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ARC Raiders Feats — The Progress a Departure Can't Take
Levels go. Coins go. Blueprints go. Feats stay. We clear the ones you'll never get around to, and we'll tell you honestly which are worth paying for.
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Daily Feats reset every 24 hours, Weekly Trials reset every 7 days. Orders must be placed with enough time before reset to complete every selected Feat/Trial in the active window.
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Feats are ARC Raiders' long-form challenge layer, and they sit on the short list of things that survive an Expedition departure alongside unlocked maps, unlocked workshop stations, Trials, Codex entries, Raider Deck progress and cosmetics. That permanence is the entire reason to buy them. The Cred they historically paid out is a separate matter, and it has a deadline you need to read before ordering.

Set what you want — a Raider level, a coin figure, a blueprint, a bundle, an Expedition stage. Add your platform and region. The price updates live and shows an estimated completion window before you pay.
Card, PayPal or crypto. No account needed to order — enter your email at checkout and your dashboard is built for you. Loyalty and volume discounts apply automatically when you're signed in.
Most orders are claimed within 15 minutes. Your booster connects through a region-matched VPN and plays manually, or meets you in raid for in-raid delivery where the service works that way. You can message them in the order chat throughout.
Track progress live from your dashboard. When the target lands you review the order and release payment — not before. Everything earned is already sitting in your stash.

Every other page on this site sells something an Expedition will eventually delete. Your level goes. Skill points go. Inventory, coins, blueprints, workshop upgrades, stash upgrades, Raider den progress and quest progress all go.
What stays: unlocked maps, unlocked workshop stations, Codex entries, Trials, cosmetics, Raider Deck progress, Raider Tokens, event progress, and the bonus skill points from previous Expeditions.
Feats sit on the permanent side.
That changes the maths completely. Buying levels three weeks before a departure is buying something with a fixed expiry date, and we say so on that page. Buying Feats is not. Whatever you clear stays cleared through this Expedition, the next one, and the one after that.
If you only ever buy one thing on this site for this game, and you intend to keep playing across cycles, this is the one with the longest shelf life.
You pick a Feat, a group of Feats, or "everything I'm unlikely to do myself", and a verified Raider completes them on your account.
Some are volume requirements that just need hours — kill counts, extraction counts, distance, usage totals. Those are the ones almost nobody finishes organically, and they're the bulk of what we get asked for.
Some are single specific challenges that are hard rather than long. Those are priced individually and are often the better order, because the long ones you'd genuinely complete eventually.
We'll tell you which of your list falls in each bucket before you pay. It regularly shrinks the order.
Historically, Feats paid out Cred, at roughly 10 per Feat, on top of the roughly 1 Cred per 2,000 XP you earned from playing, against a cap around 800.
Cred is being retired. It expires on 8 October 2026 with the Frozen Trail update. Any Cred left on your account when that lands is gone. Embark have said a new, broader reward system replaces it and that existing Raider Deck rewards migrate across.
So, plainly:
Do not buy Feats for the Cred. There are weeks left on that currency and it is not a reason to order anything.
Do spend the Cred you already have before 8 October. That's free advice and it costs us nothing to give.
Do buy Feats for the permanence — they're account progress that outlives departures, and that was true before Cred existed and will be true afterwards.
How exactly Feats feed the replacement reward system isn't fully documented yet. We'd rather say that than guess at it and have you order on the strength of a claim we invented. When the Frozen Trail details are public we'll update this page, and if the answer changes our advice, it'll change here first.
And if anyone tries to sell you Cred directly this month, that's a currency with a countdown on it.
Look at what a long Feat actually asks for: a number of kills, a number of extractions, a distance travelled, a count of a specific weapon used. Nothing in that list is difficult. All of it is long.
That combination is unusual, and it's why these are the Feats that sit at 40% on accounts with hundreds of hours on them. You don't fail a volume Feat. You just never finish it, because finishing it means playing the same way for another two hundred hours and you'd rather do something else.
A piloted order collapses that into days of someone else's time, and the completion is permanent. It's the clearest value proposition on this site, and it's also the one most people don't think to ask about, because "achievements" reads as cosmetic until you notice which column they're in.
A long Feat grind is hundreds of raids, and raids produce things.
Coins, components, blueprints, levels, loot — all of it accumulates in your stash during the order, none of it is skimmed, and on long orders it frequently amounts to more than the surrounding services would have cost separately.
We don't price that in, because it varies too much to promise. But it's the reason customers who order volume Feats often don't need a leveling order afterwards.

Long volume Feats. Kill totals, extraction totals, distance travelled, weapon usage counts. These are the ones people buy, because they require hundreds of hours of exactly the thing you were doing anyway and nobody finishes them by accident. High value per dollar if you want the completion.
Hard single Feats. A specific challenge on a specific map, usually involving a named ARC type or an unreasonable constraint. Short, difficult, priced individually. Often the best-value order on this page because the alternative is a dozen failed attempts with kit losses attached.
Feats you'll get anyway. Anything that completes during normal play within a cycle. Never buy these, and we'll take them off your list if you include them.
The rule: buy the long ones if you want the completion and don't want to grind it, buy the hard ones if they've already beaten you, and buy neither if you're about to stop playing.
On every other page we ask where you are in the Expedition cycle because the answer might mean "don't order yet". Here it mostly doesn't matter, and that's the point.
Feats survive departures. You can order before a departure, after one, or in the middle of a cycle, and what you bought is still there. The only timing consideration is that some Feats are easier to complete when your account is well-equipped, so ordering a hard combat Feat while you're mid-rebuild with nothing is the expensive way to do it.
If you've just come back from an Expedition with an empty stash, do the wipe recovery first and the Feats second. Same total cost, less time.
Length, for volume Feats — these are priced roughly on hours, because that's what they are.
Difficulty, for hard single Feats, including how many attempts a realistic clear takes and what those attempts cost in kit.
Your account state. A well-geared level-40 account clears combat Feats far faster than a fresh one, and the quote reflects your actual starting point rather than an average.
Maps involved. Extreme-map Feats cost more, same as everywhere else on this site.
Quantity, with volume discounts applying automatically across a list.
Platform, region and speed. PC, PS5 and Xbox Series X|S supported; rush orders pull a Raider off their queue.
Loyalty discounts grow with every order, and bundling Feats with any other service drops the price on the second.
With leveling: a lot of Feats complete incidentally during a level grind. Ordering both together means one Raider does one set of hours and both things finish — meaningfully cheaper than sequencing them.
With raid boosting: extraction-count and loot-related Feats overlap almost perfectly with raid orders. Same runs, two outcomes.
With blueprints and gear farming: hard combat Feats go much faster on a proper loadout. If yours keeps failing on gear rather than skill, fix the gear first.
With rent a raider: if the Feat is hard rather than long, a session where you clear it yourself with help is cheaper than a piloted order, and you keep the knowledge.
Send the actual Feat names to live chat with your platform and your current Raider level. We'll sort them into the three categories above, tell you which to drop, and quote the rest.
That conversation usually takes three minutes and usually makes the order smaller.
Some people want the whole list done. Not for rewards, not for progression — because it's there and it's incomplete.
That's a perfectly good reason to buy something and we're not going to be precious about it. What we will do is order the work sensibly: the long grinds batched together so one Raider's hours cover several at once, the hard singles slotted in where the account is best equipped for them, and the trivial ones left for you because paying for those is the only part that's genuinely wasteful.
A full-clear order is the largest thing on this page and it's priced as a project rather than a package. It also takes real time — weeks, not days, if the list is long — and anyone quoting you a 48-hour full clear is either automating it or lying, and both should worry you.
Whichever one you've already failed four times.
You know the one. It's the reason you opened this page. The kit losses from those four attempts have probably already cost more than the order would, and that gap widens every time you try it again on a loadout that isn't right for it.

Region-matched VPN + credential vault
Every order runs behind a region-matched VPN. Your credentials are scoped to the assigned Pro, rotated the moment the boost ends. Anti-cheat and risk systems see nothing unusual.
Anonymous, offline, silent
Your Pro appears offline in game. Never messages friends. Never accepts party invites. Never speaks in in-game chat. Leave specific notes in the order brief See how we keep every account safe in our dedicated safety section
One Pro. One order. One session.
Credentials go only to the assigned Pro. Nobody else on the team ever sees them. Revoked automatically when the order closes. Never shared

Pick your game, where you are now and where you want to be. The price updates as you click, every extra is free to add, and there's nothing to sign up for.
Feats orders are piloted, because the completion has to register on your account. That means a login, and we'll be straight about what it involves.
Boosting is against Embark's terms of service. No honest provider promises you a risk-free piloted order.
What we control: one assigned booster per order who never shares a machine. A VPN matched to your region, so your login pattern stays consistent. Manual play only — no scripts, no macros, no third-party software. This matters especially on volume Feats, because grinding a kill count for hours is exactly the workload people are tempted to automate, and automated movement or firing is precisely what anti-cheat systems are built to detect. We don't do it, at any price, on any order.
Offline Mode is on by default so your friends list doesn't see your Raider grinding at unsocial hours. Ask in the order chat if you'd rather spectate.
Security steps go out before anyone logs in. Two minutes. Across 50,000+ orders since 2006, no customer who followed them has reported a permanent ban.
We won't tell you Feats will be worth more after the Frozen Trail update. They might be. The replacement reward system isn't fully documented, and selling you something on the strength of a guess dressed up as inside knowledge is exactly the behaviour that makes people distrust this industry.
What we'll say is what's verifiable: Feats are permanent account progress that survives Expedition departures, and that was true before the Cred change and remains true regardless of how the new system works.
We won't claim a completion time on a hard single Feat that depends on a contested map. We'll give a range.
And we won't sell you Cred. It expires on 8 October and nobody should be taking your money for it in September.
If you're about to stop playing. Feats are a long-horizon purchase. If this is your last month with the game, buy something you'll feel this week instead.
If your account is mid-rebuild. Hard combat Feats on a fresh post-Expedition account cost more and take longer. Rebuild first.
If it's a Feat you'll complete anyway. Ask us. We'll tell you, and we'll take it off the list.
If the actual goal is Cred. It's a currency with weeks left. Spend what you have; don't farm more.
Progress is visible live from your dashboard, and long volume Feats show incremental movement rather than going quiet for days — that's deliberate, because a silent multi-day order is how people start worrying.
You message the Raider working the order directly. Payment releases when you confirm the Feats are complete, not when they mark it done. Support runs 24/7.
Everything earned during a Feats grind — coins, components, levels, loot — stays in your stash. A volume Feat order is hundreds of raids of incidental income, and none of it is skimmed.
A big volume Feat order runs for days. That's a different customer experience from a two-hour leveling order, and it needs handling differently.
Your dashboard shows incremental progress rather than a single completion event, so you can see the counter moving rather than trusting that it is. Your Raider checks in — not constantly, but enough that you're never wondering whether the order is still alive.
You can pause a long order. If you want to play your own account on Saturday, say so and the grind stops until Sunday. It costs nothing and it's a request we get weekly. An order that locks you out of your own game for a week isn't a service, it's a hostage situation.
And you can cancel mid-way. You pay for the Feats completed, not the ones outstanding, and the partial progress stays on your account because it's real progress rather than something we hold in escrow.
Almost everything in ARC Raiders is rented. You build it, an Expedition takes it, you build it again — and that loop is the game working as intended.
Feats are one of the few things you keep. That's the whole pitch, it doesn't depend on any claim about the Frozen Trail reward system, and it'll still be true in six months.
Send your list, your platform and your level, and we'll tell you which parts are worth paying for.

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