Read This First
This is a Coins guide, not a leveling guide. It covers one thing — how Coins are made in ARC Raiders after the Frozen Trail update — and it covers it in depth. There is no XP table here, no skill-tree build, no Trials strategy. If you need the road to level 75, that is our Arc Raiders Leveling Guide 1–75. Four honest things up front. First, there is no official coins-per-hour rate, so every rate in this guide is a community claim with its source attached — and it moves with loot values, patches and seasons. Do not quote any Coins figure here as a promise. Second, there is no player market: ARC Raiders has no marketplace, auction house or trading interface, so Coins come only from selling loot to Traders in Speranza. Any guide promising a market price is describing a different game. Third, Frozen Trail 2.0 changed the economy on October 8, 2026: Cred was removed, Riven Tides loot rose ~15%, and Pendola Pass introduced Dynamic Loot Zones that make fixed routes rot. Any route guide written before that date is stale. Fourth, there is no legitimate way to buy Coins: Embark’s Terms of Service prohibit trading for anything of value and account sales. Everything here is earned topside.
Coins in ARC Raiders work differently from gold in most MMOs, because there is no other player on the other side of the trade. You loot, you extract, you sell to a Trader for a fixed price, and the price is printed on the item card. There is no haggling, no auction, no market crash — just the loot you carry out and the value printed on it. That makes Coins farming a game of three skills: knowing what is worth carrying, knowing where it spawns, and knowing when to leave. The players with the fattest stashes are not the ones with the luckiest drops. They are the ones who run short, survivable routes, fill every slot with dense value, and extract in under ten minutes — then do it again. This guide walks every income lane in order of what it costs to start, from the free loadout to the high-risk event farm, and ends with the daily routine that turns the lanes into a habit. If you only read three sections, read The Currency Trap, Sell, Keep or Recycle, and Coin Routes — those are the three places most players leave the most Coins on the table.
Coins, Cred and Reward Points: The Currency Trap
ARC Raiders has had three currencies, and two of them will confuse you if a guide mixes them up. Here is the separation, stated once and plainly.
| Currency | What it is | Status now |
|---|---|---|
| Coins | The spendable currency. Earned by selling loot to Traders in Speranza. Spent on gear, upgrades, crafting and skill-tree resets. | Live — this is the money. |
| Cred | A separate pass currency from the Raider Deck era. It funded pass progression, not everyday gear purchases. | Removed October 8, 2026 with Frozen Trail 2.0. Any price quoted in Cred is dead. |
| Reward Points | The replacement for Cred. Applied automatically to whichever Reward Pass you have active; only one pass can be active at a time. | Live — but they are not money. They advance passes. They cannot buy gear. |
The trap is that guides use the words loosely. Some write “credits” when they mean Coins. Some quote Cred prices from before October 2026 as if they still applied. Some describe Reward Points as spendable. None of that is true. Coins are the only currency you can spend on gear. Reward Points only advance your active pass — the Frozen Trail Pass has 60 levels across Free and Premium tracks, and old Raider Decks moved to the free Legacy Pass. If a guide tells you to farm Cred, close it. If a guide tells you a price in “credits,” check whether it means Coins before you plan around the number.
One more separation that matters: there is no player-to-player currency at all. Coins cannot be sent to another player, traded, or exchanged in a menu. The only way an item moves between players is the in-raid drop — you drop it on the ground, they pick it up — with no escrow and no protection. That is the whole trading system, and it is why the Coins in this guide are all earned, never bought.
Sell, Keep or Recycle: The Decision That Makes the Money
Coins only come from what you sell, so treat every inventory slot like rent you have got to pay. The decision you make over every item — sell it, keep it, or recycle it — is the whole economy, and most players get it wrong by hoarding “maybe useful later” junk until their stash is full and their wallet is empty.
| What you found | Usually do this | Check before acting |
|---|---|---|
| Trinket or collectible with no active use | Sell for Coins | Confirm it is not needed for an active quest, display, Scrappy upgrade, or current project |
| Duplicate blueprint | Sell — every duplicate sells for a fixed 5,000 Coins | Keep one copy of each blueprint for crafting; blueprints are permanent recipes once learned |
| Component for your next Workshop or Outpost upgrade | Keep the required quantity | Check the exact in-game requirement, not an old shopping list |
| Green weapon or armour you do not need | Recycle into stackable metal, rubber and scraps | Recycling can beat selling for long-term crafting value — check what you need first |
| Chemicals, medical supplies | Keep if crafting, sell if broke | Chemicals are valuable either way; the decision is about your current need, not the item |
| Quest item, project material, upgrade component | Keep | Always check active quests and projects before selling anything unfamiliar |
What trinkets are actually worth
Trinkets are pure valuables: their job is to become Coins. The examples below are widely documented sell values, not promises that an item will appear on a particular route. Treat the in-game item card as final if pricing changes.
| Trinket | Listed sell value | Practical decision |
|---|---|---|
| Lance’s Mixtape (5th Edition) | 10,000 Coins | High-value sale if not reserved for another purpose |
| Breathtaking Snow Globe | 7,000 Coins | Strong coin pickup; protect it if the exit is risky and your pocket permits |
| Duplicate blueprint (any) | 5,000 Coins, fixed | Sell immediately — you never lose crafting progress by cashing in a duplicate |
The pattern to learn is the diamond marker: trinkets and high-value collectibles carry a diamond indicator, and the diamond is the “sell this” signal. Mixtapes, music boxes, snowglobes, the weird little collectibles that do nothing for crafting and still sell for big money — those are the backbone of Coins farming. Purples and yellows are worth grabbing if you are passing them anyway, but do not let green weapons and armour squat in your inventory: break them down during the raid into stackable metal, rubber and scraps, and keep the slots for something that pays.
The rule that governs this whole guide: every slot should earn at least 2,000 Coins. If an item is worth less than that and you have something better to carry, drop the cheap item and take the good one. Slot value is the budget, and the bag is the business.
Coin Routes: The Community-Reported Runs
There is no permanent “best Coins map.” Spawn location, container availability, other Raiders, Map Conditions and extraction risk all matter, and since Frozen Trail the loot values themselves move. What follows are the routes the community reports as the best right now, with their claims labelled as claims — because the honest version of a farming guide tells you what players report and lets you verify it, rather than printing a number as a promise.
| Route | Map | Best loot | Claimed profit | Time |
|---|---|---|---|---|
| Medical / Chemicals | Stella Montis | Scientific gear, chemicals, blue valuables | 80,000–90,000+ Coins | 7–9 min |
| Grandioso Apartments | Buried City | Trinkets, cards, posters, vases | 90,000–100,000+ Coins | 8–10 min |
| Library Loop | Buried City | Books, research desks, hospital lockers, town hall cabinets | 20,000–50,000 Coins per extract | ~10 min |
| Free-loadout short runs | Any map | Whatever the route gives — zero kit cost | 20,000–30,000 Coins per run | ~10 min |
| Dam R&A Offices | Dam Battlegrounds | Office loot, high-value containers | Fast payout, high contest | ~10 min |
| Rocket Assembly | Spaceport | Tech loot, weapon cases | High ceiling, high risk | 15–20 min |
Stella Montis Medical / Chemicals
Stella Montis is the quick-cash route when you spawn near the medical or science-heavy area — treat it as a sprint, not sightseeing. Prioritise blue scientific equipment (often 2,000–5,000 Coins each), purple and pink valuables, chemicals and antiseptic. A clean run is claimed at around 80,000+ Coins in roughly 7 minutes, especially uncontested. The rule for this route and every route in this guide: if you spawn near it, run it; if you spawn far away, do not force it. A forced route across the map is a dead Raider with a half-empty bag.
Buried City Grandioso Apartments
Grandioso Apartments is the trinket route: playing cards, vases, posters, residential collectibles — the diamond-marked items that exist to become Coins. A good run is claimed at 90,000–100,000+ Coins in under 10 minutes. The apartments are dense and indoor-heavy, so sound matters and close-range movement matters more. Keep the same discipline: fill the bag with trinkets, replace weak items as you find better ones, and extract before other Raiders collapse on the route.
The free-loadout recovery method
The free loadout is the most underused money tool in ARC Raiders, and it is the answer to being broke. When you are broke, recovering from losses, or just starting out, queue with the free loadout: zero kit cost, zero risk to your stash, and every Coin you extract is pure profit. The community claim is 20,000–30,000 Coins per 10-minute run on a free loadout, and even if your runs pay half that, the method is still the fastest recovery in the game — because the denominator is zero. Use it whenever your stash is thin, and use it between expensive runs to keep the bankroll topped up.
One claim this guide will not repeat as fact: 500,000+ Coins per hour. A seller site claims that figure, and it is the kind of number that gets copied from guide to guide until it looks true. There is no verified coins-per-hour rate in ARC Raiders, no official tracker, and no static route that survives Dynamic Loot Zones. The route claims in the table above are community reports with their times attached — test them yourself, and trust your own extracts over anyone’s headline.
The Seven Maps: What Each One Pays
ARC Raiders has seven raid maps, plus the Practice Range for training. Each one has a loot character — a category of goods it is good for — and the right map for a Coins run depends on what you need, not on which map is “best” in the abstract.
| Map | Difficulty | What it pays | Best for |
|---|---|---|---|
| Dam Battlegrounds | 2 | Electrical supplies, mechanical salvage, industrial materials | Learning routes; metal parts, rubber parts, steel springs |
| Buried City | 3 | Residential, commercial and medical loot; trinkets, cards, vases | Trinket farming; plastic parts, chemicals, fabric |
| Spaceport | 3 | Weapon cases, industrial and technological salvage | Weapon farming; wires, processors, tech loot |
| The Blue Gate | 4 | Electrical and tech materials, keyed rooms, event objectives | Advanced mechanical components; keyed-room loot |
| Stella Montis | 4 | Medical, technological and Exodus loot | Medical and chemicals runs; Exodus tech |
| Riven Tides | 5 (hardest) | Port cargo, hotel scavenging, industrial recyclables; Beachcombing | High-value circuits; Stacking Yard recyclables |
| Pendola Pass | 3 | Variable by Dynamic Loot Zone; Old Town, railyard, observatory, Fallen Emperor | Flexible category scavenging — check the zone values first |
Maps unlock by rounds played — Dam from the start, Buried City after 8 rounds, Spaceport after 12, The Blue Gate after 18, Riven Tides after 20, Stella Montis after 24, Pendola Pass after 25 — so a new player’s map list grows with play, not with level. (Two sources disagree on Buried City — 8 rounds by the wiki index, 6 on its dedicated page — and on Pendola Pass’s unlock, listed as “not published” in one source; the practical point is the same: play rounds and the maps open.)
Riven Tides deserves a note. It is the hardest map in the game and the one Frozen Trail buffed most directly: Embark increased its overall loot value by approximately 15% in 2.0. That is a map-wide value adjustment, not a promise that every container pays 15% more Coins — but it is why Riven Tides tops the loot-value lists right now. Do not go there under-geared for the 15%: the difficulty is the price of the loot, and a dead Raider collects neither.
Map Conditions: when the map itself changes
Every map changes shape depending on which Map Condition rolled for that raid. Night Raid, Cold Snap, Hurricane, Hidden Bunker, Locked Gate, Beachcombing on Riven Tides, Frigate and Redirection on Pendola Pass, Flash Freeze on Pendola Pass — each one changes loot, spawns, sightlines or extracts, and some extend the raid from 30 to 40 minutes. Conditions are not decoration: a Night Raid changes what you can see and what can see you, a Locked Gate opens a whole section of The Blue Gate, and Beachcombing turns Riven Tides’ coastline into a treasure-search activity.
For Coins farming, conditions are a filter, not a goal. Check the condition before you commit to a route. A route that pays under normal conditions can pay badly under a condition that closes its best rooms or floods its extracts with other Raiders. Conversely, a condition that opens a locked section or boosts a loot category can make an ordinary map the best farm of the day. The habit is the same as with Dynamic Loot Zones: read the day’s map before you plan the day’s route, and do not force a route the map is not offering.
Event conditions deserve the same treatment with more upside. Seasonal modifiers can juice loot tables — Spaceport’s Rocket Assembly is the oft-cited example of a high-ceiling spot that pays best when an event is running — but events are high-risk, high-reward by design: more players, more ARC, more competition for the same containers. Run events when your kit and your route can handle the crowd; run quiet maps when they cannot. The event is not free money. It is expensive money that happens to be available for a limited time.
Dynamic Loot Zones: Why Routes Rot
Pendola Pass is the test bed for Dynamic Loot Zones: an area’s loot category stays the same between raids, but its value can change. A zone that paid well yesterday can pay poorly today, and a zone you ignored can become the best spot on the map. The system is the single biggest reason fixed farming routes are unreliable after Frozen Trail — and the reason this guide labels its route claims as claims rather than printing them as law.
The practical rules for a dynamic economy:
- Check the zone values before you commit to a long route. If the zone you planned to farm is cold today, farm a different one. The map is the same; the money moved.
- Keep routes short and flexible. A 7-minute route to a hot zone beats a 20-minute route to a zone that cooled off while you were walking there.
- Do not trust pre-2.0 route guides. Any route written before October 8, 2026 assumes static loot values. The values are not static anymore.
- Learn the categories, not the spots. A zone’s category stays the same even when its value changes — so learn which zones are Medical, which are Industrial, which are Residential, and pick the category you need today rather than the spot that paid yesterday.
Dynamic Loot Zones are currently a Pendola Pass test, but the design direction is clear: Embark is moving away from static farming. The Raider who learns to read the day’s values will out-earn the Raider who memorised a route.
Crafting for Coins
Crafting pays in ARC Raiders when you turn cheap, common drops into something a vendor values more — and the margin lives entirely in the price gap. The oft-cited example is flipping common drops into Energy Clips: buy or loot the inputs cheap, craft, sell the output for a clean margin. The method works. The margin does not work on autopilot.
- Check the gap before every batch. Input prices and output prices both move. A craft that paid last week can lose money this week if the input spiked.
- Use your own loot as inputs. Raid loot you would otherwise sell at a discount becomes craft inputs at full value — that is where the real margin hides.
- Blueprints are permanent. Once you extract with a blueprint, it unlocks that recipe at the Assembler forever on your account — you never lose it. That makes blueprint hunting a one-time investment with a permanent payoff, and duplicates a straight 5,000 Coins each.
- Do not craft blind. If no craft is profitable today, leave the bench empty and raid instead. An idle bench earns nothing, but a bench crafting at a loss is worse than idle.
- Medical supplies flip too. Buying then reselling certain medical supplies can be easy profit when prices swing — but “when prices swing” is doing all the work in that sentence. Check the price, then decide.
This guide deliberately gives no craft-by-craft profit table. Craft margins depend on live vendor prices for inputs and outputs, and any table printed here would be stale within days. The method above, plus the item card in front of you, is the durable version.
Stash, Safe Pocket and Loadout Math
Coins farming is inventory management as much as looting. Your stash is the warehouse, your Safe Pocket is the insurance policy, and your loadout is the budget — and all three decide how much of what you loot actually becomes Coins.
Stash: the standard Stash can reach 328 slots through its regular upgrades, not counting eligible extra space from other progression systems. Upgrade it as you earn — a full stash is a hard stop on farming, and a player who cannot store loot cannot farm. Keep the stash organised by decision: a sell pile, a keep pile for upgrades and quests, and a recycle pile for greens. A stash full of “maybe useful later” junk is a wallet full of nothing.
Safe Pocket: anything in your Safe Pocket survives death. That makes it the most valuable inventory space in the game for farming: put the single highest-value item in it — the Mixtape, the Snow Globe, the one trinket that makes the run — and the run pays even if you die. A Looting Augment Mk2 is worth its weight for the same reason: extra trinket space means fewer painful decisions about what to leave behind.
Loadout math: every Coin you spend on a kit is a Coin the run has to earn back before it profits. The free loadout earns from zero. A budget loadout earns from a small hole. An expensive loadout earns from a deep one — and if you die, the hole gets deeper. The rule: bring the cheapest kit that can survive the route. A loot route does not need a meta weapon; it needs a weapon that wins the one fight you cannot avoid, and the discipline to avoid the other five.
Contracts and Quests: Double-Dipping
The easiest Coins in ARC Raiders are the ones you earn twice: once from the loot, once from the contract. Before you drop, queue vendor contracts that overlap with your route — a simple ARC kill bounty that happens to sit along your loot path is basically free Coins, because you were going there anyway.
The double-dip rules:
- Queue contracts before you drop, not after you land. A contract you did not take pays nothing, no matter how many of its objectives you complete by accident.
- Pick contracts that match the map and the route. An ARC bounty on Dam Battlegrounds is free money on a Dam loot run and a wasted slot on a Buried City trinket run.
- Stack quest objectives on the same map. If a quest needs a specific item, location and ARC part, route through the location, search every container, fight only the target you need — one raid, quest progress, search XP, combat XP and a safe return.
- Do not chase a contract off your route. A bounty on the far side of the map is not free money — it is a detour through contested ground with a full bag. Let it go.
Trials pay Coins too — indirectly
Trials are a leveling system first and a Coins system second, but the second part is real: weekly challenges pay materials and rewards alongside XP, and the materials feed crafting and upgrades that would otherwise cost Coins. Trials Season 6, “Frozen Trials,” runs October 8, 2026 to January 12, 2027, and the weekly reset means the rewards are renewable — a Trials week you skip is a week of materials you never get. Do your Trials early in the week, build the attempt around a route you already know, and bank the rewards before you start the pure Coins loop. The loop pays better when the Trials materials are already in the stash.
The same logic applies to quests. A quest that pays a blueprint, a weapon, or a stash upgrade is worth more Coins than its face value, because it saves you the purchase price. Read every quest reward as a Coins figure: what would this cost me to buy? That is what the quest is really paying, and it is often more than the loot run you skipped to do it.
Risk: Dying Rich
Every Coins run ends one of two ways: you extract with a full bag, or you die with it. The difference between a rich Raider and a broke one is not loot luck — it is how often each one dies, and what they were carrying when they did.
The risk rules are short. Extract before the raid gets dangerous, not after. Late-raid ARC presence rises, other Raiders converge on the popular routes, and the extract gets busier the longer you wait. A 7-minute extract with 80,000 Coins beats a 25-minute raid that ends in a death with nothing. Protect the bag, not the route. When your bag is full of dense value, the route is over — the next room is risk without reward. Use the Safe Pocket for the one item that matters. The Mixtape in the pocket means the run pays even if everything else is lost. Do not fight over loot you already have. A fight you win still costs ammo, noise and time; a fight you lose costs the whole bag. The loot in your bag is already yours — the fight is only about whether you keep it.
Survival rate is the metric that matters. Community farming guides put the target at maintaining over 70% survival — not because 70% is magic, but because below it, the deaths eat the profits faster than the good runs can replace them. If your survival rate is under that, the fix is not a better route — it is shorter routes, cheaper kits, and earlier extracts.
Know your exits before you need them
ARC Raiders has four extraction types, and each map uses a different mix: Elevators, Raider Hatches, Metro stations, Airshafts — and on Pendola Pass, the Ballistic Gondola. A route is only as good as its exit, and an exit you have not scouted is a gamble, not a plan. Learn at least two exits for every route you run: the primary, for when the raid goes well, and the backup, for when the primary is camped, contested, or on the far side of a fight you cannot win. Public extract points get busy late in the raid, which is one more reason short runs beat long ones — you are leaving while the exits are still quiet, not queuing for them with every other Raider on the map. The Gondola on Pendola Pass deserves a special note: it is the map’s signature extraction, it was bugged at Frozen Trail launch (players could be eliminated inside it), and it was fixed in 2.1.0 — but a moving extraction is still a chokepoint, so plan your arrival, not just your departure.
The Daily and Weekly Coins Loop
Coins compound when the loop is a habit, not a project. The loop below is the whole guide compressed into a routine — run it daily and the stash grows whether or not any single raid goes well.
Every session
- Check the day’s loot values first. Dynamic Loot Zones move — pick today’s hot category, not yesterday’s route.
- Queue contracts before you drop. Overlapping objectives are free Coins; missed ones are wasted slots.
- Run short, survivable routes. Spawn near a dense area, loot fast, replace weak items, extract in under ten minutes. Repeat.
- Sell before you log off. Trinkets, duplicate blueprints, recyclables — sold at the end of the session, not left in the stash where they earn nothing.
Every week
- Do your Trials. Weekly challenges pay XP, materials and leaderboard rewards, and only your best scores count. Push them early in the week.
- Re-check your craft margins. Input prices move; the craft that paid last week may not pay this week. Re-price, re-pick, re-craft.
- Push one stash or Outpost upgrade. One upgrade a week, and the carrying capacity and research compound steadily.
- Check the patch notes. Frozen Trail rebalanced Feats in 2.2.0 and reworked Emperor and Frigate loot in 2.3.0 — a player who reads the notes adjusts in an hour; a player who does not adjusts in a month of losses.
Coins Traps: Where Players Lose Money
- Trusting pre-Frozen-Trail route guides. Cred is gone, loot values moved, Dynamic Loot Zones exist. Any route written before October 8, 2026 assumes a static economy that no longer exists.
- Selling quest, project and upgrade materials. Check active quests, projects and Scrappy upgrades before selling anything. A sold component can cost you days of re-farming.
- Hoarding green gear. Green weapons and armour squatting in your inventory are slots that could hold trinkets. Recycle them into metal, rubber and scraps.
- Forcing a far spawn. If you spawn far from the route, do not force it. Run the route near your spawn, or extract early and re-queue. A forced route is a dead Raider.
- Believing a coins-per-hour headline. No verified rate exists. The 500,000+ Coins/hour claim comes from a seller site. Trust your own extracts.
- Quoting Cred prices. Cred was removed in Frozen Trail. Any price in Cred is dead, and any guide quoting one is stale.
- Fighting over loot you already have. The bag is the profit. A fight you lose costs the whole bag; a fight you win still costs ammo, noise and time.
- Ignoring the Safe Pocket. The one item that survives death should be the most valuable thing you carry. An empty Safe Pocket is a free insurance policy you forgot to buy.
A Word on Buying Coins
There is no official ARC Raiders real-money marketplace, and there is no legitimate way to buy Coins, items or accounts. The game has no built-in cash trading, no marketplace, no auction house and no stash-to-stash trading — so every “ARC Raiders real money marketplace” is a third-party platform by definition. Embark’s Terms of Service prohibit trading for anything of value (real money or otherwise) and account sales, and using third-party services risks account suspension; a three-strikes progressive ban system (30 days, then 60, then permanent) has been reported by third-party guides. A dropped item can be sniped by a third player before your buyer grabs it, so even the delivery method is unsafe — and an account bought from someone else inherits their ban liability. Everything in this guide is earned topside, and the Coins figures here are what the game itself pays.
Patch State (as of November 8, 2026)
Newest live patch: 2.3.0 (October 27, 2026) — a rework of Emperor and Frigate loot. The headline patch is Frozen Trail 2.0 (October 8, 2026): Pendola Pass, three new ARC (Bully, Skulker, Hydra), the Stiletto and Bantam weapons, Amplified Weapons, the Outpost, the reworked skill tree, Reward Passes replacing Raider Decks, Cred removed in favour of Reward Points, and 22 new quests. Follow-ups: 2.1.0 (October 13, 2026) fixed Field Repair, Broad Shoulders and the Gondola bug; 2.2.0 (October 20, 2026) rebalanced Feats and raised enemy presence on Pendola Pass slightly. Riven Tides’ overall loot value rose about 15% in 2.0.
Current season: Trials Season 6, “Frozen Trials,” runs October 8, 2026 to January 12, 2027. Expeditions are paused until early 2027 after the fifth Expedition (September 8–29, 2026). The PvE toggle test (October 13–20, 2026) has ended; ordinary raids remain PvPvE.
Recent history that frames this guide: Riven Tides arrived in update 1.26.0 (April 28, 2026); Stella Montis arrived in update 1.2.0 (November 13, 2025); the game launched October 30, 2025. Embark announced in May 2026 a shift to two major updates a year, starting with Frozen Trail — so the next major update is months away, and the economy in this guide should hold until it lands.
Related pages:
Sources
Every fact in this guide carries its source. Economy figures are community claims with their sources attached, because no official coins-per-hour rate exists; system facts come from Embark’s own patch notes. Last checked November 8, 2026.
- LepreStore: ARC Raiders Economy Guide — make Coins & manage stash (Update 2.2, October 24, 2026)
- GGWTB: ARC Raiders Coins Farming Guide — Stella Montis and Buried City routes, 80,000–100,000 Coins claims
- Of Zen and Computing: 6 Fast Ways to Farm Money in Arc Raiders — free-loadout runs, trinkets, blueprints
- MMOPixel: ARC Raiders Coin Farming Guide — 500,000+ Coins/hour claim (seller site, flagged unverified)
- EZNPC / Forum des Fusées à Eau: How to Farm ARC Raiders Coins Fast in 2026 — recycling, contracts, Energy Clips
- The ARC Raiders (community, Embark notes): Frozen Trail 2.0 Patch Notes — Cred removed, Riven Tides +15% (October 8, 2026)
- ARC Raiders.gg: Frozen Trail 2.0 Update — patch notes summary (October 8, 2026)
- RatWatch: ARC Raiders Patch Notes — 2.1.0, 2.2.0, 2.3.0 follow-ups
- LepreStore: ARC Raiders Map Guide — all 7 maps, loot & exits (Update 2.2, October 24, 2026)
- LepreStore: ARC Raiders Resource Farming Routes — all 7 maps (Update 2.2, October 24, 2026)
- ARC Raiders.gg: Blueprints guide — 5,000 Coins per duplicate, no trading system, ToS warning
- All Things How: Arc Raiders trading — in-raid drop swaps, no official system
- AstroBoost: ARC Raiders Real Money Marketplace — ToS stance, three-strikes report
- Timesaver: ARC Raiders Map — all 7 maps, unlock rounds, raid lengths
Frequently Asked Questions
What is the currency in ARC Raiders — Coins, Cred or credits?
Coins. Coins are the spendable currency: you earn them by selling loot to Traders in Speranza and spend them on gear, upgrades and crafting. Cred was a separate pass currency that Embark removed on October 8, 2026, replacing it with Reward Points, which only advance your active Reward Pass. Guides that say 'credits' or quote Cred prices are stale.
What is the fastest way to farm Coins?
No verified coins-per-hour rate exists, and any guide quoting one as a promise is guessing. The reliable pattern is short, survivable runs: spawn near a dense loot area, fill your bag with high-value sell items, and extract in under ten minutes. Community-reported routes claim 80,000–100,000 Coins in 7–10 minutes on Stella Montis and Buried City, but those are best-case claims, not guarantees.
What should I sell, and what should I keep?
Sell trinkets and duplicate blueprints — trinkets exist to become Coins, and every duplicate blueprint sells for a fixed 5,000 Coins. Keep components for your next Workshop or Outpost upgrade, and recycle green gear into metal, rubber and scraps. Before selling anything, check it against active quests, projects and Scrappy upgrades.
How much are trinkets worth?
Documented examples: Lance's Mixtape (5th Edition) sells for 10,000 Coins and the Breathtaking Snow Globe for 7,000 Coins. Those are the listed sell values on the item card, which is the final word if pricing changes — treat them as examples of what to look for, not as loot you will find on every run.
Is there a player market or auction house in ARC Raiders?
No. There is no in-game marketplace, auction house or trading interface. The only way to move an item to another player is to drop it on the ground during a raid, with no escrow and no protection. Embark's Terms of Service prohibit trading for anything of value, and third-party coin or item services risk account suspension.
What are Dynamic Loot Zones?
A system introduced with Pendola Pass in Frozen Trail 2.0: an area's loot category stays the same between raids, but its value can change. That means no fixed farming route stays optimal forever — check the current zone values before committing to a long route, and do not trust pre-2.0 route guides that assume static values.
Should I craft items to sell for Coins?
Crafting pays when you turn cheap, common drops into something a vendor values more — Energy Clips are the oft-cited example — but it only works if you check the input costs against the sell price first. Never craft blind: the margin lives in the price gap, and the gap moves with every patch.
What changed for the economy in Frozen Trail 2.0?
Three things that matter for farming: Cred was removed and replaced by Reward Points, so old Cred prices are meaningless; Riven Tides' overall loot value rose about 15%; and Pendola Pass introduced Dynamic Loot Zones, so fixed routes are less reliable. The standard Stash can now reach 328 slots through its regular upgrades.
Arc Raiders