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Arc Raiders

ARC Raiders Amplified Weapons: All 15 Upgrade Trees

Every amplifiable gun in ARC Raiders, what each upgrade does, the parts and research it takes, and where Amplification Modules drop.

Amplification gives 15 ARC Raiders guns a fifth quality level with an upgrade tree of its own. Socket an Amplification Module that matches the gun's rarity into a tier IV copy, then spend scarce parts on its upgrades. Most upgrades also need a research at the Outpost's Research Station first.

Embark's developers say modules drop in only two places: the Frigate, and inside the fallen Emperor on Pendola Pass. There are five Marks, one per weapon rarity, and the developers say all five share the same drop rate, so a MK V should be no rarer than a MK I.

  • Play Pendola Pass during the Redirection condition and loot Emperor Payloads, where early-access players found the three couplers: ARC Conductive, ARC Insulated and ARC Plated.
  • Find the Emperor Gateway Conduit Blueprint. Where it drops isn't confirmed yet; one early-access report had it in the same payloads, far less often than the couplers.
  • Craft the conduit at the Workbench from one of each coupler, then carry it into a fresh Pendola Pass raid.
  • Launch-day guides also list two conduits near the end of the Frozen Trail Reward Pass.

    The four parts made for amplification come from Frigate and Emperor loot: Pneumatic Actuators, Pressure Regulators, Fluted Rotor Cores and Propellant Valve Assemblies. Early-access players also found them in Emperor Payloads. The other upgrade costs are mostly ARC parts, plus 3 Fossilized Lightning for every incendiary and explosive upgrade.

    An amplified gun is built to stay with the Raider who made it:

    Each repair restores 50% durability. The base cost below climbs with the Mark, and every upgrade adds to it, usually 8 to 11 fragments: a bare Rattler takes 7 fragments, a fully built one 35.

    Each table lists what an upgrade does, the parts you pay on that gun and the research that unlocks it. You research each one once; the parts are paid again on every gun you upgrade.

    Hairpin

    Silenced pistol. Three branches that don't mix: Incendiary Rounds and Tracker Rounds each end the tree, while Semi-Auto leads on to Sprint Shooting.

    Kettle

    Semi-auto rifle. X-Rounds stands alone, while Full-Auto and Anti-Shield stack in either order.

    Rattler

    Full-auto rifle, and Embark's showcase build: incendiary bullets from a 64-round drum. In the 2.0 game data all three upgrades stack, though early-access footage showed Incendiary Rounds as an either-or, so check the tree before you buy. Drum Mag needs More Reload first.

    Burletta

    Semi-auto pistol. Pick Burst Fire or Full-Auto, not both. Sprint Shooting fits either, and Increased Burst extends Burst Fire.

    Il Toro

    Pump shotgun. Both upgrades stack, in either order.

    Anvil

    Hand cannon, now a rare gun after 2.0 moved it up from uncommon. You get one upgrade: Anvil Splitter or X-Rounds.

    Canto

    SMG. Carbine Conversion or Sprint Shooting, not both, and either one costs the stock slot. Incendiary Rounds stacks with both.

    Osprey

    Bolt-action sniper. Anti-Weak Point or Tracker Rounds, not both. Ergonomic Bolt stacks with either, but costs the stock slot.

    Rascal

    Grenade launcher whose rounds only detonate on ARC. All three upgrades stack.

    Renegade

    Lever-action rifle. Both upgrades stack, but the scope takes the magazine slot.

    Bettina

    Full-auto rifle with a slow fire rate. Bigger Mag ends the tree on its own, while Semi-Auto leads on to X-Rounds.

    Hullcracker

    Pump-action grenade launcher. Both upgrades stack.

    Aphelion

    Burst energy rifle with the deepest tree: all four upgrades stack. Increased Burst needs Charged Burst first.

    Equalizer

    Beam rifle. Ramping Damage or Anti-Weak Point, not both. Bigger Mag stacks with either.

    Jupiter

    Railgun sniper. All three upgrades stack.

    The 15 weapon researches are the whole of the Research Station's top level. Each costs 5,000 Research Points plus the parts below, and its task must be finished before it unlocks. The game data marks four as single-raid tasks, and several want a particular gun in hand.

    Our picks for a first module weigh what a build costs to reach and to keep running. Every upgrade adds to a gun's repair bill, so compare full builds, not bare guns. Upgrades that skip research are the quickest wins.

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    ARC Raiders Amplified Weapons: All 15 Upgrade Trees | XUZHAO