Suggested upgrade order ?
- Gunsmith L1 + Gear Bench L1 — cheap, both from Scrappy/Celeste materials.
- Refiner L1 → L2 — lets you craft Mechanical/Electrical Components, then the Advanced versions. Saves hours of hunting for L3 mats later.
- Gunsmith L2 — Osprey, Venator, Arpeggio and tier II mods. Biggest early combat jump. Wasps are the easiest driver to farm.
- Scrappy L2–L3 — one Dog Collar, then 3 Lemons + 3 Apricots. Passive Metal/Fabric/Plastic/Chemicals for everything else.
- Gear Bench L2 — Heavy Shield. Hornet Drivers also cover The Trifecta quest.
- Medical Lab L2 — Defibrillator and Surge Recharger for squad play.
- Everything to L3, then Explosives/Utility L3 only if your build uses them (Photoelectric Cloak, Wolfpack, Snap Hook).
When two un-ticked levels need the same item, your stash is counted once: each station's next level claims it first (in station order), then the levels after — so "5 / 5" really means those 5 are yours for that level. Station requirements from the ARC Raiders Wiki (Aug 2026). Gunsmith level 4, the Outpost and the Research Station are new in Frozen Trail: their numbers come from the wiki and community guides (Oct 2026), so check them in game. If a patch changes them, the numbers live in the DATA block at the top of this file's script.
Trophy Display ?
Expedition
Unlocks at Raider level 20 in the Projects tab. Committed items can't be taken back. Departing resets level, skills, stash, blueprints, coins and workshop — you keep maps, cosmetics, Raider Tokens, Cred, Merits, Decks and Expedition bonuses. Rewards per departure: +12 stash slots, outfit pieces, up to 5 skill points (or Blueprints + Raider Tokens from Expedition 4 on) based on damage dealt during the window (5k / 10k / 30k / 50k / 100k).
All 231 recipes come from the game data (v1.42.0, Aug 2026) via RaidTheory/arcraiders-data, plus the Frozen Trail (2.0) additions and changes from MetaForge's database: every workshop recipe, in-raid craft and weapon tier upgrade. Amplified weapons aren't listed yet because their full costs aren't published. Balance patches can change costs; the in-game station is always final.
Pick what you want to make, like a Bettina III and the mods for it. This works out everything behind it: the full crafting tree, the raw materials to farm (down to what can't be crafted), what to craft in what order, and the stations and blueprints you need.
Recipes are the Recipes tab's. "Raw" means nothing in the game crafts it, or you chose to loot it instead. Weapon tiers build on the tier below, so a Bettina III includes crafting the Bettina I and upgrading it twice. Ammo and other batch crafts are rounded up per branch in the tree; the totals combine them.
Where blueprints drop: container types and best spots ?
The blueprint list, quest rewards and Trophy Display rewards come from the game data (v1.42.0) via RaidTheory/arcraiders-data, and the Frozen Trail blueprints from MetaForge's database. Where blueprints drop is community knowledge: the ARC Raiders Wiki's blueprint table (Jul 2026), with gaps filled from MetaForge's blueprint guide. Research costs come from arctracker.io (Oct 2026). Treat it as a guide, not a guarantee: drop pools shift with patches.
Which machine drops the part you're after, and how to kill it. Drops outlined in orange are ones you still need. Click a drop to open the item.
Weak points and drop tables compiled from community enemy guides (Mar 2026) and the ARC Raiders Wiki; patches can shift them, and rare parts don't drop every kill.
Map images and satellite tiles: RaidTheory/arcraiders-data (arctracker.io). Location names, loot types, loot tiers and extracts were read off the in-game maps, so they match what the game shows. Riven Tides has no labelled in-game map yet, but its containers are there. Container spots come from MetaForge's community map, lined up with these map images. Game map images are 10–15 MB each (cached after the first load); Satellite loads in small tiles, so it's the default on phones.
Rule of thumb: keep anything a station, caravan stage or quest still needs, recycle "junk" that breaks down into rare components, and sell the rest before the stash fills up (280 slots go fast). Click any item to open it.
Things the game doesn't spell out. Click an item name to open it in the tracker. Coin values and recycle yields come from the game data (v1.42.0, plus Frozen Trail additions from MetaForge); the recycle preview in your stash is always final.
Stash & inventory
- Track before you raid. In the Workshop, select a station level and hit Track — every required material gets a magnifying-glass icon and glows in containers topside. Same for quest items.
- Safe Pocket everything rare. Blueprints, ARC drivers, Exodus items — if you die you keep what's in the Safe Pocket. Empty and free loadouts also get one.
- Recycle at home, not in the field. Topside salvaging returns roughly half of what the stash recycler does. Only salvage if you're out of space and the raw item isn't worth carrying.
- 280 stash slots fill fast. Stack basics to 50 and sell the overflow — Scrappy and Celeste refill Metal, Fabric, Plastic, Rubber and Chemicals anyway.
- Celeste sells bottleneck basics daily for seeds (Scrappy brings seeds). Wires and Syringes have daily caps — check her before farming.
- Keep the "recycle" chain in mind: Ion Sputter → Exodus Modules, Broken Guidance System → Processors, Cooling Coil → Steel Springs, Ripped Safety Vest → Durable Cloth + Magnet.
Workshop & crafting
- Refiner L2 is the real unlock. Advanced Electrical = 2 Electrical + 3 Wires; Advanced Mechanical = 2 Mechanical + 2 Steel Springs. Every other station's L3 asks for these — stop hunting rare containers and craft them.
- Electrical Components from junk: 8 Plastic + 4 Rubber at Refiner L1. Mechanical: 7 Metal + 3 Rubber. Durable Cloth: 14 Fabric. Antiseptic: 10 Chemicals + 2 Great Mullein at L2.
- Bank ARC Alloy. Three stations need 6 each at L1, every caravan needs 80, and the Refiner turns 8 into an ARC Circuitry or Motion Core.
- Blueprint containers by type: weapons in Raider containers, explosives in Industrial, medical in Medical, augments in Security, utility in Electrical. Night raids and Electromagnetic Storms roughly double blueprint drops; Surveyors have a decent blueprint chance. lists where each one drops.
- Learn, then sell. A learned blueprint shows a tick in the corner — every duplicate after that is 5,000 coins.
- Repair before upgrading a weapon; upgrading tiers I→IV costs more materials on a damaged gun.
Raiding
- Snitch first, always. If it finishes scanning you get two Wasps and a Hornet. Two underside plates and it's down. Conversely — need Trifecta parts? Let one call, then farm the wave from cover.
- Spotters before Bombardiers. A Spotter's yellow laser is what makes the mortars land. They respawn, so keep checking the sky.
- Loot the debris, not just the body. Bastions, Bombardiers and Surveyors shed pieces as you damage them; cells and vaults can be in any of them.
- Big ARC show up late. Turbines land 10–15 minutes in. Plan the extraction route before you commit, and never fight one in the open.
- Kill flyers from cover with a peek. Wasps, Hornets and Rocketeers all die to rear thrusters; front plating is a bullet sponge.
- Doorways beat Leapers. They can't land on you cleanly inside; break one leg as a squad, then the face.
- Heavy ammo for armor. Sentinels, Bastions, Leapers, Turbines, Vaporizers — light ammo is wasted. Craft Heavy Ammo (3 Metal Parts + 2 Chemicals makes 10) before you go.
Scrappy & Expeditions
- Collect from Scrappy every few raids. He stops gathering after 5 uncollected rounds. His payout caps at 15 minutes in a raid, so surrender runs give nothing.
- Scrappy L2 costs one Dog Collar. Cheapest passive-income upgrade in the game. L3 is 3 Lemons + 3 Apricots.
- Finishing the caravan is not signing up. You must sign up in the Projects tab during the window or you don't depart.
- Committed items are gone — lower the counts in this tracker after each stage.
- Before departing, empty the stash. Whatever's left goes with the Raider. Sell it, commit it, or gift it.
- Expedition damage challenge: 5k / 10k / 30k / 50k / 100k damage during the window. 100k is about 20 Bastions; a very good round is 8–10k.
Back up & restore ?
Save a backup file somewhere safe. If you clear your browser, get a new PC, or move the tracker file, load the backup and nothing is lost.
Share progress with the squad ?
Copy your progress code and send it in Discord. A friend pastes it below to load the same state. Loading replaces what they have, so back up first if they've been tracking too.
Add your own item ?
Found something the list doesn't know? Add it with a verdict and a note so everyone remembers why it's in the stash.
Reset
Progress saves in this browser automatically. Reset wipes counters, ticks, notes, pins and custom items on this device.