Gaming Guide

ARC Raiders Frozen Trail: How Amplified Weapons Work

The full chain from Outpost to Level 4 benches, the module each of the 15 guns needs, and every research project.

The full chain from Outpost to Level 4 benches, the module each of the 15 guns needs, and every research project.

Frozen Trail introduced a fifth quality level for 15 ARC Raiders weapons. Amplification is more than a fixed damage increase: it refits a gun with ARC components and unlocks a branching node grid that can alter firing, reloading, or aiming. For example, the Burletta can fire full-auto, the Renegade can take a scope, and the Rattler can use a drum magazine. The process requires a lengthy base-building effort, and its choices cannot be undone.

Quick answer: First bring the weapon to tier IV. Then use a matching-rarity Amplification Module to select Amplify at a Level 4 Gunsmith, while your Research Station is Level 4.


What amplification does to an ARC Raiders weapon

Tiers I to IV improve a gun’s underlying stats; amplification adds another layer rather than replacing those tiers. During amplification, an Amplification Module is permanently fused into the weapon. This gives it a new model, increases maximum durability by +70, and unlocks a node tree. Most weapons also receive modest baseline gains, such as faster firing, quicker reloads, or higher bullet velocity.

The nodes do the real work. Each one has to be researched and then crafted onto the gun. Some nodes depend on another node being installed first, and some lock out a rival branch. An installed node can’t be removed or swapped, and an amplified weapon can’t be turned back into its base version.

Fifteen weapons are eligible: Anvil, Aphelion, Bettina, Burletta, Canto, Equalizer, Hairpin, Hullcracker, Il Toro, Jupiter, Kettle, Osprey, Rascal, Rattler, and Renegade. The new Stiletto and Bantam can’t be amplified, and neither can the Bobcat, Tempest, Vulcano, Torrente, or Ferro.

Gun shop trades screen with a tooltip over Angled Grip II listing compatible weapons, weight 0.5 and value 2,000.
Hovering over ANGLED GRIP II in the Tian Wen Gun Shop shows a tooltip: an Uncommon modification that reduces horizontal recoil by 30% and is compatible with Rattler, Tempest, Arpeggio, Bettina and Kettle.

Unlock the Outpost with Sheltered Retreat

A standard Speranza bench can’t amplify anything. The whole system runs through the Outpost, a new extension of your Raider Den that Celeste offers once you start exploring Pendola Pass. The Outpost Project unlocks at level 18. After that, your progress depends on base building, not Raider level. Accept Sheltered Retreat from the Outpost tab on the main menu and take a Basic Camera into your next raid. You can buy one from Shani, craft one at the Workbench, or loot one topside.

Game menu with Outpost Project description over a forested cliff scene with a wrecked wooden structure.
The Outpost tab shows the Outpost Project, which unlocks at level 18, over a view of a ruined structure among pine trees.
On The Blue Gate, finish the Research Topside Living Conditions task. Head to the Ruined Homestead in the map’s southern area and photograph a farmland house. You can stay at the area’s edge and zoom in rather than approaching the house.
Complete Gather Building Materials by handing in 3 Planks, 5 Sheet Metal, 10 ARC Alloy, and 3 Advanced Electrical Components. Celeste trades Planks and Sheet Metal for Assorted Seeds, which is faster than looting them.
To finish Safeguard the Building Site, inflict 800 damage on flying ARC and 300 on a Bully. Flying ARC are present on every map; Bullies appear on Pendola Pass. Take on Bullies indoors to use the building as cover from their cluster grenades.

A short cutscene marks completion, showing the Outpost as a tower in the mountains with an interior room you can furnish. The Workshop stations are moved there too.


Expand the Outpost and level the Research Station

The new Research Station is located in the Outpost. Its first upgrade takes 35 Planks, 5 Battered Paperbacks, and 3 Mini Pumps. The Outpost sets the station’s level cap, so expanding the Outpost makes the next station level accessible. Each expansion also offers a room choice: Panoramic, Timeless, Chalet, or Studious. Once installed, your chosen room can’t be moved or replaced.

UpgradeMaterialsOpens
Outpost 1 to 23 Steel Cable, 20 Sheet Metal, 3 Cable StrippersResearch Station II
Research Station 1 to 23 Calculators, 1 Raider Logbook, 5 Skulker Targeters—
Outpost 2 to 3For the upgrade, gather 3 Epoxy Buckets, 35 Planks, and 3 Hand Drills.Research Station III
Research Station 2 to 3The materials needed are 3 Differential Microphones, 3 Exodus Technical Handbooks, and 6 Bully Fragmenters.—
Outpost 3 to 440 Sheet Metal, 3 Laser Levels, 3 Insulation RollsGunsmith IV and Research Station IV

Hardware is usually the slowest loot to gather. On Pendola Pass, look for Steel Cable, Epoxy Buckets, Hand Drills, Laser Levels, and Insulation Rolls lying on seats or tables inside Freight Terminal train cars, as well as on the Commissary Supermarket shelves. Steel Cable spawns only on Pendola Pass. Flash Freeze shelters can contain Raider Logbooks, while Skulkers drop Skulker Targeters. Raider-style containers at the Observatory, Railyard, and Commissary Supermarket can hold Mini Pumps. At the beginning of each raid, check the map’s outlined high-value loot areas.

Leveling Requirements for Amplified Research
The first Outpost expansion is what lets the Research Station reach level II. Image: Embark Studios / via @LegacyGamingUS

Gunsmith IV and Research Station IV: the two endgame parts

With the Outpost at Level 4, both benches can take their final upgrade. Each upgrade needs one rare item from a Frozen Trail endgame activity, so you’ll need access to both the Frigate and the fallen Emperor.

Research Station
Research Station. Image: Embark Studios
UpgradeMaterialsRare item source
Gunsmith III to IV3 Radial Press, 3 Magnetic Accelerators, 1 Emperor ModulatorInside the fallen Emperor, Pendola Pass
Research Station III to IV3 Thermal Shakers, 3 ARC Data Modules, 1 Frigate InductorARC Frigate, including its breachable loot ports

Thermal Shakers are found at the Observatory. The Emperor Modulator is sealed inside the fallen Emperor, and you need an Emperor Gateway Conduit to open the entrance.

Craft the Emperor Gateway Conduit

Queue into Pendola Pass while the Redirection map condition is active. Look for a damaged Emperor Relay, which is marked by a red beam, and search it for an Emperor Beacon.
Emperor Gateway Conduit
Emperor Gateway Conduit. Image: Embark Studios
Deploy the beacon in open ground and move away from the impact zone. Loot the Emperor Payload that crashes down.
Find the Emperor Gateway Conduit Blueprint, along with an ARC Conductive Coupler, an ARC Insulated Coupler, and an ARC Plated Coupler. Since a payload may not contain the complete set, you might need to check more than one.
Learn the blueprint and craft the conduit at Workbench I using the three couplers.
Take the conduit to the Emperor entrance near Piazza della Rupe. Inside, search containers and wall panels for the Emperor Modulator and Amplification Modules.

The interior has enemies, laser hazards, puzzle corridors, and long vertical climbs. Bring traversal tools like a Grappling Hook or Snap Hook, plus a real combat loadout.

Grappling Hook and Tether Gadgets
A grappling hook covers vertical climbs like the ones inside the fallen Emperor. Image: Embark Studios / via @Loochy

Where Amplification Modules drop

Modules come from only two places: the ARC Frigate and the inside of the fallen Emperor on Pendola Pass. They aren’t in any regular loot table. On the Frigate, finish the sabotage sequence and search the high-value cargo containers and the Breach & Search ports on the hull. In the Emperor, search the interior containers and wall panels.

Top-down snowy Pendola Pass destinations map with labelled areas and a legend of location categories on the right.
The Destinations map shows Pendola Pass, with a legend listing Gondola Transceiver, ARC, Mechanical, Electrical, Commercial, Medical, Industrial, Residential, Old World, Exodus, Nature and Technological, and labelled areas such as Fallen Emperor, Old Town, Railyard and Cielo Sereno Observatory.

The lineup contains five Marks, from Mk. I through Mk. V, with one assigned to each weapon rarity. Their drop chances are identical, so Mk. V is no harder to find than Mk. I. Mk. I and Mk. V each weigh 0.5 and sell for 7,000 Coins. A Mark works only with a weapon of matching rarity; a higher-tier one can’t replace a lower-tier Mark. Recycling a duplicate module gives 7 Amplified Fragments.

Put a module in your safe pocket right after finding it. If you’re knocked out, it remains protected there, even when everything else on the Frigate’s deck is lost.


Amplify the weapon at the Gunsmith

Follow the gun’s regular upgrade route until it reaches tier IV. Before amplification can increase the durability cap, that tier’s durability must be fully upgraded.
At the Level 4 Gunsmith, open the Weapon Upgrades tab and select the gun. The preview shows the module it needs and the new durability value.
Weapon Amplification System Walkthrough
The Amplified Hullcracker preview lists the stat changes and resources before you confirm. Image: Embark Studios / via @CrazyShoot2.0
Press Amplify. This consumes the matching Amplification Module and fully repairs the gun.
Right-click the amplified weapon to open its node tree. Hover over a node to see the research and materials it needs, finish that research, then spend the materials to install the node.

The new model, a 70-point increase in maximum durability (a tier IV Anvil rises from 130 to 200), and an available node tree confirm successful amplification. Since Patch 2.1.0, hovering over a node illuminates its route, except when an already-installed node blocks the way.

Amplifying Weapons & Ineligible Guns
An amplified Osprey after the module goes in, with its modifiers ready to research. Image: Embark Studios / via @LegacyGamingUS

The module’s ARC parts are fused to the frame permanently, and the original weapon is gone. Pick both the gun and its first node before you confirm.


All 15 amplified weapons by module

The node list is fixed for each gun, so you can’t move an effect from one weapon to another. The weights below are for the amplified versions. Some guns have conflicting branches. On others, every node can be installed together.

Mk. I (Common): Hairpin, Kettle, Rattler

WeaponCategoryWeightUpgrades
Amplified HairpinPistol3Incendiary Rounds, Semi-Auto, Sprint Shooting, Tracker Rounds
Amplified KettleAssault Rifle7Anti-Shield, Full-Auto, X-Rounds
Amplified RattlerAssault Rifle6Drum Mag, Incendiary Rounds, More Reload

For the Hairpin, choose among Semi-Auto, Tracker Rounds, and Incendiary Rounds. Incendiary occupies a separate branch and prevents access to the other options. Sprint Shooting is available only after choosing Semi-Auto. Patch 2.1.0 corrected the Hairpin’s Semi-Auto behavior, making its headshot damage penalty apply properly. The Kettle’s X-Rounds choice shuts off both Anti-Shield and Full-Auto. For the Rattler, More Reload is a prerequisite for Drum Mag. The drum adds 40 rounds, though reloading still happens a few rounds at a time.

Hairpin
Hairpin. Image: Embark Studios

Mk. II (Uncommon): Burletta, Il Toro

WeaponCategoryWeightUpgrades
Amplified BurlettaPistol4Choose from Burst Fire, Full-Auto, Increased Burst, and Sprint Shooting.
Amplified Il ToroShotgun8More Reload, Slug Rounds

The Burletta splits early. Burst Fire locks out both Full-Auto and Sprint Shooting, and Increased Burst requires Burst Fire. Full-Auto raises the fire rate, but you give up damage, a large part of the headshot multiplier, and recoil control. The Il Toro’s two nodes don’t conflict. Slug Rounds swaps buckshot for a single heavy projectile.

Burletta
Burletta. Image: Embark Studios

Mk. III (Rare): Anvil, Canto, Osprey, Rascal, Renegade

WeaponCategoryWeightUpgrades
Amplified AnvilHand Cannon5Anvil Splitter, X-Rounds
Amplified CantoSMG4Select Carbine Conversion first, followed by Incendiary Rounds and Sprint Shooting.
Amplified OspreySniper Rifle7The available choices are Anti-Weak Point, then Ergonomic Bolt, then Tracker Rounds.
Amplified RascalSpecial4High Velocity, Incendiary Grenades, Sprint Shooting
Amplified RenegadeBattle Rifle10More Reload, Scoped

The Anvil used to be Uncommon. Frozen Trail moved it to Rare, so it now needs a Mk. III. You can install either X-Rounds or Anvil Splitter on it, not both. Anvil Splitter fires a round that breaks into four weaker projectiles. On the Canto, you choose Carbine Conversion or Sprint Shooting, and Incendiary Rounds works with either one. The Osprey makes you choose between Anti-Weak Point and Tracker Rounds. The Rascal and Renegade have no conflicting nodes.

Renegade
Renegade. Image: Embark Studios

Mk. IV (Epic): Bettina, Hullcracker

WeaponCategoryWeightUpgrades
Amplified BettinaAssault Rifle11Bigger Mag, Semi-Auto, X-Rounds
Amplified HullcrackerSpecial7Incendiary Grenades, Mag Reload

The Bettina makes you choose between Bigger Mag and Semi-Auto, and X-Rounds requires Semi-Auto. The Hullcracker’s two nodes don’t conflict. Mag Reload removes its one-shell-at-a-time reload, and Incendiary Grenades makes its projectiles spread fire when they detonate on ARC.

Hullcracker
Hullcracker. Image: Embark Studios

Mk. V (Legendary): Aphelion, Equalizer, Jupiter

WeaponCategoryWeightUpgrades
Amplified AphelionBattle Rifle10Bigger Mag, Charged Burst, Incendiary Rounds, Increased Burst
Amplified EqualizerSpecial14Anti-Weak Point, Bigger Mag, Ramping Damage
Amplified JupiterSniper Rifle9Bigger Mag, Scoped, Ergonomic Bolt

The Jupiter can take all three of its nodes. Ergonomic Bolt lets you work the bolt without leaving the scope.

Equalizer
Equalizer. Image: Embark Studios
Legendary Weapons: Amplified Jupiter
The Jupiter takes a Mk. V module and has no conflicting nodes. Image: Embark Studios / via @Crazymrpipz

The Equalizer can’t run Anti-Weak Point and Ramping Damage together. Ramping Damage builds up the longer the laser stays on a valid target. Anti-Weak Point does more damage to ARC weak points and less to armor plating.

Legendary Weapons: Amplified Equalizer
On the Equalizer, Ramping Damage and Anti-Weak Point are mutually exclusive. Image: Embark Studios / via @Crazymrpipz

On the Aphelion, Increased Burst requires Charged Burst. Charged Burst turns the trigger into charge-and-release, and holding the charge longer fires more projectiles.


Amplified Research projects that unlock nodes

Amplifying a gun only opens its tree. Most nodes are locked behind a project in the Research Station’s Amplified Research tab, which needs the station at Level 4. Every project costs 5,000 Research Points and a named ARC component, and it has an in-raid objective. The node stays locked until that objective’s meter is full, even if you already have the materials. You can run five projects at once. A finished project unlocks its node on every weapon that can use it, so you only research each one once.

ProjectUnlocksComponent and objectiveWeapons
Action EconomyErgonomic Bolt8 Sentinel Firing Cores; 1,000 damage with a HairpinJupiter, Osprey
Beam Resonance TechRamping Damage2 Queen Reactors; 1,500 damage to Vaporizers with an Equalizer in one roundEqualizer
Burst Assembly RecoveryBurst Fire20 Pop Triggers; destroy 3 Shredders with a Raider ToolBurletta
Compact Combustion ChargesIncendiary Grenades5 Bombardier Cells; 3,000 damage with Blaze GrenadesHullcracker, Rascal
Embedded Blast EngineeringX-Rounds5 Rocketeer Drivers; 1,000 Light Impact Grenade damage each to Fireflies, Hornets, Fireballs, SurveyorsAnvil, Bettina, Kettle
Extended Burst CyclesIncreased Burst10 Comet Igniters; 10,000 damage with Burst Burletta or Charged Burst AphelionAphelion, Burletta
High-Voltage ExposureCharged Burst5 Leaper Pulse Units; destroy 5 ARC TurbinesAphelion
Magazine Geometry 101Drum Mag5 Bastion Cells; 15,000 damage to a Bastion with a RattlerRattler
Mobile-Fire Grip FittingsSprint ShootingSkulker Targeters; visit the Electrical SubstationBurletta, Canto, Hairpin, Rascal
Shield Stress TestingAnti-Shield2 Matriarch Reactors; 700 damage to encountered RaidersKettle
Solid-Core Casting TechSlug Rounds20 Tick Pods; destroy 50 flying ARC with shotgunsIl Toro
Targeted Component TrialAnti-Weak Point20 Fireball Burners; destroy 40 thrusters on flying ARCEqualizer, Osprey
Thermite-Tipped RoundsIncendiary Rounds5 Firefly Burners; destroy 30 Fireballs with Explosive MinesAphelion, Canto, Hairpin, Rattler
Top Mounted Optics RetrofittingsScoped14 Snitch Scanners; visit Pilgrim’s Peak on Blue GateJupiter, Renegade
Trigger Reset SystemsSemi-Auto4 Vaporizer Regulators; destroy 5 Skulkers with a Raider ToolBettina, Hairpin

Patch 2.1.0 changed Mobile-Fire Grip Fittings so it now takes Skulker Targeters instead of Skulker Drivers. Eight nodes need no research at all: Bigger Mag, More Reload, Mag Reload, High Velocity, Tracker Rounds, Carbine Conversion, Full-Auto, and Anvil Splitter. You only need their crafting materials.

Research Points come from studying lore items and modules. A Raider Logbook gives 100, an Exodus Technical Handbook gives 150, an ARC Data Module gives 200, and a Frigate Diagnostic Node gives 1,000.

Node crafting materials

A researched node also requires materials when you install it. During Redirection on Pendola Pass, Emperor Payloads are the source of both Epic topside components: Pneumatic Actuator and Pressure Regulator. Common combinations include:

Workbench crafting menu with the Bandage blueprint selected and a side panel showing healing stats and the Fabric requirement.
The Workbench Level 01 Crafting screen shows the Bandage blueprint selected, requiring Fabric to craft.
  • Fossilized Lightning: X-Rounds, Incendiary Rounds, Incendiary Grenades
  • Pressure Regulator: Bigger Mag, Drum Mag, Increased Burst
  • Pneumatic Actuator: Full-Auto, Semi-Auto
  • Propellant Valve Assembly: More Reload, Mag Reload
  • Fluted Rotor Core: Scoped; Assessor Matrix: Anti-Shield; Queen Reactor: Charged Burst

Durability, death, and Amplified Fragments

The durability increase still has limits in practice. A raid involving both PvP and ARC combat may consume at least 30 durability, and one raid can leave an amplified Anvil needing 21 fragments. Amplified weapons can also be looted after you go down. A gun recovered from a knocked-out Raider has just 10% durability, enough for roughly one fight before repairs are needed.

Amplified Fragments
Amplified Fragments. Image: Embark Studios

Standard repair materials cannot fix amplified weapons; these require Amplified Fragments. Get fragments by recycling surplus modules, amplified weapons, or old Anvil Splitter mods that no longer drop. Field Repair is the least expensive maintenance option, restoring no more than 30% of durability in a raid. Percentage-based repair bonuses from expeditions work especially well with the larger durability pool.


X-Rounds on the Anvil: what a single node changes

X-Rounds shows how a node changes what a gun is good at instead of just making it stronger. On the Anvil, shots detonate on impact and ARC Armor Penetration goes from Strong to Very Strong. The gun gets worse in other areas to pay for it.

Rewards popup with grid of items and a tooltip for the legendary Aphelion battle rifle listing its stats.
The Trophy Display Rewards window shows the Aphelion, a legendary Battle Rifle that fires high velocity energy rounds, with its stats in a tooltip.
StatChange
Base damage+5
Damage vs ARC armor+35%
Headshot multiplier-30%
Vertical recoil+30%
Horizontal recoil+20%
Bullet velocity-50%

Against armored machines, the difference is easy to see. The amplified Anvil knocks out Hornet and Firefly thrusters in one shot. It takes six or seven clean hits to remove a Rocketeer’s thrusters, where the standard Anvil needs ten or more, and five or six to clear a Vaporizer’s full thruster assembly. The halved bullet velocity and extra recoil make it harder to hit moving players or targets at range, so the node is best for PvE. If you spend more time fighting ARC than other Raiders, this node is worth researching.