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ARC Raiders Expedition Tier List — Best Projects to Prioritize

By LootLore EditorsPublished Updated
ARC Raiders expedition project board showing tier prioritization

Expedition Project Tier Summary

TierProject ArchetypeWhy It's Worth It
STrader reputation unlocksPermanent vendor access compounds across every future session
SBlueprint-reward projectsOne-time unlocks; recipes available forever after
SStash expansion projectsPermanent slot increase; pays off every raid going forward
ARepeatable currency-grind projectsReliable income source; replaces grinding raw loot for sale
AXP-heavy projects (when leveling unlocks)Time-gated progression that opens new content
BGear-reward projects (one-time)Useful in context but replaceable through raids
BConsumable-bundle projectsReduces stash pressure but not progression-defining
CCosmetic-only projectsNo mechanical benefit
CProjects with negative net resource costCost more inputs than the reward provides; skip

How to Read an Expedition Project

Every expedition project has three components: the supply cost (what you spend to commit to the project), the time cost (how long it takes to complete), and the reward block (what you get on completion). New players commit to projects based on the headline reward without comparing the supply and time costs against the project's actual value. This is how players end up grinding projects that net out to a loss.

The correct framework: estimate the project's reward in equivalent currency value. If the project rewards 100 of a crafting material that sells for X currency each, the reward is 100X. Compare that to the supply cost converted into currency (what you would have received by selling those supplies instead). If the project's reward is meaningfully higher, commit. If it's roughly equal, the project is filler. If it's lower, skip — you can sell the supplies for more currency than the project produces.

The exception to the value comparison is permanent unlocks. A trader reputation tier, a blueprint, or a stash expansion has no currency-equivalent because it compounds across all future runs. These projects justify committing even when the immediate value math is unfavorable, because the lifetime value of the unlock dwarfs the one-raid supply cost.

S-Tier vs A-Tier vs B-Tier Project Value

AttributeS-Tier (Permanent Unlocks)A-Tier (Repeatable Grind)B-Tier (One-Time Reward)
Lifetime valueCompounds across every future raidRenewable each cycleSingle-use benefit
Supply cost ratioWorth committing even at high costShould net positive on supply mathShould net positive on supply math
Time cost toleranceLong projects are acceptableShort cycles preferredShort cycles preferred
Best forMid-to-late wipe progressionSteady currency / mat incomeFilling gaps between S-tier
Stash impactStash expansions reduce future pressureCycles through supplies steadilyMay produce stash bloat if hoarded

Verdict: S-tier projects are the priority because their lifetime value dwarfs every other reward type. A-tier projects fill the steady-state grind between S-tier unlocks. B-tier projects are situational fillers — useful when their specific reward matches a current bottleneck, otherwise skippable. Don't grind B-tier projects out of habit when S-tier unlocks are available.

S-Tier — Trader Reputation Projects

Trader reputation unlocks new vendor inventory, better resale rates, and access to gated blueprints. Every level of reputation compounds across every future trader interaction, which means a single reputation unlock pays off for the entire remaining wipe. Trader reputation projects are the highest-priority expeditions in the game once you understand the game's economy.

The catch is that trader reputation projects often cost more supplies than the immediate reward seems to justify. Look past the immediate math — the unlock value isn't the project's reward; it's the lifetime trader access the rep provides. Commit to trader rep projects even when they look like a net loss on the supply ledger, because the supply ledger doesn't capture the unlock value correctly.

Sequencing matters. Lower trader rep tiers unlock the most progression-defining inventory (basic mid-tier gear, common blueprints). Higher tiers unlock premium content. Push the lower tiers first to get the cumulative compounding benefit earlier in the wipe. A player who pushes one trader to tier 3 in the first week earns more total currency than a player who pushes three traders to tier 1 in the same time.

S-Tier — Blueprint and Stash Expansion Projects

Blueprint-reward projects unlock crafting recipes permanently. Once unlocked, a blueprint produces gear or consumables every time you have the inputs, which means the lifetime value is high regardless of the project's individual reward magnitude. Blueprint projects are priority commits even when they're long or supply-heavy, because the recipe access pays off forever after.

Stash expansion projects (when available in the expedition system) are similarly high-value. Each additional stash slot is a permanent reduction in the stash management overhead you spend across every future session. The cumulative time saved and the additional storage capacity for high-value items makes stash expansions one of the highest-leverage commits in the game. Always prioritize when offered.

The common pattern with these S-tier projects is that their value is invisible until you've completed them. Trader rep, blueprints, and stash expansions all compound in ways the project preview doesn't display. New players underrate them because the immediate reward looks modest. Experienced players overweight them because they understand the compounding curve.

A-Tier Project Selection Criteria

  • Repeatable currency-grind projects with positive supply-to-reward conversion — confirms net income above selling raw inputs.
  • XP-heavy projects when you're approaching a level unlock that opens new content (next trader tier, recipe gate, etc.).
  • Material-conversion projects that turn surplus low-tier mats into mid-tier mats — clears stash pressure while moving up the material chain.
  • Time-gated projects with low supply cost that run in the background — claim the reward, recommit, move on without dedicated farming.
  • Projects that align with your current loadout's bottleneck (e.g., ammo-conversion projects if you're running low on AP rounds).
  • Avoid: A-tier projects that conflict with your current S-tier commitments — don't split supplies across multiple projects of different tiers.

B-Tier and C-Tier — When to Skip

B-tier projects produce one-time rewards that are useful in context but replaceable through normal play. A project that gives you a specific mid-tier weapon is B-tier — useful if you need that weapon right now, skippable otherwise because you'll find another in a few raids. Commit to B-tier only when the specific reward matches a current bottleneck.

C-tier projects produce cosmetic or net-negative rewards. Cosmetic projects have zero mechanical impact — skip them unless you specifically enjoy the cosmetic content. Net-negative projects (those whose supply cost exceeds the currency-equivalent of the reward) actively reduce your progress; identifying these requires the value comparison framework above. Some projects are deliberately net-negative as introductory content to teach the system — once you've understood the system, skip them.

The most common mistake is committing to B-tier and C-tier projects because they're available rather than because they're worth the cost. Available is not the same as valuable. Read the reward block carefully, run the value comparison, and only commit to projects that pass the threshold. The supplies you save on skipped projects are available for the next S-tier opportunity.

Expedition Project Selection Workflow

StepAction
Step 1List all currently available expedition projects on the project board.
Step 2Tag each as S/A/B/C using the framework — permanent unlock = S, repeatable income = A, one-time reward = B, cosmetic or negative = C.
Step 3Commit to S-tier projects first regardless of supply cost (within reason).
Step 4With remaining supplies, commit to A-tier projects that fit your current bottleneck.
Step 5Skip B-tier unless the specific reward matches an immediate need.
Step 6Always skip C-tier (cosmetic-only or net-negative supply math).
Step 7Re-evaluate the board after each project completion — new options appear as you progress.

Common Expedition Mistakes

  • Committing to projects without running the supply-to-reward value comparison.
  • Grinding B-tier and C-tier projects out of habit when S-tier unlocks are available.
  • Splitting supplies across multiple low-tier projects instead of consolidating on an S-tier commit.
  • Skipping trader reputation projects because the immediate reward looks modest — the lifetime value isn't visible in the preview.
  • Hoarding cosmetic project rewards in stash — adds clutter without mechanical benefit.
  • Committing to long-time-cost projects without checking that the supply cost is also acceptable.
  • Ignoring repeatable A-tier projects in favor of one-off B-tier projects — repeatables produce lifetime income.

Frequently asked questions

What is the best expedition project to do first in a new wipe?

The first trader reputation project, almost always. Trader rep is the highest-leverage permanent unlock available early in a wipe, and the first tier of any trader's rep track is usually inexpensive to commit. Completing it opens access to better vendor inventory and resale rates that compound across every future session on that wipe. Pick the trader whose inventory best matches your loadout style and commit to their rep projects first.

How do I tell if an expedition project is worth committing supplies to?

Run the value comparison. Estimate the project's reward in equivalent currency value (sell value of all reward items combined). Then estimate the supply cost in currency (what you would have received by selling those supplies instead). If reward value is meaningfully higher than supply value, the project is worth committing. If it's lower, the project is net-negative — sell the supplies instead. The exception is permanent unlocks (trader rep, blueprints, stash expansions), which justify committing even at unfavorable immediate math because the lifetime value isn't captured in a single-project comparison.

Should I commit to multiple expedition projects simultaneously?

Yes if your supply situation supports it, and the projects don't compete for the same critical inputs. Running an S-tier and an A-tier project in parallel maximizes throughput. Running two S-tier projects that both require the same scarce supply is inefficient — you bottleneck on the supply and finish neither quickly. Plan project commitments around your supply situation, not just the project tier.

Are blueprint-reward projects always worth the supply cost?

Nearly always, yes. A blueprint is a one-time unlock that produces value across every future raid where you have the inputs to craft. Even an expensive blueprint project pays off within a few crafts. The exception is duplicate blueprints — if the project rewards a blueprint you've already unlocked, the value drops to the duplicate's resale or recycle value, which is much lower. Check whether you already have the blueprint before committing.

How do I prioritize expedition projects mid-wipe?

Shift from breadth to depth. Early wipe, the priority is unlocking foundational trader tiers and blueprints across the board. Mid-wipe, narrow focus to the specific trader and blueprint tracks that match your loadout style — push them deeper rather than starting new tracks. Late wipe, the highest-leverage projects are stash expansions and premium-tier blueprints that you'll use in the closing weeks. Match project commits to the wipe phase.

What's the worst kind of expedition project to commit to?

Net-negative cosmetic projects — supply cost exceeds reward value, and the reward has no mechanical benefit. These projects exist in most progression systems as introductory or filler content. New players sometimes commit to them because they're available and feel like progress. They're actively harmful to progression because the supplies they consume could have funded an S-tier or A-tier project. Always check the supply math; if it doesn't pencil out and the reward isn't a permanent unlock, skip.

Do expedition projects refresh or are they one-time?

Most progression systems have a mix. Repeatable projects (often A-tier currency or material grinds) cycle continuously and provide steady income. One-time projects (often S-tier unlocks and B-tier rewards) complete permanently once finished. Knowing which projects are repeatable lets you plan supply commitments — repeatables can be returned to, while one-time projects need to be prioritized when they're available. Check the project description for cycle frequency before committing scarce supplies.

Sources & verification

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