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.

Every choice is permanent and some upgrades lock others out, so read a gun's tree before you spend a module. Below are all 15 trees, all 15 researches and our picks, checked on 9 October against the 2.0 game data published since launch and Embark's 2.0 patch notes.

What you need to amplify a gun

Every amplified gun also gets Amplified Durability, a higher maximum durability, at no extra cost. Both station upgrades need four Outpost rooms, and our Outpost guide covers the project, the rooms and what each station level takes.

Where Amplification Modules drop

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.

Frigate versus Fallen Emperor

Where:
Frigate, A rotating map condition on Buried City, Dam Battlegrounds, Pendola Pass, Spaceport and Blue Gate.
Fallen Emperor, Pendola Pass only
Getting in:
Frigate, Find a way aboard, then fight through its passages past Hydra turrets. No free loadouts.
Fallen Emperor, A door at its base that takes an Emperor Gateway Conduit

Embark's map conditions schedule shows when the Frigate is next up on each map. The Emperor's conduit is a three-step craft:

  1. 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.
  2. 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.
  3. 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 fallen Emperor on Pendola Pass. Its interior is one of only two places modules drop. · Open full size

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.

Durability and repairs

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

  • Higher maximum: Amplified Durability raises the gun's durability cap.
  • 10% on death: the game says that when its owner dies, the gun drops to 10% durability. A looted one is good for a fight, not a career.
  • Repairs: Amplified Fragments, and the game says you need the matching research first. Embark's developers said in their Frozen Trail Q&A that keeping a looted gun means doing the amplification work yourself.
  • Fragments: recycle amplified guns (4 to 13 fragments before upgrades, up to 35 for a fully built one), spare modules (7) or old Anvil Splitter mods (5), which Embark says should no longer drop.

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.

MarkBaseGuns
MK I7Hairpin, Kettle, Rattler
MK II10Burletta, Il Toro
MK III13Anvil, Canto, Osprey, Rascal, Renegade
MK IV17Bettina, Hullcracker
MK V22Aphelion, Equalizer, Jupiter

MK I guns: Hairpin, Kettle, Rattler

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.

UpgradeEffect and cost
Incendiary RoundsSets targets on fire. 3 Fossilized Lightning + Thermite-Tipped Rounds research.
Semi-AutoNo more cocking between shots. 3 Pneumatic Actuators + Trigger Reset Systems research.
Sprint ShootingFire while sprinting. Needs Semi-Auto first. 3 Fluted Rotor Cores + Mobile-Fire Grip Fittings research.
Tracker RoundsBriefly reveals targets you hit. 1 Matriarch Reactor, no research.

Kettle

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

UpgradeEffect and cost
Full-AutoFully automatic fire. 3 Pneumatic Actuators, no research.
Anti-ShieldBreaks shields faster. 3 Assessor Matrices + Shield Stress Testing research.
X-RoundsExplosive rounds, much harder on ARC armour; no magazine slot. 3 Fossilized Lightning + Embedded Blast Engineering research.

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.

UpgradeEffect and cost
More ReloadMore rounds per reload step. 2 Propellant Valve Assemblies, no research.
Drum Mag64-round drum, with more recoil. Needs More Reload first. 4 Pressure Regulators + Magazine Geometry 101 research.
Incendiary RoundsSets targets on fire. 3 Fossilized Lightning + Thermite-Tipped Rounds research.

MK II guns: Burletta, Il Toro

Burletta

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

UpgradeEffect and cost
Burst Fire3-round bursts. 2 Queen Reactors + Burst Assembly Recovery research.
Increased Burst5-round bursts and 3 more rounds per magazine. Needs Burst Fire first. 2 Pressure Regulators + Extended Burst Cycles research.
Full-AutoFully automatic, less accurate. 3 Pneumatic Actuators, no research.
Sprint ShootingFire while sprinting. 4 Fluted Rotor Cores + Mobile-Fire Grip Fittings research.

Il Toro

Pump shotgun. Both upgrades stack, in either order.

UpgradeEffect and cost
More ReloadMore shells per reload step. 2 Propellant Valve Assemblies, no research.
Slug RoundsOne heavy slug instead of a spread. 4 Turbine Compressors + Solid-Core Casting Tech research.

MK III guns: Anvil, Canto, Osprey, Rascal, Renegade

Anvil

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

UpgradeEffect and cost
Anvil SplitterEach shot splits into 4 weaker projectiles. 3 Turbine Compressors, no research.
X-RoundsExplosive rounds, much harder on ARC armour. 3 Fossilized Lightning + Embedded Blast Engineering research.

Canto

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

UpgradeEffect and cost
Carbine ConversionSteadier and more accurate, less agile. 3 Propellant Valve Assemblies, no research.
Sprint ShootingFire while sprinting. 4 Fluted Rotor Cores + Mobile-Fire Grip Fittings research.
Incendiary RoundsSets targets on fire. 3 Fossilized Lightning + Thermite-Tipped Rounds research.

Osprey

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

UpgradeEffect and cost
Ergonomic BoltWork the bolt without leaving the scope. 3 Fluted Rotor Cores + Action Economy research.
Anti-Weak PointMore damage to ARC weak points, less to armour. 2 Assessor Matrices + Targeted Component Trial research.
Tracker RoundsBriefly reveals targets you hit. 2 Matriarch Reactors, no research.

Rascal

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

UpgradeEffect and cost
High VelocityFaster projectiles. 2 Pneumatic Actuators, no research.
Incendiary RoundsExplosions leave fire on ARC. 3 Fossilized Lightning + Compact Combustion Charges research.
Sprint ShootingFire while sprinting. 2 Fluted Rotor Cores + Mobile-Fire Grip Fittings research.

Renegade

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

UpgradeEffect and cost
More ReloadMore rounds per reload step. 2 Propellant Valve Assemblies, no research.
ScopedAdds a scope; no magazine slot. 4 Fluted Rotor Cores + Top Mounted Optics Retrofittings research.

MK IV guns: Bettina, Hullcracker

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.

UpgradeEffect and cost
Bigger MagLarger magazine. 3 Pressure Regulators, no research.
Semi-AutoSemi-automatic fire, +3 base damage. 3 Pneumatic Actuators + Trigger Reset Systems research.
X-RoundsExplosive rounds, much harder on ARC armour. Needs Semi-Auto first. 3 Fossilized Lightning + Embedded Blast Engineering research.

Hullcracker

Pump-action grenade launcher. Both upgrades stack.

UpgradeEffect and cost
Mag ReloadReloads the whole magazine at once. 3 Propellant Valve Assemblies, no research.
Incendiary RoundsExplosions leave fire on ARC. 3 Fossilized Lightning + Compact Combustion Charges research.

MK V guns: Aphelion, Equalizer, Jupiter

Aphelion

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

UpgradeEffect and cost
Charged BurstHold to charge; the longer you hold, the more rounds fire. 2 Queen Reactors + High-Voltage Exposure research.
Increased BurstMore rounds per burst. Needs Charged Burst first. 2 Pressure Regulators + Extended Burst Cycles research.
Bigger MagLarger magazine. 3 Pressure Regulators, no research.
Incendiary RoundsSets targets on fire. 3 Fossilized Lightning + Thermite-Tipped Rounds research.

Equalizer

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

UpgradeEffect and cost
Ramping DamageDamage climbs while the beam stays on target. 3 Queen Reactors + Beam Resonance Tech research.
Anti-Weak PointMore damage to ARC weak points, less to armour. 2 Assessor Matrices + Targeted Component Trial research.
Bigger MagLarger magazine. 3 Pressure Regulators, no research.

Jupiter

Railgun sniper. All three upgrades stack.

UpgradeEffect and cost
ScopedAdds a scope. 3 Fluted Rotor Cores + Top Mounted Optics Retrofittings research.
Ergonomic BoltWork the bolt without leaving the scope. 3 Fluted Rotor Cores + Action Economy research.
Bigger MagLarger magazine. 3 Pressure Regulators, no research.

All 15 researches

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.

Sprint Shooting

Mobile-Fire Grip Fittings

For the Burletta, Canto, Hairpin and Rascal. Costs 20 Skulker Drivers. In one raid, visit seven Pendola Pass spots: Electrical Substation, Truck Stop, Old Town, Almatera Station, Researcher Lodgings, Deep-Space Telescope and Commissary Supermarket.

Incendiary Rounds

Thermite-Tipped Rounds

For the Aphelion, Canto, Hairpin and Rattler. Costs 5 Firefly Burners. Destroy 30 Fireballs with Explosive Mines.

X-Rounds

Embedded Blast Engineering

For the Anvil, Bettina and Kettle. Costs 5 Rocketeer Drivers. Deal 1,000 damage each to Fireflies, Hornets, Fireballs and Surveyors with Light Impact Grenades.

Ergonomic Bolt

Action Economy

For the Jupiter and Osprey. Costs 8 Sentinel Firing Cores. In one raid, deal 1,000 damage with a Hairpin.

Incendiary Rounds

Compact Combustion Charges

For the Hullcracker and Rascal. Costs 5 Bombardier Cells. Deal 3,000 damage with Blaze Grenades.

Increased Burst

Extended Burst Cycles

For the Aphelion and Burletta. Costs 10 Comet Igniters. Deal 10,000 damage with a Burst Fire Burletta or a Charged Burst Aphelion, so you need one amplified first.

Anti-Weak Point

Targeted Component Trial

For the Equalizer and Osprey. Costs 20 Fireball Burners. Destroy 40 thrusters on flying ARC.

Scoped

Top Mounted Optics Retrofittings

For the Jupiter and Renegade. Costs 14 Snitch Scanners. In one raid, reach Pilgrim's Peak on Blue Gate and deal 1,000 damage to ARC with an Osprey.

Semi-Auto

Trigger Reset Systems

For the Bettina and Hairpin. Costs 4 Vaporizer Regulators. Destroy 5 Skulkers with a Raider Tool.

Ramping Damage

Beam Resonance Tech

For the Equalizer. Costs 2 Queen Reactors. In one raid, deal 1,500 damage to Vaporizers with an Equalizer.

Burst Fire

Burst Assembly Recovery

For the Burletta. Costs 20 Pop Triggers. Destroy 3 Shredders with a Raider Tool.

Charged Burst

High-Voltage Exposure

For the Aphelion. Costs 5 Leaper Pulse Units. Destroy 5 ARC Turbines.

Drum Mag

Magazine Geometry 101

For the Rattler. Costs 5 Bastion Cells. Deal 15,000 damage to a Bastion with a Rattler, and destroy one with it.

Anti-Shield

Shield Stress Testing

For the Kettle. Costs 2 Matriarch Reactors. Deal 700 damage to other Raiders.

Slug Rounds

Solid-Core Casting Tech

For the Il Toro. Costs 20 Tick Pods. Destroy 50 flying ARC with shotguns.

Skulkers, new in Frozen Trail, feed two researches: 20 Skulker Drivers for Sprint Shooting and 5 Raider Tool kills for Semi-Auto. · Open full size

Which upgrades are worth it

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.

  • Rattler: More Reload, Drum Mag, Incendiary Rounds. Embark's own showcase. It's also the dearest of these four to run at 35 fragments a repair, so bank fragments first. Bring a plain Rattler to the Drum Mag task, which wants a Bastion kill.
  • Burletta: Full-Auto. No research at all, just 3 Pneumatic Actuators, and the cheapest of the four to run at 20 fragments a repair. Preview players called it the biggest change of any gun they tried, and chaotic, so fit a muzzle brake.
  • Hairpin: Semi-Auto, then Sprint Shooting. A semi-auto Hairpin you can fire on the run was a real threat in preview fights, and at 27 fragments a repair it costs less to run than the full Rattler.
  • Renegade: Scoped. The pick for range at 23 fragments a repair, and the same research scopes a Jupiter later. Preview players found it weak inside about 30 metres.
  • Research first: Thermite-Tipped Rounds and Mobile-Fire Grip Fittings each open upgrades on four guns.

Short on modules or ARC parts?

Every module comes from the Frigate or the fallen Emperor, and the researches eat stacks of ARC parts. Frigate runs put our operators on the ship with you, or one runs it on your account, and you keep everything recovered.

Stuck on a one-raid research task, like Pilgrim's Peak on Blue Gate? Map runs put our operator in your squad on any map while you do it. Stations not at level 4 yet? Outpost Full Upgrade builds every room, the Research Station and the Gunsmith with the parts farmed.

Got questions first? The FAQ on our ARC Raiders page covers how team up and piloted orders work. Building the stations yourself? Start with the Outpost guide.

Amplified weapon questions

Can you amplify the Stiletto or Bantam? No. Embark's developers say Frozen Trail's two new guns have no amplified versions yet, and Embark plans to bring amplification to more weapons later.

Can you undo an amplification? No. The game warns that amplification fundamentally changes the weapon and "cannot be reverted". Upgrades are just as final, so check a gun's locks before you buy.

Do attachments still fit an amplified gun? Yes. It keeps the tier IV gun's mod slots, though a few upgrades take one away, such as the Scoped Renegade's magazine slot.

Does the order you buy upgrades in matter? Only for locks and prerequisites. Each upgrade costs the same whichever order you take it in, but a few need another upgrade first, and picking one side of an either-or branch closes the other for good.