# Arknights: Endfield Dailies: Daily Checklist and Farming Routes

> This guide maps out the main daily systems in Arknights: Endfield, from sanity and commissions to outpost trading, recycling stations, and deliveries. It is for players who want a clear checklist of what to do each day to keep progression moving and avoid wasted resources.

- **Game:** Arknights: Endfield
- **Category:** Getting Started
- **Author:** LongBeam (https://guides-factory.com/about)
- **Difficulty:** Beginner
- **Reading time:** 20 min
- **Published:** 2026-08-14
- **Updated:** 2026-08-31
- **Tags:** AIC, dailies, deliveries, operators, outposts, sanity, stock bills
- **Adapted from:** [A Complete Daily Farming Guide for Arknights: Endfield!](https://www.youtube.com/watch?v=8m43dD9CBbI)
- **Canonical URL:** https://guides-factory.com/guides/arknights-endfield-daily-farming-guide

---

Knowing what to do daily in Arknights: Endfield is less about grinding than about not leaving things behind — **Sanity** that stopped regenerating hours ago, **Credits** the game deletes at reset, a Recycling Station that has been sitting full since Tuesday. None of it is hard. It is just spread across a stack of systems that never tell you when they are ready.

This is the list of things to do everyday in Arknights: Endfield, in the order that wastes the least time, and an honest note on which parts you can leave.

## Quick answer

| What | Answer |
|---|---|
| Daily reset | 04:00 on your server's clock |
| The whole routine | 10–30 minutes |
| Operations Manual dailies | Up to 200 **Oroberyl** a day |
| **Sanity** refill | 42 hours from zero to full |
| **Credits** cap | 300 at reset; anything above it is deleted |
| Rare growths and rare ores | About 3 days per site |
| **Stock Bills** | Region-locked — Valley IV and Wuling hold separate stacks |

## The Arknights: Endfield daily checklist

Seven of these are worth doing every login; the last two are worth doing when you feel like it. The order below is a route rather than a ranking: each step tends to leave you where the next one starts.

<ul class="legend">
  <li><span class="badge free">free</span> one click, always do it</li>
  <li><span class="badge cheap">cheap</span> a minute or two</li>
  <li><span class="badge grind">grind</span> a real time investment</li>
  <li><span class="badge skip">skip</span> fine to ignore for days</li>
</ul>

<ol class="checklist">
  <li class="ch free">
    <label><input type="checkbox"><span class="body"><span class="name">Clear the Operations Manual dailies</span> <span class="badge free">free</span><br><span class="desc">Account XP and up to 200 Oroberyl. Most of its rows tick themselves while you do the rest of this list.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=138s" target="_blank" rel="noopener">2:18 ↗</a></em>
  </li>
  <li class="ch free">
    <label><input type="checkbox"><span class="body"><span class="name">Spend Sanity in Protocol Space</span> <span class="badge free">free</span><br><span class="desc">It stops accruing the moment it caps, so run it down before you log off.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=150s" target="_blank" rel="noopener">2:30 ↗</a></em>
  </li>
  <li class="ch cheap">
    <label><input type="checkbox"><span class="body"><span class="name">Collect every Recycling Station on your route</span> <span class="badge cheap">cheap</span><br><span class="desc">Their materials are what the Dijiang upgrades are waiting on.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=310s" target="_blank" rel="noopener">5:10 ↗</a></em>
  </li>
  <li class="ch cheap">
    <label><input type="checkbox"><span class="body"><span class="name">Trade surplus AIC output at each unlocked outpost</span> <span class="badge cheap">cheap</span><br><span class="desc">Turns capped materials into Stock Bills and raises that outpost's prosperity.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=218s" target="_blank" rel="noopener">3:38 ↗</a></em>
  </li>
  <li class="ch cheap">
    <label><input type="checkbox"><span class="body"><span class="name">Reset the Dijiang: cabins, growth chambers, gifts</span> <span class="badge cheap">cheap</span><br><span class="desc">Assign operators to the jobs their base skills actually fit, then replant what you harvested.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=322s" target="_blank" rel="noopener">5:22 ↗</a></em>
  </li>
  <li class="ch cheap">
    <label><input type="checkbox"><span class="body"><span class="name">Visit friends for Production Assist and Clue Exchange</span> <span class="badge cheap">cheap</span><br><span class="desc">The largest reliable Credit income in the game, and it costs you nothing but the trip.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=274s" target="_blank" rel="noopener">4:34 ↗</a></em>
  </li>
  <li class="ch cheap">
    <label><input type="checkbox"><span class="body"><span class="name">Spend down to under 300 Credits</span> <span class="badge cheap">cheap</span><br><span class="desc">Whatever sits above the cap at reset is gone. Oroberyl and Arsenal Tickets rotate through the store.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=356s" target="_blank" rel="noopener">5:56 ↗</a></em>
  </li>
  <li class="ch grind">
    <label><input type="checkbox"><span class="body"><span class="name">Run pack-and-deliver jobs at the depot node</span> <span class="badge grind">grind</span><br><span class="desc">A limited number of jobs a day, each paying a large pile of Stock Bills.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=379s" target="_blank" rel="noopener">6:19 ↗</a></em>
  </li>
  <li class="ch skip">
    <label><input type="checkbox"><span class="body"><span class="name">Read the Elastic Goods market</span> <span class="badge skip">skip</span><br><span class="desc">Only worth the minute when you are actively chasing Stock Bills. The prices move again tomorrow either way.</span></span></label>
    <em><a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=257s" target="_blank" rel="noopener">4:17 ↗</a></em>
  </li>
</ol>

<div class="tipbox"><span class="tag">Not a treadmill</span>

No, you do not have to do every daily. Only the first two rows have a real cost to missing: **Sanity** stops building once the bar is full, and the Operations Manual wipes its own progress. Everything below them is a stockpile that grows more slowly, not an opportunity that closes — miss a day and you have lost a day, not a week.

</div>

## Arknights: Endfield daily reset time

The Arknights: Endfield daily reset time is **04:00**, read on the clock your server runs on rather than yours. It is also the moment the game deletes **Credits** held above the cap, which is the only part of the reset that can take something you already earned.

**Check it rather than trusting it.** Community references agree on the hour and disagree on whether each regional server rolls over at its own 4 AM or all of them share one moment, and that difference is hours wide if you play on a server outside your own timezone. Open the Operations Manual, look at the Daily tab, and the countdown in the corner is your server's own answer — one that stays right through a daylight-saving change, which a number typed on a page does not.

| Rolls over at reset | Runs on its own clock |
|---|---|
| Operations Manual dailies | **Sanity**, which fills continuously until it hits the cap |
| The Credit Store's stock and its daily claim | Rare growths and rare ores, about 3 days per site |
| Recycling Station stock | **AIC** lines, which keep producing between logins while they have inputs |
| Friend Production Assists and Clue Exchanges | Outpost **Stock Bill** pools, which refill as they are spent |

<div class="tipbox alt"><span class="tag">Timing gate</span>

The only thing the reset can take from you is **Credits** over the cap. Log off with the balance under 300 and missing a day entirely costs you nothing you were holding.

</div>

## Start with daily missions

Daily missions live in the Operations Manual — the clipboard icon — under its Daily tab, not in the event menu <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=138s" target="_blank" rel="noopener">2:18 ↗</a>. Clearing the day's set pays account XP and up to **200 Oroberyl**, which is the currency your pulls are actually made of, so it is the one item on this list with a fixed price for skipping.

Almost none of it is separate work. The rows are things you were going to do anyway: spend **Sanity**, defeat enemies, level an operator, hand over a gift, queue a **Formula**, assemble a piece of gear in **Gear Assembly**. Open the Manual first so you know which of them you are already halfway through, then run the rest of the route.

![Clipboard-style menu for Arknights: Endfield, showing options like Daily Sign-in, Worldwide Release, Protocol Terminal, Team Picks, Map Tools, Wiki, and Endfield.](https://api.guides-factory.com/media/uploads/2026/08/01-daily-tab_otAlIvJ.jpg "The clipboard menu: the Daily tab and the web Daily Sign-in sit behind the same icon.")

The web sign-in on the official community site is worth the four days it takes to collect the front-loaded rewards, and after that it is a browser tab you can forget about <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=113s" target="_blank" rel="noopener">1:53 ↗</a>.

## How to spend Sanity efficiently in Arknights: Endfield

**Sanity** is Endfield's energy, and it is spent in **Protocol Space** — the instanced stages that drop operator EXP, promotion materials, skill materials and weapon progression. Spending it efficiently is one rule and one habit, and neither of them is about optimising a stage.

The rule: send it at whatever your next upgrade is actually blocked on. Early accounts are almost always short of EXP material and **T-Creds** for levelling, so the fancier stages are a worse use of a bar than the boring ones.

### Spend sanity before it caps

The habit is the part people lose progress to. Regeneration stops dead at the cap — a full bar sitting untouched earns nothing — and after a certain account level a bar takes **42 hours** to go from zero to full <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=150s" target="_blank" rel="noopener">2:30 ↗</a>. That is nearly two days of regeneration standing behind every full bar, so an overnight at cap is a real loss and a busy week at cap is a wasted week.

![Rewards claimable screen showing two ways to claim, with options to spend 60 or 120 sanity for rewards. Sanity value is visible at 186/265 in the top right.](https://api.guides-factory.com/media/uploads/2026/08/02-sanity-system_9vF21gn.jpg "The bar in the corner is the one that stops filling: 186 of 265 here, with room still to accrue.")

<div class="tipbox"><span class="tag">Cheap habit</span>

You do not have to spend it well, only spend it. Dumping a full bar into whatever stage you were farming last week beats letting it sit at the cap by the entire amount it would otherwise have regenerated.

</div>

## The best farming route in Arknights: Endfield

The best farming route in Arknights: Endfield is not a path someone else drew — it is the one your own map builds, because what is ready to collect changes every day. Two tools do the drawing.

**Mission Reminder**, at the top left of the map, flags the spots sitting at full capacity <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=208s" target="_blank" rel="noopener">3:28 ↗</a>. Check it before you set off and the route only visits things that will actually pay out, which is most of the difference between a ten-minute loop and an hour of riding past empty nodes.

**Ziplines** are the other half. Build them toward the nodes, Recycling Stations and outposts you keep returning to, and the same route gets shorter every week you run it.

![Map screen in Valley IV / The Hub with the Mission Reminder button highlighted at the top left, and markers for nodes and ziplines visible.](https://api.guides-factory.com/media/uploads/2026/08/03-mission-reminder_zuwkCim.jpg "Mission Reminder, top left: it flags the nodes already at capacity so the route only visits what is ready.")

### Check rare growths and rare ores on a cycle

Rare growths feed skill and character levelling; rare ores feed weapon tuning. Each site takes about **3 days** to replenish <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=178s" target="_blank" rel="noopener">2:58 ↗</a>, so daily is the wrong cadence for them — clicking a node you emptied yesterday tells you nothing you did not already know. Let Mission Reminder say when a site is full instead, and collect on the map's schedule rather than your own.

## Arknights: Endfield recycling station locations

Recycling Stations are fixed points in the open world that accumulate materials on their own and hand them over when you visit. They are the supply line for the **Dijiang**: when a cabin or a ship upgrade is stuck for want of materials, unclaimed stations are usually the reason <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=310s" target="_blank" rel="noopener">5:10 ↗</a>.

Rather than working from someone's list, find them the way the game intends:

<ol class="checklist">
  <li><label><input type="checkbox"><span class="name">Open the world map and filter it to the Resource category</span></label></li>
  <li><label><input type="checkbox"><span class="name">Look for the owl-styled station icon — it is distinct from ore and growth nodes</span></label></li>
  <li><label><input type="checkbox"><span class="name">Pin the ones near where you already travel, then run ziplines to them</span></label></li>
  <li><label><input type="checkbox"><span class="name">Upgrade each one with that region's Stock Bills for more, and rarer, materials per claim</span></label></li>
</ol>

<p class="note">Community maps disagree with each other about how many stations Valley IV and Wuling hold, so the in-game map filter is the only count worth trusting. Every station takes several upgrade levels, and each level raises both the amount and the rarity of what it yields.</p>

## Arknights: Endfield outpost management daily loop

An outpost buys what your factory makes, and that is the whole loop: **AIC** lines produce, the outpost pays **Stock Bills** for the output, and its prosperity rises as you keep trading with it. Run it at every outpost you have unlocked rather than only the nearest one — each keeps its own pool of bills, and a pool you have drained cannot pay you again until it refills.

### Convert overflow materials into stock bills

Once the **AIC** is running, its materials hit a hard cap and everything produced past it is simply lost <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=218s" target="_blank" rel="noopener">3:38 ↗</a>. Outpost trading is what turns that overflow into something you keep. The trade slot pays a fixed rate, so unlike the market below there is nothing to time here — surplus in, bills out, at a price that does not move.

## Arknights: Endfield Stock Bills farming

**Stock Bills** are the trade currency, and they are neither **Credits** nor **T-Creds**: they are region-locked, so Valley IV bills and Wuling bills are separate stacks that only spend at home. Arknights: Endfield Stock Bills farming is therefore a regional job — the region you want built up is the region whose outposts you trade with.

What they buy is most of the map's own progression <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=236s" target="_blank" rel="noopener">3:56 ↗</a>:

- **AIC** area expansion and additional depot buses.
- Recycling Station upgrades, which raise every future claim.
- Common goods like seeds and weapons.
- The Stock Redistribution Center: gifts that raise operator Trust, alongside other useful resources.

![Valley IV Stock Redistribution interface with Elastic Goods tab open, showing staple, factory, and cultural goods available for purchase with stock bills; visible prices and stock amounts for each item.](https://api.guides-factory.com/media/uploads/2026/08/04-stock-bills_lTRYzr9.jpg "Elastic Goods at the Valley IV terminal — every price on this screen moves again tomorrow.")

The Elastic Goods tab is a stock market and behaves like one: prices swing daily, the goal is to buy low and sell high, and prices are not the same for everyone — which is why visiting a friend to sell at their prices is a tactic rather than a courtesy <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=257s" target="_blank" rel="noopener">4:17 ↗</a>.

<div class="tipbox alt"><span class="tag">Costs more than it looks</span>

The market rewards attention, not money. If you are not already checking it most days, buying at what looks like a discount is as likely to be the top of a swing — this is the one item on the daily list that is genuinely optional.

</div>

## Arknights: Endfield Dijiang daily tasks

The **Dijiang** is your hub, and its daily tasks are assignments rather than errands: you are setting up work that runs while you are somewhere else. Reset it once a day and it pays out for the rest of the day.

| Facility | What it makes | The daily action |
|---|---|---|
| Control nexus | Manages every cabin assignment in one place | Re-check assignments whenever a new operator arrives |
| Manufacturing cabins | Operator experience material and weapon upgrade kits | Restart the line once its run finishes |
| Growth chambers | Rare materials for promotion, skills and weapon tuning | Harvest, then replant |
| Reception room | **Credits**, through clues and friend visits | Exchange clues, accept guests |
| Contact panel | Operator Trust | Hand over the gifts bought with **Stock Bills** |

Assigning operators to the jobs they are actually good at is the whole game here, and the talent nodes along the bottom row of an operator's tree carry the managerial bonuses that make a placement worth more <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=322s" target="_blank" rel="noopener">5:22 ↗</a>. Upgrade those on whoever you leave in a cabin, not on whoever you take into combat.

### Use friends and the spaceship systems for daily income

Friends are where **Credits** come from, and the split is lopsided enough to be worth planning around: a full day of friend and delivery activity is worth more than the daily claim itself <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=274s" target="_blank" rel="noopener">4:34 ↗</a>.

| Source | Each | Per day | Credits |
|---|---|---|---|
| The Credit Store's daily claim | — | once | 300 |
| Production Assist at a friend's Dijiang | 20 | up to 5 | 100 |
| Joining a friend's Clue Exchange | 50 | up to 5 | 250 |
| Delivery jobs posted by other players | 30 | up to 3 | 90 |

![Credits Details popup in the Acquisition Center showing Credits Cache, Daily Credit Rewards, Friendly Sales Rewards, and reward values (0/60, already claimed 300).](https://api.guides-factory.com/media/uploads/2026/08/05-friends-support_aDHNjca.jpg "The Credits breakdown: a daily claim, friend rewards and sales rewards, all landing on the same reset.")

<p class="note">Keep a friend list that logs in. Every row above except the first needs someone else's Dijiang to visit, and an inactive list quietly caps your Credit income at the base claim.</p>

## Buy from the daily shop and stay under the credit cap

**Credits** are their own currency, and it is worth being blunt about that because Endfield runs four of them and three get mixed up constantly. Credits are not the purple **T-Creds** you level operators with, and neither of them is a **Stock Bill** <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=336s" target="_blank" rel="noopener">5:36 ↗</a>.

| Currency | Comes from | Spent on | Cap |
|---|---|---|---|
| **Credits** | Daily claim, friends, delivery jobs | The Credit Store in the Acquisition Center | 300 held at reset |
| **T-Creds** | **Protocol Space**, exploration, the Credit Store | Levelling operators, weapons and gear | None |
| **Stock Bills** | Outpost trading, deliveries | **AIC** expansion, Recycling Stations, regional shops | Per region, per outpost pool |
| **Oroberyl** | Dailies, exploration, account levels | Headhunting pulls | None |

The store itself is the rightmost tab of the Acquisition Center, and its stock rotates: **T-Creds** in bulk, upgrade materials, and occasionally **Oroberyl** or an Arsenal Ticket — the two things worth interrupting a routine for.

![Acquisition center daily shop screen showing staple and elastic goods. Visible credit prices include T-Creds (x2K for 4000 credits), Protodisk (x5 for 1000 credits), Cast Die (x5 for 1000 credits), and Arms INSP Kit (x10 for 4000 credits), all with stock and percentage discounts shown.](https://api.guides-factory.com/media/uploads/2026/08/06-acquisition-center_gyVBsez.jpg "The Credit Store rotates: T-Creds in bulk, Protodisks, Cast Dies and Arms INSP Kits, each at its own discount.")

The cap is where people lose value without noticing. Going over 300 during the day is fine, and unavoidable if you do every friend activity — but whatever is still above it when the clock rolls over is deleted <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=356s" target="_blank" rel="noopener">5:56 ↗</a>. Spend before you log off, not before you start.

## Unlock deliveries for another daily loop

Arknights: Endfield depot node deliveries are the last daily to open up, and the only one that has to be unlocked before it exists at all. The depot node sits in Originium Science Park <a class="jump" href="https://www.youtube.com/watch?v=8m43dD9CBbI&t=379s" target="_blank" rel="noopener">6:19 ↗</a>, and switching it on does two things at once: it lifts depot capacity above the base 8,000 — the node below adds 3,000 for a total of 11,000 — and it unlocks the pack-and-deliver mode.

![Depot node screen for Originium Science Park, showing level 1/4, local depot capacity +3000, current total depot capacity 11000, and a notification that the depot node is now unlocked.](https://api.guides-factory.com/media/uploads/2026/08/07-depot-node_wyGRAp2.jpg "The depot node adds 3,000 local capacity for 11,000 total here, and unlocks pack-and-deliver with it.")

Deliveries are outpost trading with extra steps and a much better rate: a limited number of jobs a day, each paying a serious pile of **Stock Bills**. Accepting jobs other players have posted pays **Credits** as well, which makes this the one daily that feeds two currencies at once.

<div class="tipbox"><span class="tag">Worth the detour</span>

Do the delivery jobs before the market. If you have ten minutes and want **Stock Bills**, this pays more per minute than reading Elastic Goods prices ever will.

</div>

## Also worth knowing

<div class="tipbox alt"><span class="tag">Before you commit</span>

- **Nothing here expires except Credits over the cap.** Every other system is a stockpile that grows more slowly when you skip it, not a window that closes.
- **Sanity is the one clock you cannot pause.** It stops at the cap, so a full bar left overnight is regeneration you never get back.
- **Stock Bills are regional.** Bills earned in Valley IV do not spend in Wuling, so trade in the region you are actually developing.

</div>

Source: [A Complete Daily Farming Guide for Arknights: Endfield!](https://www.youtube.com/watch?v=8m43dD9CBbI) by Lunegiri. The reset hour, the Credit income figures and the currency split were checked against the in-game Operations Manual countdown and community references before publication.

**See also:** [Arknights: Endfield Endgame Progression Guide](/guides/arknights-endfield-endgame-progression-guide) — getting started

**See also:** [Arknights: Endfield Factory Guide](/guides/arknights-endfield-factory-guide) — getting started

---

## FAQ

### What should I do first each day in Arknights: Endfield?

Start with the daily tasks that give account XP and premium currency, then spend your sanity on the materials you need most. After that, check resource nodes, outpost trading, and any daily production or delivery systems that are ready to collect. That order keeps progression moving and prevents capped resources from being wasted.

### How long does sanity take to refill?

Sanity takes 42 hours to go from empty to full after a certain account level. That makes it important to spend it regularly instead of letting it sit capped. The exact pace can change with progression, but the key point is that it is a slow refill.

### What are stock bills used for?

Stock bills are used for AIC expansion, additional depot buses, and purchases in several resource-related shops. They can also be spent on common items such as seeds and weapons, plus recycling station upgrades. They are one of the main currencies to keep an eye on during daily play.

### Where do daily missions appear?

Daily missions are found under the Daily tab when you open the clipboard-style icon. They award account XP and premium currency, so they are usually the first tasks worth checking. They also include routine objectives like spending sanity or defeating enemies.

### What should you do daily in Arknights: Endfield?

The short version is: clear the daily missions, spend Sanity in Protocol Space before it caps, run the outpost and Dijiang loops, and pick up the recycling stations on your route. The checklist section above lists them in the order that wastes the least time, because several of them overlap on the same run.

### Do you have to do every daily in Arknights: Endfield?

No. The only thing with a real cost for skipping is letting Sanity sit at cap, because that is regeneration you never get back. Daily missions and shop purchases are worth doing when you have the time, but missing a day of them does not set your account back in any way you will notice weeks later.

### How do you get Oroberyl fast in Arknights: Endfield?

Oroberyl is not something you farm on a loop the way you farm materials — it arrives from daily and weekly missions, the Operational Manual, exploration and one-off rewards. The fastest realistic route is clearing the mission lists every day and exploring regions you have not finished, since first-time chests and objectives pay far more than any repeatable does.

### What are Stock Bills for in Arknights: Endfield?

Stock Bills are the trade currency, and they are not the same thing as Credits — Endfield splits what mobile Arknights keeps in one pool. They buy from the daily shop, which is where most of their value sits, so it is worth checking the shop before the reset rather than letting them pile up.

