All ARC Raiders Blueprints and How to Get Them
Blueprints in ARC Raiders unlock permanent crafting recipes for weapons, mods, explosives, medical tools, and refined components. Each one is a one-time consumable: you pick it up, use it, and the recipe stays available at the appropriate station level.
Below is a full breakdown of every blueprint currently confirmed in the game, where they typically drop, and how to farm them efficiently without wasting time on low-value routes.
Blueprints in ARC Raiders
- A blueprint becomes permanent after you consume it in your inventory.
- If you die before extraction, you lose it. Once learned, you keep it forever.
- Most blueprints require a specific workstation level (Gunsmith, Explosives Station, Refiner, Gear Bench, Utility Station, Medical Lab).
- Duplicate blueprints can be sold for Coins.
- Some rare and legendary blueprints come from fixed sources such as bosses or quest rewards.
There are dozens of blueprints in total, split between weapons, attachments, explosives, utility items, medical tools, and refined parts.
All ARC Raiders Blueprints
Blueprints marked as Random Drop come from high-value loot zones, locked rooms, hidden caches, weapon crates, duffel bags, and interior containers. Boss and quest blueprints have fixed sources.
Weapon Blueprints
| Blueprint | Station & Level | Key Crafting Components |
|---|---|---|
| Anvil | Gunsmith 2 | 5 Mechanical Components, 5 Simple Gun Parts |
| Aphelion | Gunsmith 3 | 3 Magnetic Accelerators, 3 Complex Gun Parts, 1 Matriarch Reactor |
| Bettina | Gunsmith 2 | 3 Advanced Mechanical Components, 3 Heavy Gun Parts, 3 Canisters |
| Bobcat | Gunsmith 3 | 1 Magnetic Accelerator, 3 Light Gun Parts, 2 Exodus Modules |
| Burletta | Gunsmith 1 | 3 Mechanical Components, 3 Simple Gun Parts |
| Equalizer | Gunsmith 3 | 3 Magnetic Accelerators, 3 Complex Gun Parts, 1 Queen Reactor |
| Hullcracker | Gunsmith 3 | 1 Magnetic Accelerator, 3 Heavy Gun Parts, 1 Exodus Module |
| Il Toro | Gunsmith 1 | 5 Mechanical Components, 6 Simple Gun Parts |
| Jupiter | Gunsmith 3 | 3 Magnetic Accelerators, 3 Complex Gun Parts, 1 Queen Reactor |
| Osprey | Gunsmith 3 | 2 Advanced Mechanical Components, 3 Medium Gun Parts, 7 Wires |
| Tempest | Gunsmith 3 | 1 Magnetic Accelerator, 3 Medium Gun Parts, 2 Exodus Modules |
| Torrente | Gunsmith 3 | 2 Advanced Mechanical Components, 3 Medium Gun Parts, 6 Steel Springs |
| Venator | Gunsmith 3 | 2 Advanced Mechanical Components, 3 Medium Gun Parts, 5 Magnets |
| Vulcano | Gunsmith 3 | 1 Magnetic Accelerator, 3 Heavy Gun Parts, 1 Exodus Module |
| Wolfpack | Explosives Station 3 | 2 Explosive Compounds, 2 Sensors |
Attachment Blueprints (Magazines, Muzzles, Barrels)
| Blueprint | Station & Level | Key Crafting Components |
|---|---|---|
| Angled Grip II | Gunsmith 2 | 2 Mechanical Components, 3 Duct Tape |
| Angled Grip III | Gunsmith 3 | 2 Mod Components, 5 Duct Tape |
| Compensator II | Gunsmith 2 | 2 Mechanical Components, 4 Wires |
| Compensator III | Gunsmith 3 | 2 Mod Components, 8 Wires |
| Extended Barrel | Gunsmith 3 | 2 Mod Components, 8 Wires |
| Extended Light Magazine II | Gunsmith 2 | 2 Mechanical Components, 3 Steel Springs |
| Extended Light Magazine III | Gunsmith 3 | 2 Mod Components, 5 Steel Springs |
| Extended Medium Magazine II | Gunsmith 2 | 2 Mechanical Components, 3 Steel Springs |
| Extended Medium Magazine III | Gunsmith 3 | 2 Mod Components, 5 Steel Springs |
| Extended Shotgun Magazine II | Gunsmith 2 | 2 Mechanical Components, 3 Steel Springs |
| Extended Shotgun Magazine III | Gunsmith 3 | 2 Mod Components, 5 Steel Springs |
| Muzzle Brake II | Gunsmith 2 | 2 Mechanical Components, 4 Wires |
| Muzzle Brake III | Gunsmith 3 | 2 Mod Components, 8 Wires |
| Shotgun Choke II | Gunsmith 2 | 2 Mechanical Components, 4 Wires |
| Shotgun Choke III | Gunsmith 3 | 2 Mod Components, 8 Wires |
| Shotgun Silencer | Gunsmith 3 | 2 Mod Components, 8 Wires |
| Silencer I | Gunsmith 2 | 2 Mechanical Components, 4 Wires |
| Silencer II | Gunsmith 3 | 2 Mod Components, 8 Wires |
Stock & Grip Blueprints
| Blueprint | Station & Level | Key Crafting Components |
|---|---|---|
| Horizontal Grip | Gunsmith 3 | 2 Mod Components, 5 Duct Tape |
| Lightweight Stock | Gunsmith 3 | 2 Mod Components, 5 Duct Tape |
| Padded Stock | Gunsmith 3 | 2 Mod Components, 5 Duct Tape |
| Stable Stock II | Gunsmith 2 | 2 Mechanical Components, 3 Duct Tape |
| Stable Stock III | Gunsmith 3 | 2 Mod Components, 5 Duct Tape |
| Vertical Grip II | Gunsmith 2 | 2 Mechanical Components, 3 Duct Tape |
| Vertical Grip III | Gunsmith 3 | 2 Mod Components, 5 Duct Tape |
Gear Mod Blueprints (Combat, Looting, Tactical presets)
| Blueprint | Station & Level | Key Crafting Components |
|---|---|---|
| Combat Mk. 3 (Aggressive) | Gear Bench 3 | 2 Advanced Electrical Components, 3 Processors |
| Combat Mk. 3 (Flanking) | Gear Bench 3 | 2 Advanced Electrical Components, 3 Processors |
| Looting Mk. 3 (Survivor) | Gear Bench 3 | 2 Advanced Electrical Components, 3 Processors |
| Tactical Mk. 3 (Defensive) | Gear Bench 3 | 2 Advanced Electrical Components, 3 Processors |
| Tactical Mk. 3 (Healing) | Gear Bench 3 | 2 Advanced Electrical Components, 3 Processors |
Explosives & Utility
| Blueprint | Station & Level | Key Crafting Components |
|---|---|---|
| Barricade Kit | Utility Station 2 | 1 Mechanical Component |
| Blaze Grenade | Explosives Station 3 | 1 Explosive Compound, 2 Oil |
| Explosive Mine | Explosives Station 3 | 1 Explosive Compound, 1 Sensor |
| Jolt Mine | Explosives Station 2 | 1 Electrical Component, 1 Battery |
| Lure Grenade | Utility Station 2 | 1 Speaker Component, 1 Electrical Component |
| Remote Raider Flare | Utility Station 1 | 2 Chemicals, 4 Rubber Parts |
| Showstopper | Explosives Station 3 | 1 Advanced Electrical Component, 1 Voltage Converter |
| Smoke Grenade | Utility Station 2 | 14 Chemicals, 1 Canister |
| Tagging Grenade | Utility Station 3 | 1 Electrical Component, 1 Sensor |
| Trigger ’Nade | Explosives Station 2 | 2 Crude Explosives, 1 Processor |
Medical Items
| Blueprint | Station & Level | Key Crafting Components |
|---|---|---|
| Defibrillator | Medical Lab 2 | 9 Plastic Parts, 1 Moss |
| Vita Shot | Medical Lab 3 | 2 Antiseptic, 1 Syringe |
| Vita Spray | Medical Lab 3 | 3 Antiseptic, 1 Canister |
Tools & Light Items
| Blueprint | Station & Level | Key Crafting Components |
|---|---|---|
| Snap Hook | Utility Station 3 | 2 Power Rod, 3 Rope, 1 Exodus Module |
| Light Stick (Blue, Green, Red, Yellow) | Refiner 2 | 3 Chemicals |
Component Refinement
| Blueprint | Station & Level | Key Crafting Components |
|---|---|---|
| Complex Gun Parts | Refiner 3 | Light + Medium + Heavy Gun Parts |
| Heavy Gun Parts | Refiner 2 | 4 Simple Gun Parts |
| Light Gun Parts | Refiner 2 | 4 Simple Gun Parts |
| Medium Gun Parts | Refiner 2 | 4 Simple Gun Parts |
How to Get ARC Raiders Blueprints
Loot Distribution Basics
Blueprints can drop pretty much anywhere, but in practice the game heavily favors certain areas and container types. If the goal is to complete an all arc raiders blueprints list, you’ll want to focus on locations with dense loot spawns and upgraded loot tables.
Best Areas (Consistent Blueprint Drops)
Players generally farm these because they offer the most containers per run:
- Dam Battlegrounds
- Dome
- Power Generation Complex
- North Elevator
- Buried City
- Plaza Rosa
- Hospital
- Apartment clusters and multi-floor buildings
These areas combine high-value loot markers, many locked rooms, and reliable weapon crate spawns. They effectively function as your practical arc raiders blueprints map because the density of loot makes each run efficient.
Containers Worth Opening Every Time
Some containers simply have better odds than others:
- Hidden caches / high-value lockers: strongest chance for weapon and mod blueprints.
- Locked rooms (keys or power cells required): elevated loot table, frequent Tier II–III mods and weapon recipes.
- Weapon crates (large green boxes): reliable spawn locations, good for weapon blueprints.
- Duffel bags, cabinets, drawers, containers behind breachable walls: often ignored, but they pull from the same pool that includes mod and attachment blueprints.
If you’re doing targeted blueprint farming, prioritize routes where you can hit as many caches and locked rooms as possible.
Night Raids
Night cycles tend to produce better average loot in certain zones, especially residential clusters and indoor locations. Many players use night runs for farming utility, explosives, and grenade blueprints like Wolfpack because the loot distribution feels slightly shifted toward high-tier rolls.
By the way, we also have a guide on Night Raids.
Bosses and Fixed Sources
Some blueprints aren’t random:
- Matriarch: drops the Aphelion blueprint.
- Queen encounter: drops Equalizer and Jupiter.
If you’re collecting specific legendaries, bosses are non-negotiable.
Vendors and Reputation Unlocks
Some blueprints appear in vendor inventories once you reach certain reputation levels. This isn’t fast, but it’s guaranteed, so it’s a good way to fill missing early- or mid-tier recipes.
Efficient Blueprint Farming (Practical Routes)
Recommended loop approach:
- Choose a high-density zone (Dam Battlegrounds or Buried City).
- Create a circular route with the maximum number of caches, locked rooms, and weapon crates.
- Play during nighttime raids when possible for slightly better rolls.
- Clear multi-floor interiors, they often hide multiple loot points stacked vertically.
- Extract consistently. Hoarding too long usually leads to losing the entire run.
Final Thoughts
Collecting blueprints in ARC Raiders isn’t complicated once you get a feel for where the game actually likes to hide good loot.
After a few runs you’ll notice patterns: some buildings always pay off, some crates almost never do, and certain spots just keep handing you new recipes for free.
You don’t need to hunt each blueprint individually. Run the dense zones, clear interiors, check locked rooms, and extract without getting greedy. The list fills itself in over time. The only real exceptions are the boss drops, those are worth going out of your way for.
Once you’ve got a few solid weapon recipes and the basic attachments you like, the whole game opens up. You stop depending on random drops and start shaping your loadout the way you actually want it.
FAQ
How many blueprints are there in ARC Raiders?
Roughly around sixty-plus, depending on the patch. If you’re aiming for a full collection, expect a long list.
Are there fixed blueprint locations?
Not in the strict sense. Most blueprints are random drops, but High/Medium Value zones, locked rooms, and hidden caches have noticeably better odds.
Do night raids really drop better loot?
They usually feel that way. Night runs tend to stack more high-value containers in tight areas, which naturally bumps your chances.
What should I aim for first?
A couple of solid weapon recipes (Anvil, Torrente, Il Toro) and basic attachments like extended mags, grips, and silencers. These give you the biggest immediate upgrade.
Is trading a thing?
Only informally. Players drop items for each other during raids. It works, but it’s trust-based.
Should I sell duplicates?
If you don’t need them, sure. It’s easy extra Coins with no downside.


