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ARC Raiders · Guides
ARC Raiders loot guide: which materials to keep for crafting, which to sell for vendor XP, and which to scrap for components. Safe Pocket priority.

This ARC Raiders loot guide is about one thing: not dying with a full inventory of Common rubber parts while the Rare blueprint that changes your crafting queue disappears because there was no room.
The ARC Raiders loot guide covers which materials to keep, which to sell for vendor relationship XP, and which to scrap for components: plus Safe Pocket priority for the items that need to survive your death.
TL;DR: Fill your Safe Pocket before anything else (quest items, blueprints, then Rare materials) because everything outside it is lost on death. Keep the Ferro crafting stack (2 rubber parts, 5 metal parts), then treat Common materials as expendable. Sell intact weapons to Tian Wen for relationship XP and scrap damaged ones for components. Match every sale to the specialist vendor to build XP fastest.
Keep anything with a specific crafting purpose in the next one or two sessions, and anything rare enough that losing it would set back progression.
Always keep:
Keep situationally:
Sell to the correct vendor for relationship XP. That XP unlocks better stock tiers and crafting recipes: it compounds over sessions.
Selling a weapon to Tian Wen earns more vendor XP than scrapping it, as long as the weapon is in reasonable condition. Don't sell damaged weapons: they're worth more as components.
Recycling (the in-game term for breaking items down) returns crafting components. It's the better outcome for items too damaged or too low-quality to sell at useful value.
The decision rule is simple: if a vendor would pay less for it than the components are worth to you, recycle it.
The Safe Pocket is the only inventory space that survives death. Filling it correctly is a separate skill from general inventory management.
Priority order, highest to lowest:
Never leave the map with an empty Safe Pocket. If nothing higher-priority qualifies, put the most valuable Common material you're carrying in there. Something always goes home.
GODEEPER: The Safe Pocket expands through the Survival skill branch: Safe Pocket Capacity is the second S-tier upgrade and directly reduces the cost of every bad run. ARC Raiders skill tree tier list →
Knowing your extraction routes before you're loaded down with loot is half the inventory strategy. The extraction points closest to high-value container clusters determine how much risk you're accepting per run.
The Safe Pocket starts at one or two slots and expands through Survival skill tree progression: upgrading it is covered in the ARC Raiders skill tree tier list as one of the highest-priority early investments.
Scrappy in Speranza. Certain crafting materials feed him for rewards: another reason not to sell or scrap everything at the first vendor you see.
Celeste handles raw materials and farming supplies. Excess Common materials (anything you have more of than your next two crafting projects require) goes here. Don't dump everything; keep the components for the Ferro crafting stack (two rubber parts, five metal parts) until you have a reliable surplus.
Tian Wen handles weapons. This is where intact, usable weapons below your current equipped quality go. Selling weapons here is the fastest way to level up the vendor relationship, which unlocks better stock tiers and higher-tier crafting recipes. The Ferro is available at base vendor level; the Canto SMG and Anvil require relationship levels 2 and 3 respectively: selling consistently gets you there.
Apollo is Speranza's traveling mechanic. He handles repairs and equipment-related services. Items in his trade category that fall outside your active build are worth bringing to him rather than carrying excess inventory back across multiple runs.
Lance handles armor and medical supplies. Surplus medkits above what a session typically consumes and spare armor pieces outside your current build go to Lance. His relationship level unlocks better survivability gear that keeps you alive longer per run.
Shani doesn't buy general loot: she sells. She's the vendor for Hatch Keys, binoculars, and reconnaissance tools. The ARC Raiders beginner guide covers why Hatch Keys are worth the purchase: silent extraction with no alert radius is worth the resource cost every time you're carrying anything you'd rather not lose. For the full picture of how all five vendor tracks scale, what actions generate the most relationship XP, and how credits move through the economy, the ARC Raiders currency and progression guide covers the complete progression system.
GODEEPER: Which weapons are worth crafting at Tian Wen first: and at which vendor relationship level each one unlocks. ARC Raiders weapons tier list →
| Item | Condition | Action |
|---|---|---|
| Quest item | Any | Keep → Safe Pocket |
| Exotic blueprint | Any | Keep → Safe Pocket |
| Rare material | Any | Keep → Safe Pocket |
| Hatch Key | Any | Keep → Safe Pocket (or use) |
| Weapon | Intact, below your tier | Sell to Tian Wen |
| Weapon | Damaged | Recycle for components |
| Common material | Surplus | Sell to Celeste |
| Common material | Needed for crafting | Keep |
| Uncommon component | No active recipe | Sell to relevant vendor |
| Gadget/deployable | Not in current build | Sell to Apollo |
| Medical/augment | Above session need | Sell to Lance |
Use this ARC Raiders loot guide decision sequence every time you pick up an item before your inventory fills.
1. Does this fill an active crafting slot? Open your quest and contract log before inserting. Know which materials you need and which active contracts reward for specific item types. If the item on the ground fills one, it goes in your inventory.
2. Is it Rare or above? Rare and Exotic items go directly into your Safe Pocket if you have space. Don't leave them in regular inventory.
3. Does it sell to a vendor you're currently leveling? If yes, and the vendor slot is below the relationship level you're working toward, take it for the XP.
4. Can you carry it AND extract safely? Inventory weight affects movement enough to matter. Don't overload for Common materials you can farm next run.
5. Still have room? Take Common materials only if they fill a current recipe. Otherwise leave them. The next run will have more Common materials. Rare blueprints won't respawn in the same spot.
Don't hoard speculatively. If you're keeping Uncommon components "because they might be useful later," sell them. Vendor relationship XP has an immediate return; speculative crafting materials just occupy inventory. Keep what you'll use in the next session.
Check vendor stock before selling. Tian Wen's stock refreshes on a schedule. If he's carrying an upgrade you want, sell to him first to push toward the relationship level that unlocks it, then buy. Checking stock takes 30 seconds and prevents the situation where you sold the materials you needed that same run.
Crafted gear changes the math. Once you're running a crafted loadout (Ferro plus Anvil, for example), the Safe Pocket gets more valuable because you're running something worth protecting. Adjust your Safe Pocket contents to include more weapon protection and fewer raw materials as your gear improves.
Feed Scrappy before selling. Scrappy, Speranza's resident rooster mascot, acts as a resource producer (he generates materials after each raid and accepts certain items in return for bonuses. The Scrappy Feeding Boost was added in patch 1.22.0. Check his current feed requirements before dumping surplus materials into Celeste) what he accepts may be worth more as feed than as vendor coin.
Repair before scrapping. A weapon at low durability is worth less to a vendor. If the repair cost is low relative to the vendor price gain, repairing before selling nets more. If the repair cost exceeds the delta, scrap it instead. This calculation changes as vendor relationship levels increase and prices improve.
For a full picture of which weapons are worth building toward, the ARC Raiders weapons tier list covers the Ferro, Dolabra, and every other weapon ranked for both PvP and PvE.
What should I put in my Safe Pocket? Quest items first. Then exotic blueprints, rare crafting materials, Hatch Keys. A crafted weapon you can't afford to lose goes last if slots remain. Never leave the map with an empty Safe Pocket.
Should I sell or scrap weapons? Sell intact weapons to Tian Wen (vendor XP return is better than scrap value. Scrap damaged weapons) their component return beats what a vendor pays for compromised gear.
What is the best material to keep? Rubber parts and metal parts (Common tier) until you have a reliable Ferro crafting stack. After that, prioritize Uncommon components for active upgrade recipes.
What do vendors buy in ARC Raiders? Celeste: raw materials. Tian Wen: weapons and weapon parts. Apollo: gadgets and deployables. Lance: armor and meds. Shani sells but doesn't buy general loot.
What happens to loot when you die? Everything outside the Safe Pocket is permanently lost. Your loadout is consumed. Nothing outside the Safe Pocket is recoverable: other players can loot your corpse.
How do I expand my inventory? Conditioning skill tree (carry weight upgrades) and vendor relationship levels. Safe Pocket specifically expands through Survival progression: upgrade it early.
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