What to Keep, Sell, and Recycle in ARC Raiders
A practical ARC Raiders loot guide for deciding what to keep, sell, recycle, or salvage for Workshop, Expedition, Scrappy, weapon, and coin progression.
ARC Raiders gives every item a second question: should it stay in your stash, become a component, or become coins? Rarity alone is not enough to answer it. This CFNBoost guide builds a practical keep, sell, and recycle system around workshop upgrades, Expedition materials, Scrappy, weapon crafting, and the difference between recycling in Speranza and salvaging during a raid.
ARC Raiders Loot Management Quick Summary
- Keep rare progression items such as Motors, Cooling Coils, Laboratory Reagents, Rusted Gears, Industrial Batteries, Rusted Shut Medical Kits, and Surveyor Vaults until your current projects are finished.
- Common and Uncommon parts are often more useful than a high-rarity item that does not support your next build or workshop level.
- Recycle in Speranza when you need the full component output; salvaging during a raid usually gives fewer materials.
- Sell items only when you know the item, its components, and its project value are not needed soon.
- Blueprints are rare, expensive, and condition-specific: protect them in a safe pocket and never trade one away for a small inventory shortcut.
The goal is a flexible stash, not a full stash. Keep enough for your next workshop or Expedition step, convert obvious duplicates into components, and sell the expensive item you have no plan to use instead of hoarding it forever.
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ARC Raiders Materials
- 96 named material packs
- Exact quantities shown
- Choose your delivery
ARC Raiders Coins Delivery
- 1β15 Million Coin Value
- In-raid Item Delivery
- No Self-play Premium
ARC Raiders Workshop Upgrades
- 6 named workshop stations
- Exact starting and target levels
- Materials or Piloted execution
ARC Raiders Weapon Mods
- 18 named attachment packs
- 3 identical mods per pack
- Piloted or Self-play
Keep, Sell, or Recycle?
Fast decision system
| Action | Use it when | Default rule |
|---|---|---|
| Keep | The item is needed for a quest, workshop, Expedition, Scrappy, or a build you are actively using. | Protect scarce progression items first. |
| Recycle in Speranza | You need the components and the item has no better direct use. | Use the full recipe output after extracting. |
| Salvage in a raid | You need one emergency component to craft or recover immediately. | Accept that the yield can be lower. |
| Sell | You do not need the item soon and the coin value helps the next purchase. | Sell with a plan, not because the inventory looks crowded. |
Items You Should Usually Keep
Most of the stash is useful for something, but a few items are painful to replace even when their rarity looks ordinary. The safest approach is to keep project-critical items and any rare material that repeatedly blocks your next upgrade.
High-priority keep list
| Item or group | Why keep it | Common use |
|---|---|---|
| Motors | Rare and repeatedly needed for upgrades. | Workshop and higher-tier crafting. |
| Cooling Coils | Slow to replace when a project requests them. | Expedition and workshop progress. |
| Laboratory Reagents | A frequent bottleneck for progression. | Workshop upgrades and crafting. |
| Rusted Gears | Low excitement, high long-term value. | Workshop upgrades. |
| Industrial Batteries | Useful rare battery material. | Workshop and equipment progression. |
| Rusted Shut Medical Kits | Harder to find than their price suggests. | Workshop and healing progression. |
| Surveyor Vaults | Quest and workshop relevance. | Quest objectives and upgrades. |
| Fruits and Mushrooms | Nature items are easy to miss during a combat run. | Scrappy upgrades and coin routes. |
| Cooling and ARC components | Support shields, weapons, and Expedition steps. | Crafting, shields, and Expedition. |
Common and Uncommon Parts
Metal Parts, Rubber Parts, Plastic, Chemicals, Fabric, Arc Alloy, Steel Springs, Wires, Electrical Components, Batteries, and Durable Cloth are not glamorous, but they feed almost every early crafting loop. Keep a working reserve, then recycle duplicates in batches after you know the next workshop recipe.
Parts worth keeping in a reserve
| Part | Typical role | Stash advice |
|---|---|---|
| Metal Parts | General crafting and repairs. | Keep a healthy stack; do not sell the first copies. |
| Rubber Parts | Healing, gadgets, and utility. | Recycle duplicates when the next project is covered. |
| Plastic | General components and equipment. | Useful after repeated weapon and gadget crafts. |
| Chemicals | Healing and explosives. | Keep enough for the next consumable batch. |
| Steel Springs | Weapons, gun mods, and Expedition. | Protect them before a weapon-mod session. |
| Arc Alloy | ARC Circuitry and Expedition. | Farm Prospecting Probes when the reserve is low. |
| Electrical Components | Mines, advanced components, and workshop. | Do not sell while building gadgets. |
| Durable Cloth | Bandages, Expedition, and workshop. | Keep a reserve for healing and project turns. |
Blueprints and Rare Progression Items
Blueprints are Epic-quality discoveries with a steep coin price, so treat them as progress even when they do not fit your current weapon. Put them in a safe pocket before chasing another room. Hidden Bunker, Harvester, Night Raid, and Stella Montis routes can have different blueprint opportunities, which makes an extracted blueprint more valuable than a full backpack of ordinary loot.
Protect these first
| Item | Why it matters | What to do |
|---|---|---|
| Blueprint | Unlocks a craft and costs coins to use. | Safe-pocket it immediately and extract. |
| Quest item | May be difficult to replace during the next run. | Keep until the quest is completed. |
| Epic workshop material | Can be a bottleneck for a weapon or station. | Compare with the next recipe before selling. |
| Event component | Tied to a boss or condition window. | Store it if you plan to run the event soon. |
| Rare weapon mod | Can finish an active build. | Keep one good copy; recycle true duplicates later. |
Safe Recyclables
Safe recyclables are items that do not normally feed a quest, workshop gate, or scarce project. Even here, recycle in Speranza when possible because a raid salvage can return fewer parts. Use the output to refill the component reserve instead of immediately selling every result.
Good recycling candidates
| Item | Useful output | Best timing |
|---|---|---|
| Geiger Counter | Batteries and an Exodus Module. | After the next shield project is covered. |
| Spectrum Analyzer | Sensors and an Exodus Module. | When you need electrical components. |
| Alarm Clock | Plastic Parts and a Processor. | Useful for common component refills. |
| Broken Guidance System | Processors. | Recycle when an augment or grenade needs them. |
| Broken Handheld Radio | Sensors and Wires. | Good after extracting from a tech-heavy run. |
| Cooling Fan | Plastic Parts and Wires. | Use for workshop and gadget crafting. |
| Ruined Accordion | Rubber Parts and Steel Springs. | One of the better Steel Spring conversions. |
| Unusable Weapon | Metal Parts and Simple Gun Parts. | Recycle spare weapons after the loadout is safe. |
| Torn Blanket | Fabric. | Convert when healing materials are low. |
What to Sell
Sell when the itemβs direct coin value helps a clear goal and neither the item nor its recycled parts are needed soon. Trinkets are designed for selling, while ordinary components are usually more useful in a workshop recipe. High rarity is not a reason to keep an item forever: a material with no active use can become inventory space, a better augment, or an extraction insurance fund.
Sell decision examples
| Situation | Decision | Reason |
|---|---|---|
| A Trinket with no quest tag | Sell it. | Its primary purpose is coin value. |
| Magnetic Accelerator with no boss plan | Sell or store a small reserve. | It is expensive and mainly supports boss-focused crafting. |
| Duplicate low-tier weapon | Recycle after keeping the best copy. | Components are more useful than a second weak gun. |
| Rare material needed in the next workshop level | Keep it. | Coin value is lower than the time to replace it. |
| Epic item with no current build or event use | Sell after checking the next project. | Rarity alone does not justify a full slot. |
| Quest or project item | Keep it. | Replacing it later costs more than the immediate coins. |
Keep your stash progression moving
ARC Raiders Materials
- 96 named material packs
- Exact quantities shown
- Choose your delivery
ARC Raiders Coins Delivery
- 1β15 Million Coin Value
- In-raid Item Delivery
- No Self-play Premium
ARC Raiders Workshop Upgrades
- 6 named workshop stations
- Exact starting and target levels
- Materials or Piloted execution
ARC Raiders Weapon Mods
- 18 named attachment packs
- 3 identical mods per pack
- Piloted or Self-play
Recycling vs Salvaging
Recycling is the controlled conversion you perform from inventory in Speranza. Salvaging is the emergency version during a raid. The latter can be useful when one missing component lets you craft a shield or healing item before extraction, but it commonly returns fewer parts than the full recycle result.
- Check whether the item is needed for a quest, project, or active build.
- If it is safe, wait until Speranza and preview the complete recycle output.
- Salvage in a raid only when the component changes the survival odds of the current run.
- Compare the output with the coin value before breaking down a high-rarity item.
- Update the reserve after recycling so you know what the next run should target.
Loot by Progression Goal
Stash plan by goal
| Goal | Prioritize | Delay selling |
|---|---|---|
| Workshop leveling | Rare workshop materials, Motors, Batteries, Gears, Medical Kits. | Anything tagged for the next station. |
| Weapon crafting | Steel Springs, Wires, Mechanical Components, Advanced Mechanical Components. | Weapon parts and mod materials. |
| Scrappy upgrades | Fruits, Mushrooms, Dog Collars, Cat Beds, Pillows. | Nature loot and hard-to-find pet items. |
| Expedition | Arc Alloy, Cooling Coils, Light Bulbs, Shredder Gyros, Reagents. | Anything listed on the current Expedition step. |
| Boss events | Magnetic Accelerators, reactors, armor, healing. | Boss crafting items if the event is your next objective. |
| Coin farming | Trinkets and items with no active recipe. | Rare materials that are slow to replace. |
A Clean Inventory Routine
- Before a raid, reserve slots for the objective item and its likely materials.
- During the raid, safe-pocket blueprints, codes, quest items, and rare project loot first.
- Extract as soon as the backpack contains the upgrade you came for.
- In Speranza, sort items into keep, recycle, sell, and review piles.
- Preview the next workshop or Expedition recipe before clearing the review pile.
- Sell only after checking that the item is not part of the next two goals.
Common Loot Management Mistakes
- Selling a rare item only because the inventory is full.
- Recycling a Motor, Cooling Coil, Laboratory Reagent, Rusted Gear, or Industrial Battery.
- Salvaging in a raid when you can safely wait for Speranza.
- Carrying every Epic material without a boss, weapon, or Expedition plan.
- Ignoring Fruits and Mushrooms because they look like low-value nature loot.
- Keeping three weak copies of a weapon instead of converting duplicates into components.
- Spending coins on a new craft before checking whether the stash already has the material.
- Looting slowly after finding a blueprint instead of extracting immediately.
ARC Raiders Keep, Sell, and Recycle FAQ
What items should I always keep?
Keep Fruits, Mushrooms, Motors, Cooling Coils, Laboratory Reagents, Rusted Gears, Rusted Shut Medical Kits, Industrial Batteries, and Surveyor Vaults until current projects are covered.
What is the difference between selling and recycling?
Selling converts the item directly into coins. Recycling converts it into components, while salvaging is the lower-yield raid version of recycling.
Where should I recycle items?
Recycle from your inventory in Speranza when possible; raid salvaging can return fewer materials.
Are blueprints worth keeping?
Yes. Blueprints are rare Epic discoveries with a coin cost, so protect them in a safe pocket and extract.
Should I keep every Epic material?
No. Keep Epic materials tied to an active boss, weapon, workshop, or Expedition goal; sell or store the rest after checking the next project.
What should I recycle first?
Start with safe duplicates such as spare weapons, common junk, and items whose component output supports your current craft.
Should I sell Trinkets?
Usually yes unless a quest or project specifically requests one. They are primarily a source of coins.
Can I recycle during a raid?
Yes, but the result is usually lower than recycling the same item in Speranza.
What are trap recyclables?
Motors, Cooling Coils, Laboratory Reagents, Rusted Gears, Industrial Batteries, and Rusted Shut Medical Kits are common mistakes because they are hard to replace.
How do I make room without ruining progression?
Extract blueprints and rare project items, recycle safe duplicates in Speranza, then sell only items that are outside your next two goals.
Sources and Patch Context
Item prices, recipes, and project requirements can change, so confirm the live recipe before selling a rare material.
- ARC Raiders official site: https://arcraiders.com/