler farming
Emperor Gateway Conduit
Legendary
Key · Sell 1,000 (MF) · 0.5 kg
THE key into the Fallen Emperor / craft: blueprint + 3 couplers, Workbench I / DO NOT SELL
Emperor Modulator
Legendary
Topside · Sell 7,000 (MF) · 0.5 kg
Gunsmith IV ×1 / inside the Fallen Emperor only / DO NOT SELL
Equalizer
Legendary
Weapon (Special) · Sell 27,500 · 14 (MF) kg
Beam rifle, Gunsmith III / blueprint was Harvester-only; any major condition since 2.3.0; craft needs 1× Queen Reactor / KEEP
Adrenaline-on-shield-break augment / Security loot + blueprint / USE
Looting Mk. 3 (Safekeeper)
Epic
Augment · Sell 5,000 · 5 kg
Weapon-capable Safe Pocket augment / blueprint found Reinforced Reception (MF) / USE
Looting Mk. 3 (Survivor)
Epic
Augment · Sell 5,000 · 4 kg
80 kg pack-mule augment, downed regen / Security loot + blueprint / USE, most wanted augment
Magnetic Accelerator
Epic
Refined · Sell 5,500 · 1 kg
Expedition S4 ×3, Gunsmith IV ×3, Equalizer/Jupiter crafting / Refiner; Queen drops; Exodus zones / KEEP, top bottleneck
Magnetron
Epic
Recyclable · Sell 6,000 · 1.5 kg
Snap and Salvage quest ×1 / Stella Montis (Exodus) / KEEP 1
Mask Fragment
Epic
Trinket · Sell 7,000 · 0.5 kg
Soul's Offering ×1 / two-storey house, N side of Santa Maria Houses (Buried City), table spawns; also Controlled Receiving Facility, Pendola ⚠ / DO NOT SELL before 16 Nov
Matriarch Reactor
Legendary
Recyclable · Sell 11,000 ⚠ (13,000 on arcdb/Fandom) · 10 kg
Crafts Aphelion; recycles → Power Rod + Magnetic Accelerator / kill the Matriarch (Matriarch event) / DO NOT RECYCLE your first
M
Motor
Rare
Recyclable · Sell 2,000 · 2 kg
Refiner III ×3 / Industrial/Mechanical / KEEP 3
MRI Duck
Legendary
Trinket · Sell 10,000 · 0.3 kg
The Legendary duck, scanner-silver / Bird City chimneys / SELL, and brag
M
Mushroom
Uncommon
Nature · Sell 500 · 0.2 kg
Scrappy V ×12 / Nature zones, damp POIs / KEEP 12
Offering Display Table (Design)
Legendary
Design/Blueprint · No sell price listed · 0 kg
Soul's Offering final reward (with Pilgrim Backpack) / complete the project by 16 Nov / CLAIM
O
Olives
Uncommon
Nature · Sell 1,000 · 0.2 kg
Scrappy IV ×6 / Blue Gate Olive Grove / KEEP 6
Photoelectric Cloak
Epic
Quick Use · Sell 5,000 · 3 kg
ARC-invisibility gadget, Utility Bench / High Gain Antenna S3 reward; loot / USE
Scrappy IV ×6 / Nature zones, Dam outskirts / KEEP 6
Queen Reactor
Legendary
Recyclable · Sell 11,000 ⚠ (13,000 elsewhere) · 10 kg
Crafts Equalizer + Jupiter (×1 each); recycles → 1× Power Rod + 1× Magnetic Accelerator / Queen kill and her broken leg-armour pieces during Harvester / DO NOT RECYCLE
Radial Press
Epic
Topside · Sell 3,000 (MF) · 0.5 kg
Gunsmith IV ×3 / Mechanical/Industrial, Pendola Pass / KEEP 3
R
Raider Hatch Key
Rare
Key · Sell 2,000 ⚠ (older 1,000) · 0.01 kg
Solo-safe extraction / Shani 9,000 coins (pre-2.0 stock ⚠) or craft Utility II / KEEP several
Railway Lantern
Rare
Trinket · Sell 3,000 · 0.5 kg
Soul's Offering ×2 / Almatera Station (Pendola Pass), Cielo Sereno Observatory deposit area / DO NOT SELL before 16 Nov
The duck shelf: all ten duck trinkets (Rubber, Alien, Gentle, Tropical, Doodly, Flashy, Frosty, Arcade, Familiar and MRI) are pure sellables that stack to 15 and cannot be recycled. Bird City on Buried City brings them out in rooftop chimneys. Duck pictures are guide illustrations in the game icon style; the other icons on this page are extracted in-game art.
Rubber Duck
Common
Trinket · Sell 1,000 · 0.3 kg
The original duck / rooftop chimneys during Bird City / SELL, no use in any database checked
Expedition 2 turn-in; weapon repair/crafting / kill Shredders, Stella Montis only / KEEP
Shotgun Silencer
Epic
Modification · Sell 5,000 · 0.5 kg
−50% noise for shotguns / blueprint; Soul's Offering S3 *rewards* one / USE
Silencer III
Epic
Modification · Sell 7,000 ⚠ (OP.GG Epic; some lists Legendary) · 0.75 kg
−60% noise mod / high-tier loot + blueprint / USE
"Sirena Dorata" Ship Model
Epic
Trinket · Sell 7,000 · 0.5 kg
Ship-model set / Residential / SELL/collect
Snap Hook
Legendary
Quick Use · Sell 14,000 · 5 kg
Grapple gadget, Utility Bench III / blueprint in Electromagnetic Storm (Residential); High Gain Antenna reward; Lost in Transmission quest / KEEP, Safe-Pocket the blueprint
S
Snitch Scanner
Rare
Recyclable · Sell 1,000 · 0.5 kg
Utility II ×6, The Trifecta quest ×2 / kill Snitches / KEEP
Spectrum Analyzer
Epic
Recyclable · Sell 3,500 · 1.5 kg
Recycle fodder / Stella Montis (Exodus) / RECYCLE
Stella Montis Archives Key
Epic
Key · Sell 100 · 0.25 kg
Opens the Archives, Stella Montis / USE
Surge Coil
Rare
Quick Use · Sell 2,100 · 1 kg
Stun-trap deployable / Electromagnetic Storm loot / USE. The 5,000 figure is the blueprint price, not this item
Surveyor Vault
Rare
Recyclable · Sell 1,000 · 1 kg
Medical Lab III ×5, High Gain Antenna S3 ×10, Mixed Signals quest ×1 / kill Surveyors (also Courier) / KEEP, looks worthless, is not
Tactical Mk. 3 (Defensive)
Epic
Augment · Sell 5,000 · 5 kg
Recharge-while-running augment / blueprint / USE
Tactical Mk. 3 (Healing)
Epic
Augment · Sell 5,000 · 4 kg
Healing-slot augment / blueprint was Locked Gate / USE
Tactical Mk. 3 (Revival)
Epic
Augment · Sell 5,000 · 3 kg
Built-in defibrillator augment / blueprint was Locked Gate (MF) / USE
Tactical Mk. 3 (Smoke)
Epic
Augment · Sell 5,000 · 4 kg
Smoke-on-shield-break augment / blueprint / USE
Tellurion
Epic
Trinket · Sell 7,000 · 0.5 kg
Stargazer decor trinket / Old World / SELL
Thermal Shaker
Epic
Recyclable · Sell 3,000 (MF) · 0.5 kg
Research Station IV ×3 / Observatory + Pendola storm shelters, Almatera Station / KEEP 3
Turbine Compressor
Epic
Recyclable · Sell 5,000 · 0.5 kg
Crafts Powered Descender (with Power Rod); Expedition 4 turn-in (MF) / kill Turbines on Riven Tides; Courier drops / KEEP
Vaporizer Regulator
Epic
Recyclable · Sell 6,000 (MF) · 0.5 kg
High Gain Antenna ×19 total; Dolabra crafting / kill Vaporizers during Close Scrutiny (also Couriers, MF) / DO NOT SELL
Very Comfortable Pillow
Uncommon
Trinket · Sell 2,000 · 0.3 kg
Scrappy V ×3 / Residential/Commercial / KEEP 3, the most-regretted trinket sell in the game
Vita Shot
Rare (MF) ⚠
Quick Use · Sell 2,200 (MF) · 0.4 kg
50 HP delayed heal, Medical Lab III / Medical zones, Stella Montis; blueprint / USE
Vita Spray
Epic
Quick Use · Sell 3,400 · 1 kg
150 HP continuous heal spray / Medical zones; blueprint (Stella Montis Medical Research); High Gain Antenna reward / KEEP
W
Wasp Driver
Rare
Recyclable · Sell 640 ⚠ (older 1,000) · 0.5 kg
Gunsmith II ×8, The Trifecta ×2 / kill Wasps / KEEP early
Wolfpack
Epic
Quick Use · Sell 6,000 · 1 kg
12 homing missiles vs ARC, Explosives III / blueprint was Night Raid; loot / USE vs Bastion/Leaper/Rocketeer
Raider slang
Words Raiders use in voice chat and community posts. Not items: they are players and plays.
Rat / ratting
Slang
A player who hides, loots quietly and ambushes instead of taking a fair fight. Playing that way is ratting.
Extract camper
Slang
A player who waits at an extraction point (a Return Point) to ambush Raiders who arrive to leave.
Fake friendly
Slang
A player who acts friendly, then attacks once your guard is down.
KOS / shoot on sight
Slang
Attacking any player the moment you see them, no questions asked. KOS stands for kill on sight.
Chad
Slang
A confident, well-geared player who pushes fights instead of avoiding them.
Gear fear
Slang
Being too afraid of losing good gear to take it into a raid, so it sits in your stash.
Third-party
Slang
Joining a fight already running between other players to finish off whoever is weakened. Also a verb: to third-party a fight.
Loot goblin
Slang
A player who grabs every piece of loot in sight, often before teammates get a look.
Free kit
Slang
Running the game's free basic loadout (the Free Loadout): you risk none of your own gear.
Not slang: "Don't Shoot" is an official in-game emote line, and there is no official "friendly lobby": Embark has never announced one.
Key directory: the full catalogue (42 keys)
Every Key-type item on the official wiki Keys page (37 on the six pre-Pendola maps) plus the 5 Pendola Pass keys, with the disputed Hidden Bunker Key and the quest-spawned Seed Vault Box Key listed as extras. Global rule (wiki): keys are single use consumables. Standard room keys: sell 100 Coins, stack 1, 0.25 kg, verified where the directory says so; pattern-only values are labelled not confirmed. Sources: ARC Raiders Wiki (arcraiders.wiki, read live 30 Oct 2026), MetaForge, OP.GG, arcraidersai, and the ggwtb and AOEAH tested tier lists. Expired Security Code is excluded: it is what a Locked Gate code becomes when extracted, and it has no use. Power Rod is excluded: the wiki calls it a non-key key.
Opens any Raider Hatch: silent extraction, no countdown timer, hatch stays open about 10 to 20 seconds (sources vary), squad drops one at a time. Shani sells it for 9,000 Coins, 2 per day. Craft: Utility Station 2 plus Traveling Tinkerer, 1x Advanced Electrical Components and 3x Sensors. Disabled in Night Raid, Electromagnetic Storm, Hidden Bunker and Locked Gate. No hatches at all on Pendola Pass.
D
Dam Surveillance Key
Uncommon
Key · Dam Battlegrounds · Sell 100 (not confirmed) · Stack 1 · 0.25 kg · Single-use
Opens: Water Treatment Control, Dam Battlegrounds. A-tier (ggwtb), but GameRiv calls it decent but inconsistent. South entrance, right at reception, right again. Found: Dam containers and Research and Administration. No icon was extracted for this key in the research, shown with a designed placeholder.
D
Dam Staff Room Key
Uncommon
Key · Dam Battlegrounds · Sell 100 (not confirmed) · Stack 1 · 0.25 kg · Single-use
Opens: Staff Room, Research and Administration, Dam Battlegrounds. S-tier on both tested lists: red lockers, about 95k to 110k. Best value per rarity on Dam. Found: Research and Administration drawers and cabinets, Ruby Residence. No icon was extracted for this key in the research, shown with a designed placeholder.
Dam Control Tower Key
Epic
Key · Dam Battlegrounds · Sell 100 · Stack 1 · 0.25 kg · Single-use
Opens: Control Tower, top floor, Dam Battlegrounds. Lockers, Medical Bag, Weapon Case (wiki). Best room overall in the ggwtb test, about 200k: save it for a Hurricane if you can. Official name is Dam Control Tower Key, not Dam Control Center Tower Key. Found: Scavenging. Quest reward: The Trifecta.
D
Dam Controlled Access Zone Key
Rare
Key · Dam Battlegrounds · Sell 100 (not confirmed) · Stack 1 · 0.25 kg · Single-use
Opens: Controlled Access Zone, Dam Battlegrounds. A-tier (ggwtb). Door mid-catwalks, right of the yellow-ladder drop. Found: Containers. Noted at Grandioso Apartments (Buried City) and Pale Apartments (Dam). No icon was extracted for this key in the research, shown with a designed placeholder.
D
Dam Testing Annex Key
Rare
Key · Dam Battlegrounds · Sell 100 (not confirmed) · Stack 1 · 0.25 kg · Single-use
Opens: Testing Annex (south east), Dam Battlegrounds. AOEAH rates it A-tier: Toro II, Power Rod, advanced electrical, med bags, about 59k by day. B-tier in the ggwtb list. Found: Scavenging (Pale Apartments). Quest reward: A Lay of the Land. No icon was extracted for this key in the research, shown with a designed placeholder.
B
Buried City Hospital Key
Rare
Key · Buried City · Sell 100 (not confirmed) · Stack 1 · 0.25 kg · Single-use
Opens: Hospital, Buried City. B-tier (ggwtb). Floor disputed: 2nd floor per the wiki, 3rd floor per the GameRant walkthrough. Found: Residential and Security POIs. Drops also noted on Dam and Stella Montis. No icon was extracted for this key in the research, shown with a designed placeholder.
Buried City Town Hall Key
Epic
Key · Buried City · Sell 100 · Stack 1 · 0.25 kg · Single-use
Opens: Town Hall, Buried City. S-tier: multi-floor, about 50k by day, 84k at night, 166k in the ggwtb test. One of the best key uses (GameRiv). Door on the north side, ground level. Found: Scavenging. Quest reward: Our Presence Up There.
B
Buried City JKV Employee Access Card
Uncommon
Key · Buried City · Sell 100 (not confirmed) · Stack 1 · 0.25 kg · Single-use
Opens: Space Travel building (J Kozma Ventures), 4th floor, Buried City. A-tier, among the most worthwhile (GameRiv). North side of the 4th floor. Found: Security hotspots. More frequent in Night Raids. No icon was extracted for this key in the research, shown with a designed placeholder.
B
Buried City Residential Master Key
Uncommon
Key · Buried City · Sell 100 (not confirmed) · Stack 1 · 0.25 kg · Single-use
Opens: Grandioso Apartments and apartments south of West Village, Buried City. A-tier (ggwtb). Grandioso Apartments sit on Main Street, south east of Eastern Station. Found: Ruby Residence, Grandioso Apartments. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Trench Towers, Spaceport. North Trench Tower is A-tier, among the most worthwhile (GameRiv). Found: Scavenging. Quest rewards: Switching The Supply, Turnabout. DO NOT SELL: quest, Turnabout: the quest requires 1x this key, so keep a spare. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Container Storage, Spaceport. D-tier and worst in the ggwtb test, yet Odealo calls it widely regarded as the strongest loot key. Found: Blue Gate Village. Buried City JKV and Parking. Sources disagree on this room's value. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Control Tower A6, Spaceport. A-tier in the AOEAH test (up to 109k at night) versus C-tier in the ggwtb test. This is the key older guides call the Spaceport Ground Control Key: no separate key of that name exists. One wiki guide line says B6; A6 is the documented door. Found: Ruby Residence and Dam residences. DO NOT SELL: quest, Spaceport quest step: Visit Control Tower A6, key required. Sources disagree on this room's value. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Shipping Warehouse, Spaceport. A-tier (ggwtb). Quieter, less exciting (GameRiv). South west of West Container Yard, upper floor via stairs and catwalks. Found: Security and Residential POIs, especially Dam. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Outskirts Bunker, far west of Spaceport, Spaceport. Single source (OP.GG) and name disputed: guides call the same makeshift key the Spaceport Outskirts Bunker Key, and the official wiki lists neither name. OP.GG describes it as a makeshift key that opens a bunker in Spaceport. The Hidden Bunker map condition is a different thing and needs no key: see the note under this group. Found: Residential cabinets and drawers (guides, for the Outskirts Bunker Key name).
B
Blue Gate Communication Tower Key
Rare
Key · The Blue Gate · Sell 100 · Stack 1 · 0.25 kg · Single-use
Opens: Pilgrim's Peak, Communication Tower basement, The Blue Gate. B-tier. Usually good for electrical loot (GameRiv). Found: Random containers, more during events. No icon was extracted for this key in the research, shown with a designed placeholder.
B
Blue Gate Village Key
Uncommon
Key · The Blue Gate · Sell 100 · Stack 1 · 0.25 kg · Single-use
Opens: Village, biggest house complex (west side), The Blue Gate. B-tier. Door by the blue trash bin. Found: Reinforced Reception offices, the underground passage, Residential POIs. No icon was extracted for this key in the research, shown with a designed placeholder.
P
Patrol Car Key
Uncommon
Key · The Blue Gate · Sell 100 (not confirmed) · Stack 1 · 0.25 kg · Single-use
Opens: Patrol car, Checkpoint and Traffic Tunnel, The Blue Gate. Weapon loot (guides). Opens the rear door of a patrol car. Found: Checkpoint and Refuel Station area. DO NOT SELL: quest, Armored Transports: the quest uses the Armored Patrol Key Card from Checkpoint guard huts. Do not conflate the two, and do not sell your only key before the quest. No icon was extracted for this key in the research, shown with a designed placeholder.
B
Blue Gate Confiscation Room Key
Epic
Key · The Blue Gate · Sell 100 · Stack 1 · 0.25 kg · Single-use
Opens: Confiscation Room, Security Wing below Headhouse, The Blue Gate. The most contested room in the game: D-tier and worst for its rarity and risk in the ggwtb test, versus one of the better Blue Gate rooms but very risky (GameRiv). Found: Security POIs. Stella Montis Night Raids noted. DO NOT SELL: quest, Home To Roost: a guaranteed spare sits by the weighing-log terminal while that quest is active. Sources disagree on this room's value. No icon was extracted for this key in the research, shown with a designed placeholder.
B
Blue Gate Cellar Key
Rare
Key · The Blue Gate · Sell 100 · Stack 1 · 0.25 kg · Single-use
Opens: Cellars: Trapper's Glade and Ruined Homestead, The Blue Gate. A-tier (AOEAH) and B-tier (ggwtb). Weapons, blueprints, grenades and healing at the Ruined Homestead cellar. Found: Village area, Reinforced Reception. No icon was extracted for this key in the research, shown with a designed placeholder.
P
Pilgrim's Peak Security Code
Common
Key · The Blue Gate · Sell 0 · Stack 1 · 0.25 kg · Single-use
Opens: Gate Control Room (Locked Gate condition only), The Blue Gate. One of the 4 codes for the Locked Gate condition: submitted at a terminal in the Gate Control Room to open the main gate. Not a loot room. Extracting with a code turns it into an Expired Security Code, which has no use. Found: Any lootable container inside its named location, during Locked Gate rounds only. At least 1 code spawns per round, multiples possible. No icon was extracted for this key in the research, shown with a designed placeholder.
R
Reinforced Reception Security Code
Common
Key · The Blue Gate · Sell 0 · Stack 1 · 0.25 kg · Single-use
Opens: Gate Control Room (Locked Gate condition only), The Blue Gate. One of the 4 codes for the Locked Gate condition: submitted at a terminal in the Gate Control Room to open the main gate. Not a loot room. Extracting with a code turns it into an Expired Security Code, which has no use. Found: Any lootable container inside its named location, during Locked Gate rounds only. At least 1 code spawns per round, multiples possible. No icon was extracted for this key in the research, shown with a designed placeholder.
R
Raider's Refuge Security Code
Common
Key · The Blue Gate · Sell 0 · Stack 1 · 0.25 kg · Single-use
Opens: Gate Control Room (Locked Gate condition only), The Blue Gate. One of the 4 codes for the Locked Gate condition: submitted at a terminal in the Gate Control Room to open the main gate. Not a loot room. Extracting with a code turns it into an Expired Security Code, which has no use. Found: Any lootable container inside its named location, during Locked Gate rounds only. At least 1 code spawns per round, multiples possible. No icon was extracted for this key in the research, shown with a designed placeholder.
A
Ancient Fort Security Code
Common
Key · The Blue Gate · Sell 0 · Stack 1 · 0.25 kg · Single-use
Opens: Gate Control Room (Locked Gate condition only), The Blue Gate. One of the 4 codes for the Locked Gate condition: submitted at a terminal in the Gate Control Room to open the main gate. Not a loot room. Extracting with a code turns it into an Expired Security Code, which has no use. Found: Any lootable container inside its named location, during Locked Gate rounds only. At least 1 code spawns per round, multiples possible. No icon was extracted for this key in the research, shown with a designed placeholder.
S
Stella Montis Security Checkpoint Key
Rare
Key · Stella Montis · Sell 100 (not confirmed) · Stack 1 · 0.25 kg · Single-use
Opens: Security Checkpoint, Security Bridge by the Lobby, Stella Montis. B-tier: gun parts and weapon mods (GameRiv). Door signed Security: Restricted Area. Found: Night Raids, Security POIs. No icon was extracted for this key in the research, shown with a designed placeholder.
S
Stella Montis Assembly Admin Key
Uncommon
Key · Stella Montis · Sell 100 (not confirmed) · Stack 1 · 0.25 kg · Single-use
Opens: Assembly Admin, north west of Central Corridor, Stella Montis. B-tier: good loot, dangerous area (GameRiv). Control room at the back by the ramp. Found: Security POIs and offices. Hurricane noted. No icon was extracted for this key in the research, shown with a designed placeholder.
S
Stella Montis Medical Storage Key
Uncommon
Key · Stella Montis · Sell 100 (not confirmed) · Stack 1 · 0.25 kg · Single-use
Opens: Medical Storage, Medical Research, Stella Montis. S-tier (ggwtb). Rewarding but contested (GameRiv). Found: Residential interiors. No icon was extracted for this key in the research, shown with a designed placeholder.
Stella Montis Archives Key
Epic
Key · Stella Montis · Sell 100 (not confirmed) · Stack 1 · 0.25 kg · Single-use
Opens: Archives Storage Room, top floor, Stella Montis. S-tier: blueprints, trinkets, grenades, weapons (GameRiv). North east side, via Eastern Tunnel. Found: Hurricane, Night Raid and Electromagnetic Storm conditions. Residential and Security POIs.
S
Seed Vault Box Key
Common
Key · Stella Montis · Sell not stated · Stack 1 · 0.25 kg · Single-use
Opens: Seed Deposit Box, inside the Seed Vault (south east), Stella Montis. Quest-spawned in-raid only, during Shani's Last Entry quest (Flashpoint update): found in the orange-jumpsuit rack in the room beside the Seed Vault. Opens the Seed Deposit Box to retrieve the Official Shutdown Documentation. Not a loot-room key, and not on the wiki Keys page. Found: In-raid only, during Last Entry. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Hotel Room 102, 1st floor, Panorama Azzurro, Riven Tides. S-tier chain starter: safe, weapon case, and the room can contain the 107 or 208 keycard. Found: Random Riven Tides drops, Beachcombing treasure, inside Room 107. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Hotel Room 107, 1st floor, Panorama Azzurro, Riven Tides. B-tier: safe, ammo, attachments, inconsistent. Can contain the 102 or 208 keycard. Found: Quest reward: Battening Down (Apollo). Random drops, inside Room 102. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Hotel Room 113, 1st floor, east wing, Panorama Azzurro, Riven Tides. A-tier: safe, containers, blueprint chance (ggwtb). Found: Found via looting. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Hotel Room 205, 2nd floor, Panorama Azzurro, Riven Tides. A-tier: safe, Raider containers (ggwtb). Found: Found via looting. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Hotel Room 208, 2nd floor, Panorama Azzurro, Riven Tides. S-tier, best raw hotel loot: weapons, containers, meds. A two-storey loot room. Found: Found inside Rooms 102 or 107. Room 311 can also roll it. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Hotel Room 311, 3rd floor, Panorama Azzurro, Riven Tides. S-tier connector: safe, weapons, and a chance of the 208 keycard. Found: Found via looting. No icon was extracted for this key in the research, shown with a designed placeholder.
H
Hotel Keycard No. 404
Common
Key · Riven Tides · Sell 100 · Stack and weight not confirmed · Single-use
Opens: Hotel Room 404, 4th floor, west wing, Panorama Azzurro, Riven Tides. Existence unconfirmed. The wiki page gives no source for how this key is obtained, and its own revision history asks whether it exists or is a funny 404 not found joke. The Room 404 door exists (4th floor, west wing); the key might not. Loot unknown. Weight conflict: 0.25 kg on the wiki versus 0.5 kg on MetaForge. Found: Unknown. No source read documented how it is obtained. Existence unconfirmed, might be a developer joke. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Middle Crane House, Stacking Yard, Riven Tides. C-tier: utility loot, server breaches. Found: Random drops, Beachcombing treasure. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Classified Records, top floor, Port Authority Building, Riven Tides. C-tier alone, but it is the gateway to Secure Storage. Found: Random drops, Beachcombing treasure. Can drop on other maps. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Secure Storage, inside Classified Records, Port Authority Building, Riven Tides. B-tier: weapons and materials. Value is hurt by the two-key cost (ggwtb): the Classified Records Keycard opens the outer door first, and this keycard opens the inner door inside it. Found: Scavenging. Beachcombing-event treasure.
P
Pendola Pass Observatory Key
Epic
Key · Pendola Pass · Sell not stated · Stack and weight not stated · Single-use
Opens: Cielo Sereno Observatory, main building (north east), Pendola Pass. One of Pendola's two best rooms (AltChar): Black Box containers with Pendola and Outpost-upgrade materials, high-tier components. Found: Scavenging (Residential: Old Town, Researcher Lodgings north west). Quest reward: Belly of the Beast (Shani). Reward Pass free tier 53. No icon was extracted for this key in the research, shown with a designed placeholder.
Opens: Controlled Receiving Facility, Railyard, Pendola Pass. High-tier key-room loot, general (AltChar). Stats are single source (raidersdata): no quest currently asks for this key. Found: General containers. Reward Pass free tier 48. No icon was extracted for this key in the research, shown with a designed placeholder.
?
Pendola Pass Train Station Key
Not verified
Key · Pendola Pass · Sell not stated · Stack and weight not stated · Single-use
Opens: Almatera Station loot room, Pendola Pass. 3 to 5 cabinets: Stiletto and Rascal, Augment and Design blueprints, a weapon case, medical and ammo boxes. West entrance, vault the reception desk, then left behind the ticket-machine wall: metal double door with a red light. The guide for this key states explicitly that the key is consumed. Rarity was not verified in any source read. Found: Random. Housing and Old Town, Security and Housing POIs, Snow Shelters in Flash Freeze. Reward Pass free tier 42. No icon was extracted for this key in the research, shown with a designed placeholder.
Emperor Gateway Conduit
Legendary
Key · Pendola Pass · Sell not stated · Stack and weight not stated · Single-use
Opens: Fallen Emperor, socket at its base, Pendola Pass. A crafted key, never bought or found finished: learn the Blueprint from Harvester Payloads in the Redirection condition on Pendola (also reported from Surveyors on Dam, Blue Gate and Spaceport), then craft at Workbench I with 1x ARC Plated Coupler, 1x ARC Conductive Coupler and 1x ARC Insulated Coupler. One Conduit buys one Emperor entry. Also given finished at Reward Pass tier 60. Inside: Amplified-weapon materials and the Emperor Modulator (Legendary, needed for Gunsmith L4). Since 2.3.0 the best containers sit deeper inside. Sell price, stack and weight are not stated in any source read. Found: Crafted at Workbench I. Reward Pass tier 60.
P
Pendola Pass Old Town Key
Uncommon
Key · Pendola Pass · Sell not stated · Stack and weight not stated · Single-use
Opens: Old Town apartment (south of the Fallen Emperor), Pendola Pass. One of Pendola's two best rooms (AltChar): high-tier weapons and items. One guide describes the key room as a basement beyond a keycard door. Found: Scavenging (housing). Reward Pass free tier 36. No icon was extracted for this key in the research, shown with a designed placeholder.
13
Chapter 13 // Blueprints
Blueprints: all 90
The wiki counts 90 blueprints. Every blueprint sells for 5,000, stacks 1, and cannot be recycled. The wiki leaves blueprint rarity blank; MetaForge and OP.GG label blueprints Legendary, and older guides calling them Epic are out of date ⚠. Other counts disagree and are flagged, not merged: Beebom claims 83 but itemises 76 recipes, Lawod and PCGamesN say 80, Eldorado says 91. The full table below lists all 90 by name: 76 with recipe and bench (recipes via Beebom's blueprint table), and 14 flagged recipe not published, because no source in the audit prints one. Where a recipe itself is disputed (Anvil, Defibrillator, Vita Shot, Vita Spray), both versions are shown. No source publishes per-blueprint spawn locations or drop rates: the general guidance is high-value containers, Raider Containers and Security Lockers, and large ARC cores. A blueprint's picture is the crafted item's picture. Safe-Pocket any blueprint you haven't learned, blueprints cannot be learned mid-raid.
Bobcat Blueprint
Legendary · Sell 5,000 · 0 kg
Canto Blueprint
Legendary · Sell 5,000 · 0 kg
Compensator III Blueprint
Legendary · Sell 5,000 · 0 kg
Defibrillator Blueprint
Legendary · Sell 5,000 · 0 kg
Extended Medium Mag III Blueprint
Legendary · Sell 5,000 · 0 kg
Extended Shotgun Mag III Blueprint
Legendary · Sell 5,000 · 0 kg
Fireworks Box Blueprint
Legendary · Sell 5,000 · 0 kg
Gas Mine Blueprint
Legendary · Sell 5,000 · 0 kg
Pulse Mine Blueprint
Legendary · Sell 5,000 · 0 kg
Seeker Grenade Blueprint
Legendary · Sell 5,000 · 0 kg
Shotgun Choke III Blueprint
Legendary · Sell 5,000 · 0 kg
Surge Coil Blueprint
Legendary · Sell 5,000 · 0 kg
Trailblazer Blueprint
Legendary · Sell 5,000 · 0 kg
Tempest Blueprint
Legendary · Sell 5,000 · 0 kg
Vulcano Blueprint
Legendary · Sell 5,000 · 0 kg
Bettina Blueprint
Legendary · Sell 5,000 · 0 kg
All 90 blueprints: recipe and bench
Blueprint
Crafted item rarity
Recipe
Bench
Advanced Camera Blueprint
Rare
Recipe not published: no source in the audit prints one. Flagged, not invented.
-
Angled Grip II Blueprint
Uncommon
2x Mechanical Components, 3x Duct Tape
Gunsmith 2
Angled Grip III Blueprint
Rare
2x Mod Components, 5x Duct Tape
Gunsmith 3
Anvil Blueprint
Uncommon
5x Mechanical Components, 6x Simple Gun Parts ⚠ U4N says Gunsmith 2 and 5x Simple Gun Parts
Gunsmith 1
Aphelion Blueprint
Legendary
3x Magnetic Accelerator, 3x Complex Gun Parts, 1x Matriarch Reactor
Gunsmith 3
Bantam Blueprint
Rare
Recipe not published: no source in the audit prints one. Flagged, not invented.
-
Barricade Kit Blueprint
Uncommon
1x Mechanical Components
Utility Station 2
Bettina Blueprint
Epic
3x Adv. Mechanical Components, 3x Heavy Gun Parts, 3x Canister
Gunsmith 3
Blaze Grenade Blueprint
Rare
1x Explosive Compound, 1x Oil
Explosives Station 3
Blue Light Stick Blueprint
Common
3x Chemicals
Utility Station 1
Bobcat Blueprint
Epic
1x Magnetic Accelerator, 3x Light Gun Parts, 2x Exodus Modules
Gunsmith 3
Burletta Blueprint
Uncommon
3x Mechanical Components, 3x Simple Gun Parts
Gunsmith 1
Canto Blueprint
Rare
Recipe not published: no source in the audit prints one. Flagged, not invented.
-
Combat Mk. 3 (Aggressive) Blueprint
Epic
2x Adv. Electrical Components, 3x Processor
Gear Bench 3
Combat Mk. 3 (Flanking) Blueprint
Epic
2x Adv. Electrical Components, 3x Processor
Gear Bench 3
Compensator II Blueprint
Uncommon
2x Mechanical Components, 4x Wires
Gunsmith 2
Compensator III Blueprint
Rare
2x Mod Components, 8x Wires
Gunsmith 3
Complex Gun Parts Blueprint
Epic
2x Light, 2x Medium, 2x Heavy Gun Parts
Refiner 3
Crash Mat Blueprint
Uncommon
Recipe not published: no source in the audit prints one. Flagged, not invented.
1x Magnetic Accelerator, 3x Heavy Gun Parts, 1x Exodus Modules
Gunsmith 3
White Flag Blueprint
Common
Recipe not published: no source in the audit prints one. Flagged, not invented.
-
Wolfpack Blueprint
Epic
2x Explosive Compound, 2x Sensors
Explosives Station 3
Yank Grenade Blueprint
Uncommon
Recipe not published: no source in the audit prints one. Flagged, not invented.
-
Yellow Light Stick Blueprint
Common
3x Chemicals
Utility Station 1
Two more conflicts, kept visible: Beebom also lists a Horizontal Grip blueprint and a Looting Mk. 3 (Cautious) blueprint that the wiki's 90 do not include; the wiki has the Cautious augment and the Horizontal Grip mod, but no blueprint row for either. Since 2.3.0, the Dolabra, Bobcat, Equalizer, Jupiter, Tempest and Vulcano blueprints can drop in any major map condition, and the Emperor Key blueprint chance from Redirection pods was reduced (no numbers published).
Chase these first: Jupiter + Equalizer (Harvester puzzle), Aphelion (Stella Montis / Matriarch core), Bobcat, Vulcano, Tempest, Dolabra, ⚠ since 2.3.0 all six can drop in any major map condition, so older condition-only farming advice is partly out of date. Plus Snap Hook (Electromagnetic Storm), the Emperor Gateway Conduit blueprint (Redirection pods, drop chance reduced in 2.3.0), and the Vita Spray / Defibrillator blueprints (Stella Montis medical; Defibrillator blueprint also from Lance for 3,000). Kinetic Converter has no blueprint, the mod itself is loot-only.
Everything that moves your Raider forward, current at Live Update 2.3.0: the official wiki's 123-quest chain, every project, all six traders, the full Workshop reference and the master never-sell list with lifetime totals. Items already in your stash count toward delivery quests. One thing stated plainly up front: no source documents per-quest XP, and no trader reputation system exists; trader stock is gated by Raider Level (0 / 7 / 12 / 20), not by quests or reputation.
8 blueprints from quests
Trigger 'Nade: Sparks Fly
Lure Grenade: Greasing Her Palms
Burletta: Industrial Espionage
Hullcracker: The Major's Footlocker
Vita Spray: Worth Your Salt
Fireworks Box: Test Case
Yellow Light Stick: Last Entry
Deadline: Nothing Ventured
9 keys from quests
Dam Control Tower Key: The Trifecta
Dam Testing Annex Key: A Lay of the Land
Buried City Town Hall Key: Our Presence Up There
Spaceport Trench Tower Key: Switching the Supply
Dam Staff Room Key: The Stench of Corruption
Patrol Car Key: A Prime Specimen
Riven Tides Hotel Keycard No. 107: Battening Down
Stella Montis Medical Storage Key: Someone Else's Shoes
Frozen Trail count conflict, flagged: the official wiki's Frozen Trail section lists 23 quests (used here, giving the 123 total), Embark's 2.0 notes say 22 new quests, and GameTyrant lists 21. The conflict is unresolved in the sources; the wiki's own section count is the one this database follows.
How to read a card: Required lists what you must hand in or already hold; a (keep) tag means the item looks like junk but the quest needs it, so do not sell it when you find it. Rewards are items and Coins as listed by the official wiki; the wiki lists Coin rewards only sporadically, and no source lists per-quest XP. Tap Need on a quest to pin it to your Needed list. Base-list conflicts kept from the research: Trash Into Treasure needs 1x Battery + 6x Wires per the wiki (TheGamer says 2x Battery); Medical Merchandise pays 3x Vita Shot per the wiki (Fandom says 2x).
Soul's Offering (Celeste, limited time)
New in 2.3.0, launched 27 Oct 2026 and ending 16 Nov 2026 (one earlier preview said 15 Nov; trust the in-game timer). The full stage table below is cross-checked against Chapters 02 and 03 of this guide and agrees with them; the hunt itself, where every item farms, lives in Chapter 03, Exactly What You Need and Chapter 02, the item plates, so this page lists the project reference without repeating the farming routes. All donations are consumed. The Noxious Set is a separate store set, not the project reward.
Stage
Donations (all consumed)
Rewards
Stage 1: Construct Vaulto's Offering
1x Dead Flowers, 2x Rock Salt, 15x ARC Alloy, 1x Expired Respirator
Stiletto II, Extended Barrel I, Angled Grip II, Stable Stock II
Donation lists agree across Sportskeeda, Games.gg and Showgamer. One guide's version repeats the Stage 2 list as Stage 3; that reading is erroneous and is not used. A 2.3.0 summary elsewhere uses variant item names (Wilted Flower, Expired Rebreather, Fine Plate, Insulated Roll, Ranged Raider Flare) for the same items above. Remote Raider Flare: one guide says buy from Shani for 810, but the currency label and price post-2.0 are unverified, flagged in the Gaps tab.
Sheltered Retreat (unlocks the Outpost)
Requires Raider Level 18 and is managed from the Outpost tab. It unlocks the Outpost and, with it, the Research Station; room and station costs are in the Workshop tab. Sources (TimeSaver, AllThingsHow, FDayTalk, AOEAH, GameRant) agree.
Stage
Requirement
Rewards
Stage 1: Research Topside Living Conditions
Photograph any farmland house around Ruined Homestead, Blue Gate. Needs a Camera: buy from Shani, craft at the Workbench, or find one Topside, and keep it in a Safe Pocket
Advanced Camera Blueprint
Stage 2: Gather Building Materials
3x Planks, 5x Sheet Metal, 10x ARC Alloy, 3x Advanced Electrical Components (stash items count; Planks and Sheet Metal are buyable from Celeste at 3 Seeds each, 24 Seeds total)
Red Light Stick Blueprint
Stage 3: Safeguard the Building Site
Deal 800 damage to flying ARC and 300 damage to Bullies
Howl Emote, Jupiter, Acoustic Guitar, 5x Energy Clip, 300,000 Coins
Stage totals across the 5 stages: Pop Trigger 15, Tick Pod 15, Surveyor Vault 5, Spotter Relay 10, Expired Respirator 3, Wasp Driver 20, Hornet Driver 15, ARC Performance Steel 10, Shredder Gyro 5, Leaper Pulse Unit 10, Bastion Cell 5, ARC Synthetic Resin 10, Magnetic Accelerator 10, Rocketeer Driver 8, Queen Reactor 3, Exodus Modules 5, Geiger Counter 3, Bombardier Cell 8, Matriarch Reactor 3, Rusted Bolts 3. One source's Stage 4 lists a Leaper Pulse Unit instead of Rocketeer Driver; that is the minority reading, flagged, and the majority 8x Rocketeer Driver is used. Since 2.0 the Anvil Splitter is no longer a mod; it sells and recycles into Amplified Fragments.
Expedition: PAUSED
Expeditions are paused at 2.3.0. Expedition 5 was the last, with its departure window running 8 to 29 Sep 2026. Embark is reworking departure windows, rewards and accessibility, with a return expected early 2027; Embark has also said scrapping the system is on the table. Consecutive-expedition buffs persist during the pause. In 2.3.0 the Expedition Vault was disabled: its contents were moved to your stash, and purchased Vault slots were refunded as Bronze Statuettes. Partially completed Caravans were converted to Ermal Vouchers of equal value; guides report the in-game compensation item as the Bronze Statuette (Legendary trinket, sells for 10,000 Coins, also used as Nomad barter).
For reference only, Expedition 5's hand-ins (the optional opt-in wipe, unlocked at Level 20, about a 60-day build, hand-ins historically non-refundable): Stage 1: 150x Metal Parts, 100x Plastic Parts, 80x ARC Alloy, 15x Magnet. Stage 2: 30x Durable Cloth, 25x Duct Tape, 20x Mechanical Components, 10x Voltage Converter. Stage 3: 20x ARC Circuitry, 15x Speaker Component, 5x Bastion Cell, 3x Magnetic Accelerator. Stage 4: 2x Radio, 5x Advanced Mechanical Components, 3x Lance's Mixtape (5th Edition), 3x Rocketeer Driver. Stage 5 (Load): items worth 200,000 Coins (Combat), 100,000 (Survival), 150,000 (Provisions), 300,000 (Materials; this last value is inferred from the Expedition 1 to 3 pattern and is flagged). Stage 6: Departure, no items, window must be active. Archived projects, all ended: Flickering Flames, Weather Monitor System, High-Gain Antenna, Avian Alarm, Converging Paths (ended 28 Jul 2026), Phantom Targets, Ascending the Mountain (ended 7 Oct 2026).
The six traders at 2.3.0
Frozen Trail 2.0 changed trader stock and currencies. This tab states the system as it stands at 2.3.0 first, then prints the launch-era price tables clearly labelled historical, for the items 2.0 did not re-price in any published source.
Trader
Currency
Sells
Notes at 2.3.0
Celeste
Assorted Seeds
Basic materials and Topside materials; 2.0 added furniture-crafting materials (Planks, Sheet Metal, 3 Seeds each, no listed daily cap) and new gameplay items
The only Seeds trader. Base materials unlimited; higher materials had daily stock caps in the launch era
Shani
Coins
Security and social stock: Cameras, Light Sticks and other social items
Took Cred before 2.0. The Camera is needed for Sheltered Retreat Stage 1 and photo quests. See the Hatch Key warning below
Tian Wen
Coins
Weapons, ammo, weapon mods
No longer sells the Anvil and Hullcracker (moved to the Nomadic Envoys weekly rotation). Launcher Ammo and Energy Clips now have a daily purchase limit; the limit number is not published
Lance
Coins
Clinic stock: augments, shields, medical items; also the Free Loadout Augment
Apollo
Coins
Gadgets, grenades, mines; 2.0 added a set of Epic Augments
Cassio (Nomadic Envoys)
Barter
Weekly rotation: extra stash space (+12), resources, cosmetics, high-end weapons (including Anvil and Hullcracker), blueprints, Raider Tokens, progression and project items
Replaces Ermal in 2.0. Unlocks at Raider Level 25 (documented for the Ermal era, patch 1.29.0). Barter means trading in items and ARC parts up to a total sell value, no Coins. The rotation refreshes weekly, returning Tuesdays per GameRant. Cassio also gives quests: Clean Hands, Taking Stock, A Path Not Yours and Divided are listed under Nomadic Envoys in the quest database
Currency and selling rules at 2.3.0: Cred was removed game-wide in 2.0 and replaced by Reward Points on the Reward Pass. Shani takes Coins now. Sell prices do not vary by trader: no trader pays extra for sticking with them, prices are fixed, and there is no player market. Duplicate blueprints sell for exactly 5,000 Coins each. Assorted Seeds sell for 100 Coins each. Stock for the five Speranza traders unlocks at Raider Level 0 / 7 / 12 / 20. There is no trader reputation system in any source; see the Gaps tab.
Shani and the Raider Hatch Key at 2.3.0: undocumented, possibly outdated. Whether Shani still sells the Raider Hatch Key is not in the 2.0 stock notes; one current guide only says to check her stock in game. Pre-2.0 sources conflict (100 Cred vs 9,000 Coins; limit 1 per day vs 2 per day), so no current price is printed as fact. What is documented at 2.3.0: the Hatch Key sells for 2,000 Coins, drops from 6 quests (see the Quests tab), and is craftable at Utility Station 2 (see the Workshop tab).
Cassio's documented rotation for the week of 26 Oct to 1 Nov 2026 (Embark's weekly brief via EarlyLoot): Cauldron backpack attachment (50K value in Epic and Legendary ARC cores plus a firearm), Exodus Technical Handbook (15K in ARC parts plus any firearm), Cultist Backpack (100K in Epic and Legendary ARC cores). Bully Fragmenter and Skulker Targeter became tradeable the following week. One weekly listing dated 29 Oct 2026 still shows an Expedition Vault slot at 200,000 value; that listing predates the 2.3.0 Vault removal and is not used.
Launch-era price tables (historical)
Historical, pre-2.0. Use these only where the 2.3.0 notes above do not contradict them. Consensus of the Steam Community trader guide, Fextralife, TechWiser, AltChar and Sportskeeda. Stock unlocks by Raider Level as shown.
Celeste (Assorted Seeds, daily caps in brackets)
Raider Level
Stock and price in Seeds
Level 0, unlimited
Chemicals 1, Fabric 1, Metal Parts 1, Plastic Parts 1, Rubber Parts 1
Level 7
Wires 4, Battery 5, Great Mullein 5, Canister 6, Duct Tape 6, Magnet 6 [10 per day], Oil 6, Steel Spring 6, Simple Gun Parts 7 [5 per day]
Level 12
Moss 10 [5], Processor 10 [5], Rope 10, Sensors 10 [5], Speaker Component 10, Syringe 10, Voltage Converter 10 [5], Synthesized Fuel 14, Heavy Gun Parts 15 [3], Light Gun Parts 15 [3], Medium Gun Parts 15 [3]
Level 20
Exodus Modules 55 [1], Complex Gun Parts 60 [1]. Capped items refresh on the daily reset cycle
Shani (pre-2.0, Cred)
Item
Price
Blue, Green, Red and Yellow Light Sticks
10 Cred each
Binoculars
20 Cred
Firecracker
20 Cred
Sterilized Bandage
40 Cred
Recorder
50 Cred
Fireworks Box
60 Cred
Combat Mk.2, Looting Mk.2, Tactical Mk.2; Angled Grip II, Extended Light Mag II, Silencer I, Stable Stock II
100 Cred each
Raider Hatch Key
100 Cred (historical only; see the 2.3.0 warning above)
Conflict kept from the research: some launch guides list Shani in Coins (Binoculars 1,920; Hatch Key 9,000); those appear to conflate other traders' pricing, and the wiki lists her as the Cred trader.
Tian Wen (Coins)
Raider Level
Stock and price
Level 0
Ammo 900 per pack: Light, Medium, Heavy, Shotgun (pack sizes per TechWiser only: Light x10, Medium x20, Heavy x25, Shotgun x5, flagged). Hairpin I 1,350; Ferro I 1,425; Stitcher I 2,400; Kettle I 2,520
Level 7
All Mod I at 1,920 each (Angled Grip, Compensator, Extended Light, Medium and Shotgun Mag, Muzzle Brake, Shotgun Choke, Stable Stock, Vertical Grip); Burletta I 8,700; Anvil I 15,000; Il Toro I 15,000
Level 12
Energy Clip 3,000; Launcher Ammo 4,500 (TechWiser says 3,000, flagged); Extended Light Mag II 6,000; Shotgun Choke II 6,000; Renegade I 21,000
Level 20
Angled Grip III 15,000; Hullcracker I 30,000 (both Anvil and Hullcracker were removed from her stock in 2.0)
Settled by multi-source consensus. GameBrief's crafting guide (updated 28 Oct 2026) states 2.3.0 changed no recipes or station costs, so these stand at 2.3.0. No quest unlocks a Workshop station; stations are built with materials. The Outpost is unlocked by the Sheltered Retreat project (Projects tab), not by a trader quest.
Station
Level 1 (build)
Level 2
Level 3
Level 4
Workbench
Free, after 1 round played. Level 1 only, not upgradeable
Gunsmith
20x Metal Parts, 30x Rubber Parts
3x Rusted Tools, 5x Mechanical Components, 8x Wasp Driver
3x Thermal Shaker, 3x ARC Data Module, 1x Frigate Inductor
Gunsmith Level 4 and the Emperor Modulator: Gunsmith L4 is the Outpost-era tier (requires Outpost Level 4) and its cost set is the Level 4 set: 3x Radial Press, 3x Magnetic Accelerator, 1x Emperor Modulator. That resolves the older dual Level 3 listings: the Radial Press set belongs to L4, not L3. The Emperor Modulator is Legendary, drops inside the Fallen Emperor on Pendola Pass and sells for 7,000 Coins. Never sell it; it is on the master never-sell list in the next tab.
Research Station: needs the Outpost, and its level cap equals your Outpost level. L1 unlocks Blueprint Crafting and Design Crafting; L4 unlocks Amplified Research. Gunsmith 4 plus Research Station 4 unlock Amplified Weapons (a 5th weapon tier; 15 weapons at 2.0 launch; amplify at the Gunsmith's Weapon Upgrades tab for 1x Amplification Module of the weapon's rarity, and the weapon must be Tier IV first).
Outpost rooms (2.0)
Step
Cost
Level 1 Base Room
Free via Sheltered Retreat: 42 furniture slots and 8 station slots (per TheClick)
Room design choice does not change the cost. Stash: starts at 64 slots, +24 per upgrade level, max Level 12 = 328 slots at 2.0, plus up to +60 permanent from past Expeditions; Nomad +12 offers are temporary and reset on departure.
What each station level crafts (highlights)
Workbench L1 (only level): Ferro, Hairpin, Kettle, Stitcher, Looting Mk.1, Light Shield, all basic ammo, Energy Clip (needs the Equalizer blueprint), Launcher Ammo, Light Impact Grenade, Shield Recharger, Bandage, the four grenade traps, and the Basic Camera (2.0).
Gunsmith L1: Ferro, Hairpin, Kettle, Rattler, Stitcher; Anvil, Burletta and Il Toro with blueprints; all Mod I. All weapon upgrades I to IV are done at Gunsmith 1. L2: Osprey, Rascal, Torrente, Venator, Arpeggio; all Mod II (including Silencer I). L3: Aphelion, Dolabra, Equalizer, Jupiter, Bettina, Bobcat, Hullcracker, Tempest, Vulcano, Canto, Renegade; all Mod III.
Gear Bench L1: Combat, Looting and Tactical Mk.1, Light Shield, Medium Shield. L2: the Mk.2 set, Heavy Shield. L3: Mk.3 variants, mostly with blueprints.
Medical Lab L1: Bandage, Herbal Bandage (some lists place Herbal at L2, flagged), Shield Recharger, Adrenaline Shot. L2: Sterilized Bandage, Surge Shield Recharger, Defibrillator. L3: Vita Shot, Vita Spray.
Key recipe, Raider Hatch Key: 1x Advanced Electrical Components, 3x Sensors, at Utility Station 2 (also field-craftable with Traveling Tinkerer). Full per-item recipes for the 90 blueprints live in Chapter 13, Blueprints and the item directory.
2x Light, 2x Medium and 2x Heavy Gun Parts (blueprint required)
3
The bootstrap problem: Refiner L3 itself costs 10x ARC Circuitry, so your first Circuitry must come from loot or recycling, or from Refiner L2 crafts.
Recycle (Speranza) vs salvage (in-raid)
The rule: recycling in Speranza returns the full yield. Salvaging in-raid returns fewer and/or lower-quality items, often roughly half; it is not a fixed percentage. There is no undo. Selling instead gives Coins. Guidance from the loot guides: recycling typically returns about 30 to 60 percent less Coin value than selling a high-rarity item whole, so sell trinkets and valuables for Coins and recycle only for materials you actually need.
Item (worked examples)
Recycle, full yield in Speranza
Salvage, reduced in-raid
Sell
Ferro I
2x Metal Parts, 1x Rubber Part
2x Metal Parts
475 Coins (Ferro IV: 2,900)
Mechanical Components
3x Metal Parts, 2x Rubber Parts
3x Metal Parts
ARC Circuitry
2x ARC Alloy
1x ARC Alloy
Antiseptic
10x Chemicals
5x Chemicals
Alarm Clock
6x Plastic Parts, 1x Processor
1x Processor
1,000 Coins
Ruined Accordion
Plastic Parts, 3x Steel Spring
Only Plastic and Rubber Parts (the Steel Springs are lost)
Toaster
5x Plastic Parts, 3x Wires
Reduced
Power Cable
4x Wires
Reduced
Metal Brackets
8x Metal Parts
Reduced
Household Cleaner
13x Chemicals
Reduced
Rubber Pad
22x Rubber Parts
Reduced
Full per-item yield tables for all items live in the databases (official wiki item pages, ARDB, OP.GG, MetaForge); the research did not scrape them item by item, and this guide does not invent the rest.
Scrappy the Rooster
What he collects while you are Topside: Metal Parts, Fabric, Plastic Parts, Chemicals, Rubber Parts and Assorted Seeds. Rules: at least 1 minute in a round is required; the time-based amount maxes at over 15 minutes in-round; he fills up after 5 rounds; he does not collect while you are offline or idle. Per-resource yield at over 15 minutes rises with level, from 12 at L1 to 16 at L5 on the higher of the wiki's two columns (extracted / not extracted; the text extraction of the wiki table appears to invert the column order, so verify in game), and Seeds rise from 5 to 13 across L1 to L5. Expedition veterans sometimes get higher values. Flashpoint added a Scrappy Feeding Boost (feeding certain items broadens what he collects); its specifics were not captured in the research and are flagged in the Gaps tab.
Level
Name
Upgrade cost
1
Fledgling
Starting level, no cost
2
Forager
1x Dog Collar
3
Scavenger
3x Lemon, 3x Apricot
4
Treasure Hunter
6x Prickly Pear, 6x Olives, 1x Cat Bed
5
Master Hoarder
12x Apricot, 12x Mushroom, 3x Very Comfortable Pillow
Lifetime Scrappy totals: Apricot 15, Lemon 3, Olives 6, Prickly Pear 6, Mushroom 12, Dog Collar 1, Cat Bed 1, Very Comfortable Pillow 3. The L5 cost of 12x Apricot is the consensus of about 9 sources plus the wiki. Flagged outlier: Fandom's Workshop page lists L3 as 5x Lemon and 5x Apricot, contradicted by all other sources, so the consensus 3 and 3 is used.
The master never-sell list (lifetime totals)
This is the progression-wide master list: every item the quests, projects, Workshop and Scrappy need, with the lifetime total across all of those uses. It is merged with Chapter 11, Keep or Sell, not a rival to it: Chapter 11 leads with the item cards and the safe-to-sell lists for clearing your stash day to day, and this tab carries the counted totals for long-term planning. Both point at each other; where the numbers come from the same research, they agree. Tap Need on any row to pin the item.
Equatorial Sundial warning: the Sundial is the quest item for the Frozen Trail quest Clean Hands (Nomadic Envoys, Pendola Pass). Selling or losing it can make that quest uncompletable. That is an official known issue, still open at 2.3.0. If you loot an Equatorial Sundial, keep it.
Utility L2 (6), The Trifecta (2), Wires Crossed (1)
Fireball Burner
9
Refiner L2 (8), Test Case (1)
Industrial Battery
6
Gear Bench L3 (3), Taking Stock (3)
Sentinel Firing Core
5
Gunsmith L3 (4), Wires Crossed (1)
ARC Alloy
18 plus project and quest use
Medical Lab, Explosives Station and Utility Station L1 (6 each); 101 across the full launch progression, plus 15 for Soul's Offering and quest hand-ins. See Chapter 11: never sell it
Metal Parts
80+ (230 for full launch progression)
Gunsmith L1 (20), Refiner L1 (60), ammo and components constantly
Plastic Parts
75+
Gear Bench L1 (25), Utility L1 (50)
Fabric
80
Gear Bench L1 (30), Medical Lab L1 (50)
Rubber Parts
30+
Gunsmith L1 (30)
Chemicals
50+
Explosives L1 (50)
ARC Powercell
5
Refiner L1 (5)
Electrical Components
15+1
Gear Bench, Utility and a third station at L2 (5 each), Fragmented Logs (1)
Advanced Electrical Components
10 plus project and quest needs
Gear Bench L3 (5), Utility L3 (5)
Durable Cloth
37+
Medical Lab L2 (5), Expedition (30, paused), Divided (2)
Mechanical Components
5 plus crafting everywhere
Gunsmith L2 (5)
Advanced Mechanical Components
5
Gunsmith L3 (5)
Rusted Tools
3
Gunsmith L2
Rusted Gear
3
Gunsmith L3
Power Cable
3
Gear Bench L2
Cracked Bioscanner
2
Medical Lab L2
Rusted Shut Medical Kit
3
Medical Lab L3
Synthesized Fuel
3
Explosives L2
Crude Explosives
5
Explosives L2
Laboratory Reagents
3
Explosives L3
Explosive Compound
5
Explosives L3
Damaged Heat Sink
2
Utility L2
Fried Motherboard
3
Utility L3
Toaster
3
Refiner L2
Motor
3
Refiner L3
Emperor Modulator
1
Gunsmith L4. Legendary, drops inside the Fallen Emperor (Pendola Pass), sells for 7,000. Never sell
Radial Press
3
Gunsmith L4
Magnetic Accelerator
10 for Trophy Display, plus Gunsmith L4 (3) and crafts
Scrappy totals (keep from the moment you find them)
Dog Collar 1 (L2); Lemon 3 and Apricot 15 (L3 plus L5); Prickly Pear 6, Olives 6, Cat Bed 1 (L4); Mushroom 12, Very Comfortable Pillow 3 (L5). All are low-value nature and residential loot; full detail in the Workshop tab.
Quest keep-items (look like junk, are not)
Great Mullein (Doctor's Orders, and Antiseptic refining); Batteries and Wires (many quests); First Wave Compass, Rations and Tape; Major Aiva's Patch; Major Aiva's Mementos; Celeste's Journal x2; ESR Analyzer; Moisture Meter; Nutrient Meter; Experimental Seed Sample; Possibly Toxic Plant; Espresso Machine Parts; Portable TV; Stack of Movie Tapes; Bicycle Pump; Deflated Football; Old World Books; Flow Controller; Magnetron; Flushing Terminal Key; Dusty Film Reel; Scout Patrol Note; Dodger's Note; Secret Meeting Info; Official Shutdown Documentation; Seed Vault Box Key; Project Heartwood Blueprints; Precision Gimbal; Broken Compass; Spotter Relay (also 10 for Trophy Display); ARC Conductive Coupler; Project Pathos Empathy Core; Bully Fragmenter (also 6 for Research Station L3); Equatorial Sundial (Clean Hands, see the warning above); Power Rod (Tribute to Toledo, the Heavy Shield recipe, and a Trophy Display reward); Queen Reactor and Matriarch Reactor (Trophy Display Stages 4 and 5, Nothing Gained, top-tier weapon blueprints); Comet Igniter; Ion Sputter; Rotary Encoder; Industrial Battery; Firefly Burner.
Project items (Frozen Trail era onward)
Soul's Offering, before 16 Nov 2026: Dead Flowers 4, Rock Salt 2, Railway Lantern 2, Fancy Plate 2, Mask Fragment 1, Insulation Roll 1 (plus 3 more for Outpost L4), Fertilizer 5, Expired Respirator 1 (plus 3 for Trophy Display, 4 total), ARC Alloy 15, Advanced ARC Powercell 15, Remote Raider Flare 10; keep 1 Fireworks Box from the Stage 3 reward.
Always keep (general consensus): all basic parts (Metal, Rubber, Plastic, Fabric, Chemicals), ARC Alloy, Wires, Batteries, Duct Tape, Steel Springs, Electrical and Advanced Electrical Components, Mechanical and Advanced Mechanical Components, ARC Powercell, Motion Core and Circuitry, all ARC drivers and cells, Antiseptic, Sensors, Processors and Magnets. The launch-era grand total for all quests plus Scrappy plus the Workshop plus Expedition 1 was 62 unique items and 1,195 materials (PC Gamer loot guide).
Per-quest XP: not documented. No source found publishes an XP value for any individual quest, so this guide prints none rather than inventing numbers.
Trader reputation: there is none to document. No source describes any trader reputation or affection system, and none appears to exist. Trader stock unlocks are gated by Raider Level (0 / 7 / 12 / 20) for the five Speranza traders, and Cassio unlocks at Level 25. No quest unlocks a Workshop station, and the Outpost comes from the Sheltered Retreat project, not a quest.
Exact post-2.0 Coin price tables for Shani's new stock (Cameras and social items), Apollo's Epic Augments and Celeste's new furniture items are only partially published. Documented exceptions: Planks and Sheet Metal at 3 Seeds each, and one single-source claim of Steel Cable at 20 Seeds with a 5 per day cap, not corroborated.
The daily purchase limit number for Launcher Ammo and Energy Clips: 2.0 notes confirm a limit exists; the number is unpublished in the sources read.
Raider Hatch Key availability from Shani at 2.3.0: not in the 2.0 stock notes; labelled undocumented and possibly outdated in the Traders tab.
Frozen Trail quest count: 22 (Embark) vs 23 (wiki section) vs 21 (GameTyrant). Spelling: Where Everything Falls (wiki) vs When Everything Falls (some patch coverage). Known quest bugs open at 2.3.0: To the Skies, Where Everything Falls, Clean Hands.
Recipe conflicts left unresolved in the research: Fireworks Box (Explosives 3 with Sensors vs Explosives 2 with Pop Triggers); Anvil station level (Gunsmith 1 vs 2); Osprey station level (Gunsmith 2 vs 3); Defibrillator Plastic Parts (9 vs 3); Vita Shot Antiseptic (2 vs 1); Bettina Heavy vs Medium Gun Parts; Hullcracker Exodus Module vs a printed Exodus Reactor; Shotgun Choke III Wires (0 vs 8); Compensator II Wires (8 vs 4); ammo output counts; Herbal Bandage, Barricade Kit and Pulse Mine station levels; Mod Components Refiner level (2 vs 3); ARC Circuitry Refiner craft level (2 vs 3 in one guide). Blueprint counts also conflict by source (Fandom 81, PCGamesN 80, U4N 74); Chapter 13 carries this guide's 90.
Expedition 4's full stage list and Expedition 5 Stage 5's Materials value (300,000, inferred from the Expedition 1 to 3 pattern) could not be verified in full.
Soul's Offering end date: 16 Nov 2026 by the majority of sources, 15 Nov in one preview. The Remote Raider Flare purchase price of 810 has an unverified currency and era.
Scrappy: the exact extracted / not extracted column order in the wiki yield tables, the Feeding Boost specifics, and whether collection effectively starts at L1 or L2 are not settled by the sources.
Frozen Trail objective steps: the sources read publish required items and rewards for that chain, not objective text; those cards are marked n/d rather than filled with invented steps.
Methodology and sources
This Progression area is transcribed from the completed progression research compiled 30 Oct 2026, current at Live Update 2.3.0: the official ARC Raiders wiki first (Quests, Workshop, Traders), cross-checked against Embark's Frozen Trail 2.0 notes, arcraiders.help, MetaForge, OP.GG, ARDB and the reputable quest, trader and crafting guides named below. Every value carries the hedge its source carries; single-source and conflicting values are flagged in place, never silently resolved.
Rejected claim, recorded only so it is never repeated as fact: one low-quality site claims 137 quests and traders named Juanito and Posh. No other source corroborates any part of that claim, the research treats it as fabricated, and it appears in this guide only here, as a rejected claim.
No live in-game verification was possible for the research; everything is from published sources as flagged, read 30 Oct 2026. When a source and your game disagree, your game wins.
14
Chapter 14 // Cartography
Maps: find it on the map
Choose a map, tick what you're looking for in the checklist, and the map points out every reported area for it, tick as many as you like. Under each map sits its complete data: every named place, every named Return Point, loot tiers, locked rooms, conditions, events and the top route, with source conflicts printed as conflicts. Open the full map view and the top bar gets out of the way completely. Everything works with one thumb, and changing map or checklist never reloads the page.
Map: Pendola Pass
Tap to open the checklist. Tick everything you want pointed out, you can tick more than one.
Tap the map, or the Expand button above, for the full-screen view. Use + and − to zoom, or pinch. On this page, one finger scrolls past the map; in the full map view, one finger moves the map.
Place
Loot zone
Nothing ticked matches this map
No places match what's ticked. Tick something else, or show everything on this map.
List of places on this map
Choose what to show
Tick everything you want pointed out on the map. Select all that apply.
How to read these pins, please read this once
Almost nothing in ARC Raiders has a fixed spawn point. Most items roll randomly inside containers, by loot zone. A pin marks the area of a reported POI or loot zone: it is not an exact spot, and the same drawer will usually hold something else.
Loot zone / reported POI, the standard pin: search every container in that area.
Reported spot: a specific spot named by a guide or the research (for example the Mask Fragment table in Santa Maria Houses). Still a container roll, “reported” means players and guides name that spot, not that the item is guaranteed there.
Return Point: a named exit (Cargo Elevator, Metro Station, Airshaft, Ballistic Gondola transceiver or Raider Hatch), blue pin. Tick Return Points in the checklist to show them. The full named list for the selected map is in Complete map data under the map.
Event / boss: tied to a map condition or a named ARC (Emperor payloads during Redirection, the Queen during Harvester, Turbines on Riven Tides). No condition, no item.
Pin positions are approximate area markers on each map image, placed from the POI names in the research behind Chapters 04, 10 and 12. The written list under each map is the precise part, the pin gets you to the neighbourhood.
Stella Montis image shows the upper level.
16
Chapter 16 // Key Planner
Key Planner: spend keys in the right order
Tick the keys in your stash. The planner chains them by map, orders the rooms inside each run geographically so you never cross a map twice, and ranks the runs by tested payoff.
The full catalogue: 42 keys. The official wiki Keys page lists 37 usable Key-type items on the six pre-Pendola maps, and Pendola Pass adds 5. 41 are confirmed obtainable: Hotel Keycard No. 404 is listed but unconfirmed. Two extras sit below the catalogue: the disputed Hidden Bunker Key (single source) and the quest-spawned Seed Vault Box Key.
Global rule (official wiki, Keys page): keys are single use consumables used to access doors, rooms and hatches across all maps. One key, one opening, including multi-door keys: one key per door.
Standard room keys sell for 100 Coins, stack 1, 0.25 kg. That pattern is verified on individual wiki pages (Dam Control Tower, Town Hall, Trench Tower, Secure Storage) and on MetaForge (all 4 Blue Gate room keys). Where a value only follows the pattern and was not individually verified, this planner labels it not confirmed rather than presenting it as fact. Value tiers come from two tested tier lists (ggwtb and AOEAH) plus the ggwtb Riven Tides test: where they disagree, the key says so instead of carrying one rank. Full per-key detail, with sources, is in the key directory at the end of Chapter 12.
First: extraction
The Hatch Key is not a room key. It buys you an exit, so it gets its own call.
Restock: Shani sells it for 9,000 Coins, 2 per day (current wiki). Or craft it: Utility Station 2 plus the Traveling Tinkerer skill, 1x Advanced Electrical Components and 3x Sensors. Also a reward from six quests, including Cold Storage, Hatch Repairs and The Trifecta.
You have 0 keys
Dam Battlegrounds 5 keys
Buried City 4 keys
Spaceport 4 keys + 1 disputed
Hidden Bunker, the map condition, needs NO key. It opens server-wide when Raiders activate 4 rooftop antennas (random rooftop spawns, one per cardinal direction), then download data from 8 terminals inside. The event runs about 40 minutes, and there are no active Raider Hatches during it. That is separate from the disputed key item listed below.
The Blue Gate 4 room keys + Patrol Car Key + 4 Locked Gate codes
Locked Gate codes are not room keys. Each code is one of 4, submitted at the Gate Control Room terminal during the Locked Gate condition only. All 4 different codes are needed. They sell for 0, and extracting with one turns it into an Expired Security Code.
Stella Montis 4 keys + 1 quest key
Seed Vault Box Key is quest-spawned in-raid only (Last Entry). It is listed so the catalogue is complete: it never sits in your stash between raids.
Riven Tides 9 keys + Hotel 404 (unconfirmed)
Two-key chain at the Port Authority Building: the Classified Records Keycard opens the outer door, and the Secure Storage Keycard opens the inner door inside it. The planner warns you if you tick only one of the pair. Hotel rooms can contain further hotel keycards, so the hotel keys chain: 102 and 107 can each hold the other, or a 208.
Pendola Pass 5 keys
Pendola Pass unlocks after 25 rounds played (guides). Its loot zones are dynamic: check the raid map, there is no permanently rich area. No Raider Hatches on this map.
Tick the keys you hold above, then tap Plan my runs.
Your runs come back grouped by map, rooms in geographic visit order, best tested payoff first, one raid per map.
End of the field guide. Sources, credits, version info and how this guide is checked live under More in the bottom menu.
More: About and Sources
What this guide is, how it is checked, and every source behind it, kept out of the chapters.
Tools
Open Progression: the full 123-quest database, projects (Soul's Offering, Sheltered Retreat, Trophy Display, Expedition paused), all six traders, the Workshop reference and the master never-sell list.
Open the Key Planner (Chapter 16): tick the keys you hold and it builds your runs by map, best documented payoff first, each run ending at a documented exit.
About this guide
Arc Raiders Guide is an unofficial, fan-made field guide by BRENLA Guides, built around the Soul's Offering project and the Dead Flowers hunt. ARC Raiders and all item art are trademarks and artwork of Embark Studios.
Guide compiled 30 October 2026. ARC Raiders is a live game: spawns, conditions and the project itself can change with any patch. When a source and your game disagree, your game wins.
Raider slang is defined at the end of Chapter 12 (Glossary A–Z).
Version and updates
Living guide, version 2.3.0. Current to patch 2.3.0 (Live Update 2.3.0, 27 October 2026). Last updated 30 October 2026. Official channels last checked 30 October 2026, with a daily check running. Latest official news seen: "One year anniversary of ARC Raiders" (30 Oct 2026).
Prices and spawns can change with any patch. Where two databases disagree, this guide shows both values and flags it with ⚠ instead of picking one silently.
Embark official patch notes and news: wins every disagreement.
The in-game item card, when a source and your game differ.
Item databases: the official wiki Loot table first for census, rarity, sell, stack, recycling and uses; then OP.GG, MetaForge, ARDB and Beebom, each flagged where its scope differs.
Third-party guides and community reports.
Where a third-party stat disagrees with an official source, the official source is used and the disagreement is flagged with ⚠, never merged silently.
Data and image credits
Item data: the complete item-database audit of 30 October 2026, built on the official wiki Loot table (540 loot items: Common 79, Uncommon 120, Rare 162, Epic 68, Legendary 15, Amplified 5, Blueprints 90, 1 unrated), cross-checked against OP.GG, MetaForge, ARDB and Beebom. Correction to earlier editions: the old OP.GG 581 figure and its rarity splits (174 Rare, 70 Epic, 97 Legendary, 83 blueprints) are unsourceable. OP.GG lists 581 entries including every weapon tier as its own entry and publishes no rarity in its list view, so those splits have been removed and the directory rebuilt on the wiki taxonomy. Conflicts are published as labelled conflicts, never silent picks: Insulation Roll 1x (wiki) vs 6x (Destructoid), Gunsmith Level 3 has two cost sets, and Heavy Shield charge is published as 90, labelled post-2.3.0, against the wiki Shields page value of 80. No source publishes per-item spawn locations, drop rates, bulk item weights or in-raid salvage yields, and the guide says so instead of inventing them.
Item icons via MetaForge, the ARC Raiders community wiki (arcraiders.wiki) and the ARC Tracker item database (cdn.arctracker.io: Advanced ARC Powercell, ARC Alloy, Expired Respirator, Remote Raider Flare, Fertilizer). All icons are downloaded and embedded in this guide, so no image depends on an external link. Items with no extracted icon (for example Dog Collar, Rusted Shut Medical Kit, Fried Motherboard, the Wasp, Hornet and Snitch Drivers, Motor, Rusted Gear, Laboratory Reagents, Industrial Battery, Raider Hatch Key and the Rare keys) are shown with a coloured-initial placeholder and named in Chapter 12.
Map images: OP.GG map renders (Dam Battlegrounds, Buried City, Spaceport, The Blue Gate, Stella Montis upper level); Riven Tides via Raidex / arcraidermap.com; Pendola Pass via the Steam Community "ARC Raiders Quests (Frozen Trail Update)" guide. Chapter plates: Buried City still via SkyCoach, Dam map capture via ConsolePCGaming, world map via The Escapist. Cover: official ARC Raiders key art (Embark Studios).
Rare-items directory, glossary and bottleneck research, full report compiled 30 Oct 2026 from the official wiki Loot table (540 loot items, read in full) and MetaForge (read live), cross-checked against guide sources; icons via MetaForge, downloaded and embedded locally in this guide (132 item icons) so no image depends on an external link. Items with no extracted icon (e.g. Dog Collar, Rusted Shut Medical Kit, Fried Motherboard, Wasp/Hornet/Snitch Drivers, Motor, Rusted Gear, Laboratory Reagents, Industrial Battery, Raider Hatch Key and the Rare keys) are shown with a coloured-initial placeholder and named in Chapter 12. Item images, ARC Raiders community wiki (arcraiders.wiki): Dead Flowers, Fancy Plate, Mask Fragment, Railway Lantern, Rock Salt, Insulation Roll · ARC Tracker item database (cdn.arctracker.io): Advanced ARC Powercell, ARC Alloy, Expired Respirator, Remote Raider Flare, Fertilizer · Cover: official ARC Raiders key art (Embark Studios) · Plates 04-A / 05-A / 07-A via SkyCoach, ConsolePCGaming, The Escapist.
Map images, OP.GG map renders (Dam Battlegrounds, Buried City, Spaceport / Acerra, The Blue Gate, Stella Montis upper level): op.gg · Riven Tides map via Raidex / arcraidermap.com guide · Pendola Pass map via Steam Community “ARC Raiders Quests (Frozen Trail Update)” guide. All seven downloaded and embedded locally 30 Oct 2026.
Progression research (30 Oct 2026): official wiki Quests, Workshop and Traders pages (arcraiders.wiki), Embark Frozen Trail 2.0 notes, arcraiders.help quest database, GameBrief crafting guide, Sportskeeda and Games.gg Soul's Offering guides: full source list and methodology in Progression, Gaps and sources tab.
OP.GG, ARC Raiders Items database (581 entries including weapon tiers; list view publishes no rarity; no Dead Flowers entry as of 30 Oct 2026): op.gg/arc-raiders/items