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ARC Raiders is a cooperative PvE action shooter centered around tactical teamwork, resource efficiency, and adaptive combat strategy. Players enter expansive environments where automated ARC forces patrol, defend territory, and respond aggressively to disturbance. To survive these encounters, players must not only fight skillfully but also maintain a solid progression structure supported by equipment, consumables, and in-game resources.
In ARC Raiders, the item economy plays a central role in shaping a player's capability and growth. Whether it involves upgrading weapons, repairing equipment, enhancing armor durability, or securing consumables before a major encounter, items and resource management determine how effectively a squad can progress through increasingly difficult missions.
Rather than functioning as simple loot or auxiliary pickups, ARC Raiders Items represent a core component of the player development system. Proper acquisition, organization, and usage of items directly influence how smoothly a player transitions from early-game survival to mid- and late-game mastery.
In this article, we will examine what ARC Raiders Items are, how they affect gameplay progression, how to obtain them efficiently, and how to manage them in a way that maximizes long-term benefits. The goal is to help players understand the resource systems behind ARC Raiders so that their time in missions feels rewarding, strategic, and purposeful.
In ARC Raiders, crafting is one of the core systems that shapes your loadout, upgrades, and overall progression. With more than 70 blueprints scattered across the world, it can be hard to track what each one does or which bench it belongs to. This guide organizes every blueprint by crafting bench, making it easier to understand what you can build, what materials you need, and where each item fits in your crafting path. Whether you're optimizing your weapons, gear, or utilities, this grouped layout helps you find the right recipe fast and plan your upgrades with zero hassle.
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Trigger Nade | 2x Crude Explosives 1x Processor | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Jolt Mine | 1x Electrical Components 1x Battery | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Blaze Grenade | 1x Explosive Compound 1x Oil | $5000 |
| Explosive Mine | 1x Explosives Compound 1x Sensors | $5000 |
| Showstopper | 1x Advanced Electrical Components 1x Voltage Converter | $5000 |
| Wolfpack | 2x Explosive Compound 2x Sensors | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Combat Mk. 3 (Flanking) | 2x Advanced Electrical Components 3x Processor | $5000 |
| Combat MK.3 (Aggresive) | 2x Advanced Electrical Components 3x Processor | $5000 |
| Looting MK.3 (Cautious) | 2x Advanced Electrical Components 3x Processor | $5000 |
| Looting MK.3 (Survivor) | 2x Advanced Electrical Components 3x Processor | $5000 |
| Tactical MK.3 (Defensive) | 2x Advanced Electrical Components 3x Processor | $5000 |
| Tactical MK.3 (Healing) | 2x Advanced Electrical Components 3x Processor | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Anvil | 5x Mechanical Components 6x Simple Gun Parts | $5000 |
| Burletta | 3x Mechanical Components 3x Simple Gun Parts | $5000 |
| IL Toro | 5x Mechanical Components 6x Simple Gun Parts | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Angled Grip II | 2x Mechanical Components 3x Duct Tape | $5000 |
| Compensator II | 2x Mechanical Components 4x Wires | $5000 |
| Extended Light Magazine II | 2x Mechanical Components 3x Steel Spring | $5000 |
| Extended Medium Magazine II | 2x Mechanical Components 3x Steel Spring | $5000 |
| Extended Shotgun Magazine II | 2x Mechanical Components 3x Steel Spring | $5000 |
| Muzzle Brake II | 2x Mechanical Components 4x Wires | $5000 |
| Osprey | 2x Advanced Mechanical Components 3x Medium Gun Parts 7x Wires | $5000 |
| Shotgun Choke II | 2x Mechanical Components 4x Wires | $5000 |
| Silencer I | 2x Mechanical Components 4x Wires | $5000 |
| Stable Stock II | 2x Mechanical Components 3x Duct Tape | $5000 |
| Torrente | 2x Advanced Mechanical Components 3x Medium Gun Parts 6x Steel Spring | $5000 |
| Venator | 2x Advanced Mechanical Components 3x Medium Gun Parts 5x Magnet | $5000 |
| Vertical Grip II | 2x Mechanical Components 3x Duct Tape | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Angled Grip III | 2x Mod Components 5x Duct Tape | $5000 |
| Aphelion | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Matriarch Reactor | $5000 |
| Bettina | 3x Advanced Mechanical Components 3x Heavy Gun Parts 3x Canister | $5000 |
| Bobcat | 1x Magnetic Accelerator 3x Light Gun Parts 2x Exodus Modules | $5000 |
| Compensator III | 2x Mod Components 8x Wires | $5000 |
| Equalizer | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen Reactor | $5000 |
| Extended Barrel | 2x Mod Components 8x Wires | $5000 |
| Extended Light Magazine III | 2x Mod Components 5x Steel Spring | $5000 |
| Extended Medium Mag III | 2x Mod Components 5x Steel Spring | $5000 |
| Extended Shotgun Magazine III | 2x Mod Components 5x Steel Spring | $5000 |
| Horizontal Grip | 2x Mod Components 5x Duct Tape | $5000 |
| Hullcracker | 1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus Modules | $5000 |
| Jupiter | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen Reactor | $5000 |
| Lightweight Stock | 2x Mod Components 5x Duct Tape | $5000 |
| Muzzle Brake III | 2x Mod Components 8x Wires | $5000 |
| Padded Stock | 2x Mod Components 5x Duct Tape | $5000 |
| Shotgun Choke III | 2x Mod Components 8x Wires | $5000 |
| Shotgun Silencer | 2x Mod Components 8x Wires | $5000 |
| Silencer II | 2x Mod Components 8x Wires | $5000 |
| Stable Stock III | 2x Mod Components 5x Duct Tape | $5000 |
| Tempest | 1x Magnetic Accelerator 3x Medium Gun Parts 2x Exodus Modules | $5000 |
| Vertical Grip III | 2x Mod Components 5x Duct Tape | $5000 |
| Vulcano | 1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus Modules | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Defibrillator | 9x Plastic Parts 1x Moss | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Vita Shot | 2x Antiseptic 1x Syringe | $5000 |
| Vita Spray | 3x Antiseptic 1x Canister | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Heavy Gun Parts | 4x Simple Gun Parts | $5000 |
| Light Gun Parts | 4x Simple Gun Parts | $5000 |
| Medium Gun Parts | 4x Simple Gun Parts | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Complex Gun Parts | 2x Light Gun Parts 2x Medium Gun Parts 2x Heavy Gun Parts | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Blue Light Stick | 3x Chemicals | $5000 |
| Green Light Stick | 3x Chemicals | $5000 |
| Red Light Stick | 3x Chemicals | $5000 |
| Remote Raider Flare | 2x Chemicals 4x Rubber Parts | $5000 |
| Yellow Light Stick | 3x Chemicals | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Barricade Kit | 1x Mechanical Components | $5000 |
| Lure Grenade | 1x Speaker Component 1x Electrical Components | $5000 |
| Smoke Grenade | 14x Chemicals 1x Canister | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Snap Hook | 2x Power Rod 3x Rope 1x Exodus Modules | $5000 |
| Tagging Grenade | 1x Electrical Components 1x Sensors | $5000 |
| Blueprint Name | Crafting Recipe | Sell Price |
|---|---|---|
| Anvil Splitter | — | $5000 |
| Kinetic Converter | — | $5000 |
| Silencer III | — | $5000 |
In ARC Raiders, every item you pick up has a purpose — whether it's used for recycling, crafting, upgrading your gear, or completing key workshop projects. To help you understand what’s truly valuable and what you can safely recycle, this guide organizes all items by their rarity. From Common scrap materials to powerful Legendary components, you’ll get a clear view of how each item fits into your overall progression and which ones are worth holding onto.
| Name | Recycles | Sell Price | Category | Keep for Workshop | Keep for Quests | Keep for Projects | Keep for Crafting |
|---|---|---|---|---|---|---|---|
| Matriarch Reactor | 1x Power Rod, 1x Magnetic Accelerator | $13000 | Recycleable | ||||
| Queen Reactor | 1x Power Rod, 1x Magnetic Accelerator | $13,000 | Recyclable |
| Name | Recycles | Sell Price | Category | Keep for Workshop | Keep for Quests | Keep for Projects | Keep for Crafting |
|---|---|---|---|---|---|---|---|
| Bastion Cell | 2x ARC Alloy, 2x Advanced Mechanical Components | $5000 | Recyclable | 6x Gear Bench III | |||
| Bombardier Cell | 2x Advanced Mechanical Components, 2x ARC Alloys | $5000 | Recyclable | 6x Refiner III | |||
| Breathtaking Snow Globe | Cannot be Recycled | $7000 | Trinket | ||||
| Complex Gun Parts | 3x Simple Gun Parts | $2000 | Topside Material | ||||
| Exodus Modules | 2x Magnet, 1x Mechanical Components | $2750 | Topside Material | 1x Project III | |||
| Geiger Counter | 3x Battery, 1x Exodus Modules | $3500 | Recyclable | ||||
| Ion Sputter | 4x Voltage Converter, 1x Exodus Modules | $6000 | Recyclable | ||||
| Lance's Mixtape (5th Edition) | Cannot be Recycled | $10000 | Trinket | ||||
| Leaper Pulse Unit | 3x Arc Alloy, 2x Advanced Mechanical Components | $5000 | Recyclable | 4x Utility Station III | 1x Into the Fray | 3x Project IV | |
| Magnetic Accelerator | 1x Advanced Mechanical Components, 1x ARC Motion Core | $5500 | Refined Material | 3x Project IV | |||
| Magnetron | 1x Magnetic Accelerator, 1x Steel Spring | $6000 | Recycleable | 1x Snap and Salvage | |||
| Power Rod | 1x Advanced Electrical Components, 1x ARC Circuitry | $5500 | Advanced Material | 1x | |||
| Rocketeer Driver | 3x ARC Alloy, 2x Advanced Electrical Components | $5000 | Recyclable | 3x Explosive Station III | 1x Out of the Shadows | ||
| Spectrum Analyzer | 1x Sensors, 1x Exodus Modules | $3500 | Recyclable |
| Name | Recycles | Sell Price | Category | Keep for Workshop | Keep for Quests | Keep for Projects | Keep for Crafting |
|---|---|---|---|---|---|---|---|
| Advanced ARC Powercell | 2x ARC Powercell | $640 | Topside Material | Energy Clip | |||
| Advanced Electrical Components | 1x Electrical Components, 1x Wires | $1750 | Refined Material | 5x Gear Bench III | 5x Project IV | Raider Hatch Key | |
| Advanced Mechanical Components | 1x Mechanical Components, 1x Steel Spring | $1750 | Refined Material | 5x Gunsmith III | Bettina | ||
| Alarm Clock | 6x Plastic Parts, 1x Processor | $1000 | Recyclable | ||||
| Antiseptic | 10x Chemicals | $1000 | Refined Material | 8x Medical Lab III | 2x Doctor's Orders | ||
| ARC Circuitry | 2x ARC Alloy | $1000 | Topside Material | 10x Refiner III | |||
| ARC Coolant | 16x Chemicals | $1000 | Recyclable | ||||
| ARC Flex Rubber | 16x Rubber Parts | $1000 | Recyclable | ||||
| ARC Motion Core | 2x ARC Alloy | $1000 | Topside Material | 5x Refiner II | |||
| ARC Performance Steel | 12x Metal parts | $1000 | Recyclable | ||||
| ARC Synthetic Resin | 14x Plastic Parts | $1000 | Recyclable | ||||
| ARC Thermo Lining | 16x Fabric | $1000 | Recyclable | ||||
| Bicycle Pump | 4x Canister, 10x Metal Parts | $2000 | Recyclable | ||||
| Broken Flashlight | 2x Battery, 6x Metal Parts | $1000 | Recyclable | ||||
| Broken Guidance System | 4x Processor | $2000 | Recyclable | ||||
| Broken Handheld Radio | 3x Sensors, 2x Wires | $2000 | Recyclable | ||||
| Broken Taser | 2x Battery, 2x Wires | $1000 | Recyclable | ||||
| Coolant | 5x Chemicals, 2x Oil | $1000 | Recyclable | ||||
| Cooling Coil | 6x Chemicals, 2x Steel Spring | $1000 | Recyclable | ||||
| Cooling Fan | 14x Plastic Parts, 4x Wires | $2000 | Recyclable | 5x Project II | |||
| Cracked Bioscanner | 3x Rubber Parts, 3x Battery | $1000 | Recyclable | 2x Medical Lab II | |||
| Damaged Heat Sink | 6x Metal Parts, 2x Wires | $1000 | Recyclable | 2x Utility Station II | |||
| Diving Goggles | 12x Rubber Parts | $640 | Recyclable | ||||
| Dog Collar | 8x Fabric, 1x Metal Parts | $640 | Recyclable | 1x Scrappy Level 2 | |||
| Expired Respirator | 8x Rubber Parts, 4x Fabric | $640 | Recyclable | ||||
| Explosive Compound | 2x Crude Explosives | $1000 | Refined Material | 5x Explosives Station III | |||
| Film reel | Cannot be Recycled | $2000 | Trinket | ||||
| Fine Wristwatch | Cannot be Recycled | $3000 | Trinket | ||||
| Flow Controller | 1x Advanced Mechanical Components, 1x Sensors | $3000 | Recyclable | 1x Snap and Salvage | |||
| Frequency Modulation Box | 1x Advanced Electrical Components, 1x Speaker Component | $3000 | Recyclable | ||||
| Fried Motherboard | 5x Plastic Parts, 2x Electrical Components | $2000 | Recyclable | 3x Utility Station III | |||
| Frying Pan | 8x Metal Parts | $640 | Recyclable | ||||
| Headphones | 7x Rubber Parts, 1x Speaker Components | $1000 | Recyclable | ||||
| Heavy Gun Parts | 2x Simple Gun Parts | $700 | TopSide Material | ||||
| Hornet Driver | 2x ARC Alloy, 2x Electrical Components | $2000 | Recyclable | 5x Gear Bench II | 2x The Trifecta | ||
| Humidifier | 2x Canister, 2x Wires | $1000 | Recyclable | 5x Project IV | |||
| Industrial Battery | 7x Chemicals, 2x Battery | $1000 | Recyclable | 3x Gear Bench III | |||
| Industrial Charger | 5x Metal Parts, 1x Voltage Converter | $1000 | Recyclable | ||||
| Industrial Magnet | 4x Metal Parts, 2x Magnet | $1000 | Recyclable | ||||
| Laboratory Reagents | 16x Chemicals, 3x Crude Explosives | $2000 | Recyclable | 3x Explosives Station III | |||
| Light Gun Parts | 2x Simple Gun Parts | $700 | Topside Material | ||||
| Medium Gun Parts | 2x Simple Gun Parts | $700 | Topside Material | ||||
| Microscope | 1x Advanced Mechanical Components, 3x Magnet | $3000 | Recyclable | ||||
| Mini Centrifuge | 1x Advanced Mechanical Components, 2x Canister | $3000 | Recyclable | ||||
| Mod Components | 1x Mechanical Components, 1x Steel Spring | $1750 | Refined Material | ||||
| Moss | 3x Assorted Seeds | $500 | Topside Material | ||||
| Motor | 2x Oil, 2x Mechanical Components | $2000 | Recyclable | 3x Refiner III | |||
| Music Box | Cannot be Recycled | $5000 | Trinket | ||||
| Music Album | Cannot be Recycled | $3000 | Trinket | ||||
| Playing Cards | Cannot be Recycled | $5000 | Trinket | ||||
| Polluted Air Filter | 6x Fabric, 2x Oil | $1000 | Recyclable | ||||
| Portable TV | 6x Wires, 2x Battery | $2000 | Recyclable | ||||
| Power Bank | 2x Battery, 2x Wires | $1000 | Recyclable | ||||
| Power Cable | 4x Wires | $1000 | Recyclable | 3x Gear Bench II | |||
| Processor | 1x Wires, 1x Plastic Parts | $500 | Topside Material | ||||
| Projector | 2x Wires, 1x Processor | $1000 | Recyclable | ||||
| Radio | 1x Speaker Component, 1x Sensors | $1000 | Recyclable | ||||
| Radio Relay | 2x Speaker Componets, 2x Sensors | $3000 | Recyclable | ||||
| Red Coral Jewlery | Cannot be Recycled | $5000 | Trinket | ||||
| Remote Control | 7x Plastic Parts, 1x Sensors | $1000 | Recyclable | ||||
| Rocket Thruster | 2x Synthesized Fuel, 6x Metal parts | $2000 | Recyclable | ||||
| Rope | 5x Fabric | $500 | Topside Material | ||||
| Rosary | Cannot be Recycled | $2000 | Trinket | ||||
| Rotary Encoder | 2x Electrical Components, 2x Processor | $3000 | Recyclable | ||||
| Rubber Pad | 18x Rubber Parts | $1000 | Recyclable | ||||
| Ruined Accordion | 18x Rubber Parts, 3x Steel Spring | $2000 | Recyclable | ||||
| Ruined Riot Shield | 10x Plastic Parts, 6x Rubber Parts | $1000 | Recyclable | ||||
| Rusted Gear | 4x Metal Parts, 2x Mechanical Components | $2000 | Recyclable | 3x Gunsmith III | |||
| Rusted Shut Medical Kit | 2x Syringe, 1x Antiseptic | $2000 | Recyclable | 3x Medical Lab III | |||
| Rusted Tools | 8x Metal Parts, 1x Steel Spring | $1000 | Recyclable | 3x Gunsmith II | |||
| Sample Cleaner | 2x Electrical Components, 14x Assorted Seeds | $3000 | Recyclable | ||||
| Sensors | 1x Wires, 1x Metal Parts | $500 | Topside Material | 20x Project III | |||
| Sentinel Firing Core | 2x ARC Alloy, 3x Mechanical Components | $3000 | Recyclable | 4x Gunsmith III | |||
| Signal Amplifier | 2x Electrical Components, 2x Voltage Converter | $3000 | Recyclable | ||||
| Silver Teaspoon Set | Cannot be Recycled | $3000 | Trinket | ||||
| Speaker Component | 2x Plastic Parts, 3x Rubber Parts | $500 | Topside Material | ||||
| Spectrometer | 1x Advanced Electrical Components, 1x Sensors | $3000 | Recyclable | ||||
| Spring Cushion | 2x Durable Cloth, 2x Steel Spring | $2000 | Recyclable | ||||
| Statuette | Cannot be Recycled | $3000 | Trinket | ||||
| Surveyor Vault | 2x Mechanical Components, 2x ARC Alloy | $2000 | Recyclable | 5x Medical Lab III | 1x Mixed Signals | ||
| Synthesized Fuel | 1x Oil, 1x Chemicals | $700 | Topside Material | 3x Explosives Station II | |||
| Syringe | 3x Plastic Parts, 2x Chemicals | $500 | Topside Material | 1x Doctor's Orders | |||
| Telemetry Transceiver | 1x Advanced Electrical Components, 1x Processor | $3000 | Recyclable | ||||
| Thermostat | 7x Rubber Parts, 1x Sensors | $1000 | Recyclable | ||||
| Toaster | 5x Plastic Parts, 3x Wires | $640 | Recyclable | 3x Refiner II | |||
| Torn Blanket | 12x Fabric | $640 | Recyclable | ||||
| Turbo Pump | 1x Mechanical Components, 3x Oil | $2000 | Recyclable | ||||
| Unusable Weapon | 4x Metal Parts, 5x Simple Gun Parts | $2000 | Recyclable | ||||
| Vase | Cannot be Recycled | $3000 | Trinket | ||||
| Voltage Converter | 1x Wires, 1x Rubber Parts | $500 | Topside Material | ||||
| Wasp Driver | 1x ARC Alloy, 1x Electrical Components | $1000 | Recyclable | 8x Gunsmith II | 2x The Trifecta | ||
| Water Filter | 2x Rubber Parts, 3x Canister | $1000 | Recyclable | ||||
| Water Pump | 4x Metal Parts, 2x Oil | $1000 | Recyclable | 1x Unexpected Initiative |
| Name | Recycles | Sell Price | Category | Keep for Workshop | Keep for Quests | Keep for Projects | Keep for Crafting |
|---|---|---|---|---|---|---|---|
| Agave | Cannot be Recycled | $1000 | Nature | Agave Juice | |||
| Air Freshener | Cannot be Recycled | $2000 | Trinket | Flame Spray | |||
| Apricot | 3x Assorted Seeds | $640 | Nature | 5x Scrappy Level 3 | |||
| ARC Alloy | 2x Metal Parts | $200 | Topside Material | 6x Explosives Station I 6x Utility Station I | 3x Clearer Skies | 80x Project I | |
| Battery | 2x Metal Parts | $250 | Topside Material | 1x Trash Into Treasure | 30x Project III | ||
| Burned ARC Circuitry | 2x ARC Alloy | $640 | Recyclable | ||||
| Camera Lens | 8x Plastic Parts | $640 | Recyclable | ||||
| Candle Holder | 8x Metal Parts | $640 | Recyclable | ||||
| Canister | 3x Plastics Parts | $300 | Topside Material | ||||
| Cat Bed | Cannot be Recycled | $1000 | Trinket | 1x Scrappy Level 4 | |||
| Crude Explosives | 3x Chemicals | $270 | Refined Material | 5x Explosives Station II | |||
| Crumpled Plastic Bottle | 4x Plastic Parts | $270 | Recyclable | ||||
| Damaged ARC Motion Core | 2x ARC Alloy | $640 | Recyclable | ||||
| Dart Board | Cannot be Recycled | $2000 | Trinket | ||||
| Deflated Football | 9x Rubber Parts, 9x Fabric | $1000 | Recyclable | ||||
| Degraded ARC Rubber | 11x Rubber Parts | $640 | Recyclable | ||||
| Dried-Out ARC Resin | 9x Plastic Parts | $640 | Recyclable | ||||
| Duct Tape | 3x Fabric | $300 | Topside Material | ||||
| Durable Cloth | 6x Fabric | $640 | Refined Material | 5x Medical Lab II | 1x Doctor's Orders | 35x Project II | |
| Electrical Components | 3x Plastics Parts, 3x Rubber Parts | $640 | Refined Material | 5x Gear Bench II | 30x Project II | ||
| Fertilizer | 2x Assorted Seeds | $1000 | Nature | 1x Unexpected Initiative | |||
| Fireball Burner | 1x ARC Alloy, 1x Crude Explosives | $640 | Recyclable | 8x Refiner II | |||
| Garlic Press | 12x Metal Parts | $1000 | Recyclable | ||||
| Great Mullein | 2x Assorted Seeds | $300 | TopSide Material | 1x Doctor's Orders | |||
| Household Cleaner | 11x Chemicals | $640 | Recyclable | ||||
| Ice Cream Scooper | 7x Metal Parts | $640 | Recyclable | ||||
| Impure ARC Coolant | 12x Chemicals | $640 | Recyclable | ||||
| Lemon | 3x Assorted Seeds | $640 | Nature | 5x Scrappy Level 3 | |||
| Light Bulb | Cannot be Recycled | $2000 | Trinket | 5x Project III | |||
| Magnet | 2x Metal Parts | $300 | Topside Material | ||||
| Mechanical Components | 3x Metal Parts, 2x Rubber Parts | $640 | Refined Material | 5x Gunsmith II | |||
| Metal Brackets | 8x Metal Parts | $640 | Recyclable | ||||
| Number Plate | 3x Metal Parts | $270 | Recyclable | ||||
| Oil | 3x Chemicals | $300 | Topside Material | ||||
| Olives | 2x Assorted Seeds | $640 | Nature | 8x Scrappy Level 4 | |||
| Pottery | Cannot be Recycled | $2000 | Trinket | ||||
| Poster of Natural Wonders | Cannot be Recycled | $2000 | Trinket | ||||
| Prickly Pear | Cannot be Recycled | $640 | Misc | 8x Scrappy Level 4 | |||
| Recorder | 10x Plastic Parts | $1000 | Trinket | ||||
| Ripped Safety Vest | 1x Durable Cloth, 1x Magnet | $1000 | Recyclable | ||||
| Roots | 1x Assorted Seeds | $640 | Nature | ||||
| Ruined Baton | 6x Metal Parts, 3x Rubber Parts | $640 | Recyclable | ||||
| Ruined Handcuffs | 8x Metal Parts | $640 | Recyclable | ||||
| Ruined Parachute | 10x Fabric | $640 | Recyclable | ||||
| Ruined Tactical Vest | 5x Fabric, 1x Magnet | 640 | Recyclable | ||||
| Rusted Bolts | 8x Metal Parts | $640 | Recyclable | ||||
| Rusty ARC Steel | 8x Metal Parts | $640 | Recyclable | ||||
| Shredder Gyro | 3x Mechanical Components, 3x ARC Alloy | $3000 | Recyclable | ||||
| Simple Gun Parts | 2x Metals Parts | $330 | Topside Material | ||||
| Snitch Scanner | 4x ARC Alloy | $2000 | Recyclable | 6x Utility Station II | 2x The Trifecta | ||
| Spotter Relay | 2x Electrical Components, 1x ARC Alloy | $2000 | Recyclable | ||||
| Steel Spring | 2x Metal Parts | $300 | Topside Material | 15x Project I | |||
| Tattered ARC Lining | 12x Fabric | $640 | Recyclable | ||||
| Tattered Clothes | 11x Fabric | $640 | Recyclable | ||||
| Tick Pod | 2x Arc Alloy, 2x Chemicals | $640 | Recyclable | 8x Medical Lab II | |||
| Very Comfortable Pillow | Cannot be Recycled | $2000 | Trinket | 3x Scrappy Level 5 | |||
| Wires | 2x Rubber Parts | $200 | Topside Material | 6x Trash Into Treasure 5x After Rain Comes | 30x Project II |
| Name | Recycles | Sell Price | Category | Keep for Workshop | Keep for Quests | Keep for Projects | Keep for Crafting |
|---|---|---|---|---|---|---|---|
| Agave Juice | Cannot be Recycled | $1800 | Quick Use | ||||
| ARC Powercell | Cannot be Recycled | $270 | Misc | 5x Refiner I | |||
| Assorted Seeds | Cannot be Recycled | $100 | Nature | ||||
| Bloated Tuna Can | Cannot be Recycled | $1000 | Trinket | ||||
| Chemicals | Cannot be Recycled | $50 | Basic Material | 50x Explosives Station I | |||
| Coffee Pot | Cannot be Recycled | $1000 | Trinket | ||||
| Damaged ARC Powercell | 1x ARC Alloy | $293 | Recyclable | ||||
| Damaged Fireball Burner | 1x ARC Alloy | $270 | Recyclable | ||||
| Damaged Hornet Driver | 2x ARC Alloy | $640 | Recyclable | ||||
| Damaged Rocketeer Driver | 3x ARC Alloy | $2000 | Recyclable | ||||
| Damaged Tick Pod | 1x ARC Alloy | $270 | Recyclable | ||||
| Damaged Wasp Driver | 1x ARC Alloy | $270 | Recyclable | ||||
| Empty Wine Bottle | Cannot be Recycled | $1000 | Trinket | ||||
| Expired Pasta | Cannot be Recycled | $1000 | Trinket | ||||
| Fabric | Cannot be Recycled | $50 | Basic Material | 30x Gear Bench I | |||
| Faded Photograph | Cannot be Recycled | $640 | Trinket | ||||
| Metal Parts | Cannot be Recycled | $75 | Basic Material | 20x Gunsmith I | 150x Project I | ||
| Mushroom | Cannot be Recycled | $1000 | Misc | 12x Scrappy Level 5 | |||
| Painted Box | Cannot be Recycled | $2000 | Trinket | ||||
| Plastic Parts | Cannot be Recycled | $60 | Basic Material | 25x Gear Bench I | |||
| Pop Trigger | 1x Crude Explosives, 1x ARC Alloy | $640 | Recyclable | 5x Explosives Station II | |||
| Resin | Cannot be Recycled | $1000 | Nature | ||||
| Rubber Duck | Cannot be Recycled | $1000 | Trinket | ||||
| Rubber Parts | Cannot be Recycled | $50 | Basic Material | 30x Gunsmith I | 200x Project I | ||
| Torn Book | Cannot be Recycled | $1000 | Trinket | ||||
| Volcanic Rock | Cannot be Recycled | $270 | Misc |
In ARC Raiders, the term “Items” generally refers to a category of in-game resources used to support progression, customization, and mission readiness. While the game contains materials, crafting components, consumables, and upgrade parts, Items function as the foundation that ties these systems together. They serve as the core currency and resource framework that allows players to strengthen their gear and maintain overall combat performance.
Unlike games where equipment upgrades are optional or cosmetic, ARC Raiders integrates Items directly into the efficiency of gameplay. Items are required for essential actions such as improving weapon capabilities, reinforcing armor durability, crafting new equipment, and stocking consumables. As a result, the availability and management of Items significantly influence how effectively a player can handle more challenging objectives.
Items can broadly be understood as:
Because ARC Raiders features scaling difficulty and varied enemy compositions, the game encourages players to continually evolve their loadouts. This progression model requires careful decision-making around Item usage. Investing Items into the right weapons and armor can create a powerful and efficient build, while careless spending may result in resource shortages that slow advancement.
In simple terms, ARC Raiders Items are far more than background currency. They are the backbone of:
Understanding what Items are and how they fit into the broader upgrade ecosystem is the first step toward mastering ARC Raiders.
ARC Raiders features multiple categories of items that each serve a distinct role in how players progress, survive, and adapt to mission challenges. Understanding the function and value of each item type allows players to plan their upgrades more strategically and avoid resource waste. Though the specific names and tiers of items may vary as the game evolves, the following core classifications remain central to gameplay.
Consumables are single-use items designed to provide immediate tactical benefits during missions. These include medical kits for restoring health, grenades for dealing burst damage, deployable shields for temporary protection, and other situational gadgets. Proper use of consumables can prevent mission failures, reduce downtime, and help squads recover from unfavorable engagements. However, relying too heavily on consumables can lead to rapid resource depletion, so balancing usage is essential.
Players frequently earn components from completing missions, salvaging old equipment, or looting defeated ARC units. These materials are used to craft new gear or reinforce existing equipment. Crafting components function as the backbone of the progression system, allowing players to adapt their arsenal as challenges evolve. Salvaging unused or outdated gear helps maintain a stable resource supply and prevents inventory clutter.
To advance weapon and armor performance, players require upgrade-specific items in addition to general in-game currency. These resources support incremental improvements such as increased firepower, stability, reload efficiency, durability, and damage resistance. While upgrade resources are often limited, they provide some of the most impactful advancements in mid- to late-game content. Choosing carefully when and where to invest upgrade resources is one of the most important strategic decisions players face.
Certain items are tied to seasonal events, limited-time missions, or high-difficulty encounters. These may provide unique visual customizations, enhanced stat bonuses, or alternative tactical functionality. Because they are less accessible and often come with higher risk investment, these items tend to be used by experienced players or squads looking to push late-game content. Their exclusivity adds an ongoing sense of progression and variety to the game.
ARC Raiders rewards players for engaging with its core gameplay systems, meaning Items can be earned naturally as you complete missions, defeat enemies, and salvage equipment. However, the speed and efficiency of item acquisition vary depending on your play approach. Understanding where and how Items are gained allows you to avoid unnecessary grinding and maintain steady progression.
The most reliable method of obtaining Items is through mission completion. Each mission provides baseline rewards, which scale with difficulty and performance. Higher-tier missions offer greater resource returns, but they also require stronger teamwork and upgraded gear. If your current loadout feels underpowered, playing mid-tier missions consistently is often more efficient than repeatedly failing advanced objectives.
Enemies throughout the game drop materials and salvage that can be converted into usable Items. Elite enemies and large mechanical ARC entities drop significantly better rewards than basic units. Targeting regions with dense enemy activity or active patrol clusters can increase your item acquisition rate and reduce time spent between engagements.
ARC Raiders encourages consistent play through rotating daily and weekly objectives. These challenges provide structured, high-value rewards for completing specific tasks, such as eliminating certain enemy types, completing missions under specific conditions, or capturing designated objectives. Completing these challenges is one of the most time-efficient ways to secure Items without extended play sessions.
Players naturally accumulate equipment that becomes obsolete as they upgrade. Salvaging this unused gear into base components is essential for maintaining a stable item economy. Salvage ensures that items which no longer have strategic value can still contribute to long-term progression. Periodically reviewing and dismantling old inventory helps avoid resource shortages later in the game.
Because ARC Raiders is built around cooperative design, playing with a consistent squad offers substantial efficiency benefits. Coordinated teams complete missions faster, suffer fewer setbacks, use fewer consumables, and generate more salvage in less time. Group play reduces downtime and increases item acquisition rates naturally.
By learning where Items come from and how to obtain them efficiently, you can maintain a steady progression rhythm without being forced into repetitive grinding.
Managing Items effectively is just as important as earning them. Poor resource planning can result in slow progression, underpowered loadouts, and increased mission difficulty. On the other hand, thoughtful use of Items allows players to maintain a stable growth curve and adapt to evolving challenges without unnecessary setbacks.
Your primary weapon contributes the most to your overall combat effectiveness. Investing Items into one reliable weapon early on yields greater long-term value than spreading resources across multiple options. Once your main weapon reaches stable performance levels, you can gradually explore secondary loadouts and style variations.
Armor upgrades improve survivability, reducing the frequency of knockdowns and costly mission failures. Even small increases in durability can dramatically influence mission outcomes, especially when facing high-pressure enemy waves. Prioritizing defensive gear helps preserve consumables, reduce repair costs, and prevent unnecessary resource expenditure.
Many early- and mid-game equipment options are transitional. Investing significant Items into weapons or armor you plan to replace soon results in wasted resources. Before committing to upgrades, consider whether the gear will remain useful in later mission tiers. If its long-term value is limited, save your Items for equipment that can scale with difficulty.
Repairing gear, restocking healing items, and accessing tactical tools all require Items. Keeping a reserve balance prevents resource shortages during critical missions. Running out of Items at the wrong time can force players into avoidable losses or inefficient farming cycles.
Because ARC Raiders emphasizes cooperative play, the effectiveness of your upgrades is influenced by squad roles. A balanced team with defined strengths benefits more from strategic item allocation than individuals upgrading independently. Discussing equipment plans with your team can help avoid redundancies and maximize combined efficiency.
Effective item management ensures that your progression remains steady, your survivability remains high, and your squad can tackle more demanding missions without unnecessary strain.
Even experienced players can encounter setbacks if they fail to manage resources efficiently. ARC Raiders is designed around gradual progression supported by strategic item investment, so small missteps in resource handling can lead to slowed advancement or avoidable mission difficulty. Understanding common mistakes allows players to avoid wasting valuable Items and maintain smooth momentum through the game.
Because the game frequently introduces new weapons, many players are tempted to upgrade every promising option. However, Items are limited, and spreading them across too many weapons results in several partially upgraded loadouts rather than one strong, reliable setup. A focus-first approach, where one weapon becomes your primary investment, typically produces better combat performance.
Consumables improve short-term survival, but excessive reliance on them can quickly drain your Item reserves. For example, constantly purchasing medical kits or tactical devices indicates that foundational upgrades—such as armor improvements—may be lagging behind. Long-term stability requires balancing consumable use with sustained gear investment.
Players often store old weapons and equipment “just in case,” but unused inventory provides no value. Salvaging outdated items returns usable components and helps maintain a healthy resource supply. Routine gear cleanup ensures that old items continue contributing to your progression rather than taking up space.
Higher-level missions yield stronger rewards, but if your equipment is not prepared for the challenge, the cost of failure can outweigh the benefits. Frequent knockdowns, excessive repair costs, and failed objectives consume more resources than they return. Efficient progression involves tackling challenges that match your current strength before increasing difficulty.
Upgrades provide the most value when applied to a coordinated gear plan. Random or reactionary investment decisions often result in waste. Establishing a long-term build concept—for example, emphasizing ranged burst damage or sustained support fire—ensures that each Item contributes to a cohesive loadout.
By recognizing these patterns early, players can maintain stronger loadouts, preserve their Item economy, and experience more consistent mission success.
Whether or not to purchase ARC Raiders Items is ultimately a matter of playstyle, available time, and personal progression goals. The game allows players to earn all necessary resources through gameplay, but the rate of accumulation varies depending on mission efficiency, team coordination, and familiarity with upgrade priorities. For some players, natural progression feels rewarding; for others, time constraints or competitive pacing may justify purchasing additional Items.
There are several scenarios where buying Items can enhance the experience rather than diminish it:
Players who enjoy incremental progression, resource optimization, and systematic mission clearing may prefer to earn Items through regular gameplay. For these players, the experience of developing gear over time is an integral part of the game's pacing.
Buying Items is not a replacement for gameplay; rather, it is a way to reduce time spent on repetitive or low-reward tasks. For many players, the decision comes down to personal enjoyment: whether they value the process of gradual resource accumulation or prefer to focus on strategic combat and squad coordination.
Purchasing Items is a tool to enhance the experience—not bypass it. When used responsibly, it allows players to maintain momentum, experiment freely, and avoid burnout associated with resource grinding.
If you decide that purchasing ARC Raiders Items aligns with your playstyle, it is important to choose a reliable and secure source. A trusted platform ensures that the Items you receive are delivered legitimately and safely, without exposing your account to unnecessary risks. U4N provides a structured, monitored marketplace designed to make transactions efficient, transparent, and secure.
When purchasing Items through U4N, players can select the amount they need based on their progression goals. Once an order is placed, delivery is coordinated to ensure the Items are transferred accurately to the correct in-game account. Clear communication during the delivery process helps prevent errors and maintains a smooth transaction flow.
Security is a central consideration. U4N verifies sellers and monitors trade activity to prevent fraudulent or automated resource generation. This protects players from the risks associated with illicit currency sources, which could lead to account penalties or compromised gameplay integrity. By ensuring Items originate from legitimate gameplay, U4N maintains a stable and safe marketplace.
The purchasing process is supported by multiple payment options, including conventional card payments and widely-used digital wallets. This flexibility allows players around the world to complete transactions conveniently. Should players need assistance at any stage, responsive customer support is available to provide clarification, troubleshoot delivery coordination, or offer general guidance.
Before finalizing a purchase, it is recommended to:
Purchasing ARC Raiders Items through U4N allows players to reduce repetitive resource farming and focus on the more compelling aspects of gameplay: coordinated combat, tactical planning, and squad synergy. For players seeking to maintain momentum or elevate their build potential, this option provides both convenience and reliability.
Progression in ARC Raiders is shaped by how efficiently players manage resources, learn enemy behaviors, and collaborate with their squad. While acquiring and spending Items wisely is critical, developing consistent gameplay habits can amplify these benefits and ensure a smoother overall experience.
Even short play sessions can accumulate meaningful rewards when focused on daily or weekly objectives. Regular, predictable engagement with the game is often more efficient than infrequent, extended grinding. This approach ensures a steady flow of Items without burnout.
ARC Raiders is deliberately designed around team coordination. A well-structured squad reduces mission duration, minimizes resource expenditure, and increases survival rates. Playing with consistent teammates allows roles to develop naturally, and the group can leverage combined strengths to complete higher-difficulty missions more safely.
Rather than spreading upgrades across multiple weapon sets, focusing on developing one primary loadout ensures strong performance across various mission types. Once a solid foundation is established, additional builds can be expanded to suit different tactical approaches.
ARC forces operate according to predictable movement and attack behaviors. Recognizing animation tells, targeting logic, and engagement ranges allows players to avoid unnecessary damage, reducing reliance on consumables and repairs. Effective movement and positioning often contribute more to survival than raw stats alone.
Mission environments and enemy compositions vary. Adjusting your gear, positioning, and team approach based on environmental hazards or enemy strengths can significantly improve efficiency. Flexibility is a defining factor in high-level play and directly supports sustainable resource management.
These principles allow players to use Items more intelligently, sustain their progression curve, and experience the strategic depth ARC Raiders has to offer.
ARC Raiders places significant emphasis on resource awareness and strategic progression. Items are not simply supplementary elements of the game; they are fundamental tools that shape a player's combat efficiency, equipment development, and long-term performance. Understanding how Items are earned, how they interact with upgrade systems, and how to allocate them effectively allows players to progress with clarity rather than trial and error.
Players who take the time to evaluate their item usage, construct consistent loadouts, and coordinate with their squad gain a clear advantage. Thoughtful resource management reduces wasted effort, prevents stagnation at higher difficulty levels, and keeps overall gameplay rewarding rather than repetitive.
At the same time, players with limited time or those seeking greater flexibility in experimentation may benefit from purchasing ARC Raiders Items as a supplement to natural gameplay progression. When done through a secure platform such as U4N, this option provides a reliable way to maintain pace, support strategic build development, and continue advancing without unnecessary grind.
Ultimately, the value of Items is tied to how intentionally they are used. Whether you earn all resources through gameplay or choose to reinforce your progression with purchased Items, the key is to maintain a pace that preserves enjoyment, creativity, and teamwork. With the right approach, ARC Raiders offers a progression experience that is both challenging and deeply rewarding.