Arc Raiders

ARC Raiders Blueprints: Where to Farm Every One

ARC Raiders blueprints: how they drop, what resets on an Expedition, a master table of every blueprint with source and rarity, and the best route per map.
Hae Jen
Hae Jen
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14 min read
Updated Oct 21, 2026
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ARC Raiders blueprints drop from containers that match their category, and the fastest way to farm them is to stack three things: the right container type, a boosted map condition like Night Raid or Electromagnetic Storm, and a map with dense loot rooms. Weapons come from Raider containers, attachments from residential ones, augments from Security and Medical containers, and a handful only exist behind one event, one map or one quest. Below you get how blueprints work (and when they reset), a master table of all 83 with source, rarity and farm priority, the best route on every map, and what Frozen Trail changed when it landed on October 8.

Build context: Store Update 1.47.0, last checked September 2026. Blueprint locations come from the community wiki and map guides, cross-checked against what our farm runs actually pull. Embark does not publish drop rates, so you will not see a percentage in this guide that we cannot source.

How blueprints work in ARC Raiders

A blueprint is a one-time item that permanently teaches you a crafting recipe. You extract with it, open it in Speranza, choose “Learn and Consume” and the item is gone, replaced by the recipe at the matching workbench. Learned blueprints get a check mark and cannot be consumed a second time, so duplicates are only good for trading or selling. Every blueprint sells for 5,000 coins. That is decent money for a duplicate Silencer I and a sad price for a second Tempest.

You can get them from:

  • Containers, which is where almost everything comes from.
  • Trials, since every blueprint in the scavenging pool can also drop as a Trial reward.
  • Quests: Burletta (Industrial Espionage), Hullcracker (The Major’s Footlocker), Lure Grenade (Greasing Her Palms) and a few others are quest rewards.
  • Projects and Expedition rewards.
  • ARC Surveyors, which can drop blueprints on death.

The container rule saves you hours. Per the ARC Raiders Wiki blueprint table: explosives come from Industrial containers, weapons and gun parts from Raider containers (the Tempest is the exception), medical blueprints from Medical containers, augments from Security containers and occasionally Medical ones, and utilities from Electrical containers. Weapon mods mostly sit in Residential containers, which means drawers, lockers and cabinets. If you want a Silencer, spend your time on drawers and lockers rather than ammo crates.

Do blueprints reset on an Expedition?

Yes, if you depart. Sending your Raider on an Expedition wipes your level, skill points, stash and workshop, and learned blueprints go with them (our ARC Raiders Expedition guide lists exactly what resets and what survives). Blueprints handed out as Expedition 4 and 5 rewards were explicitly temporary for the same reason. Ermal’s Vault lets you carry a few items or blueprints across, and departing has always been optional.

The timing matters right now. The fifth Expedition’s departure window closed on September 29, and Embark’s 5th Expedition post confirms it is the last one until early 2027. Anything you learn this autumn stays learned for months, which makes it the best window in a long while to work through your list.

Video: Eleven Suns Gaming on YouTube, covering all 83 blueprint locations.

Every ARC Raiders blueprint: source, rarity and priority

This is the full list, grouped where blueprints share a source (the tier II and tier III attachments follow identical rules, so they get one row each). Rarity is the in-game rarity of the item. “Any map” means the blueprint can spawn on every map; a condition listed means that condition is required or strongly favoured. Priority is our call on what to chase first, explained in the next section. Sources: the community wiki’s blueprint table and item pages, last checked September 2026; the wiki itself notes spawn data is not 100% confirmed.

BlueprintCategoryRarityWhere it dropsPriority
AnvilHand cannonUncommonRaider containers, any mapHigh
Il ToroShotgunUncommonRaider containers, any mapMedium
VenatorPistolRareRaider containers, any mapMedium
OspreySniper rifleRareRaider containers, any mapMedium
TorrenteLMGRareRaider containers, any mapLow
RascalSpecialRareRaider containers, any mapLow
BettinaAssault rifleEpicRaider containers, any mapHigh
TempestAssault rifleEpicResidential containers in Night Raid; First Wave Caches in HurricaneHigh
BobcatSMGEpicLocked Gate or Hurricane only, incl. First Wave CachesHigh
CantoSMGRareHurricane First Wave CachesMedium
VulcanoShotgunEpicHidden Bunker or Hurricane only, incl. First Wave CachesMedium
BurlettaPistolUncommonQuest: Industrial Espionage; TrialsVia quest
HullcrackerSpecialEpicQuest: The Major’s FootlockerVia quest
AphelionBattle rifleLegendaryStella Montis only, any containerLate
DolabraShotgunLegendaryARC Assessor during Close ScrutinyLate
JupiterSniper rifleLegendaryHarvester event onlyLate
EqualizerSpecialLegendaryHarvester event onlyLate
Light, Medium, Heavy Gun PartsCrafting materialRareRaider containers, any mapHigh
Complex Gun PartsCrafting materialEpicSecurity containers, any mapHigh
Silencer I, Silencer IIMuzzleUncommon, RareResidential containers, any mapHigh
Extended Medium Mag IIMagazineUncommonResidential containers in Night RaidHigh
Tier II mods: Angled Grip II, Vertical Grip II, Compensator II, Muzzle Brake II, Stable Stock II, Extended Light Mag II, Extended Shotgun Mag II, Shotgun Choke IIAttachmentsUncommonResidential containers, any map, any conditionMedium
Extended Barrel IIMuzzleRareAny map (container unconfirmed)Medium
Tier III mods: Angled Grip III, Vertical Grip III, Compensator III, Muzzle Brake III, Stable Stock III, Extended Light / Medium / Shotgun Mag III, Shotgun Choke IIIAttachmentsRareResidential containers in Electromagnetic Storm, Locked Gate or Night RaidHigh
Extended Barrel IIIMuzzleEpicResidential containers in Electromagnetic Storm, Locked Gate or Night RaidMedium
Lightweight Stock, Padded StockStockEpicResidential containers in Electromagnetic Storm, Locked Gate or Night Raid (Padded also Hidden Bunker)Medium
Shotgun SilencerShotgun muzzleEpicResidential containers in Electromagnetic Storm, Locked Gate, Night Raid or Hidden BunkerMedium
Looting Mk. 3 (Survivor), Looting Mk. 3 (Safekeeper)AugmentEpicMedical and Security containers, Metal Crates, any mapHigh
Tactical Mk. 3 (Healing), (Revival), (Defensive)AugmentEpicMedical and Security containers on Stella Montis and The Blue Gate (Defensive also from ARC Surveyors)High (squads)
Combat Mk. 3 (Aggressive), (Flanking)AugmentEpicMedical and Security containers on Stella Montis and The Blue GateMedium
Tactical Mk. 3 (Smoke)AugmentEpicRiven Tides, Security containers firstMedium
Vita ShotHealingRareMedical containers, ARC SurveyorsHigh
Vita SprayHealingEpicMedical containers, ARC Surveyors; quest Worth Your SaltHigh
DefibrillatorHealingRareMedical containers, any mapHigh (squads)
Blaze Grenade, ShowstopperGrenadeRareIndustrial containers, any mapMedium
Explosive Mine, Jolt MineTrapRareIndustrial containers, any mapLow
Smoke GrenadeGrenadeRareResidential containers, any mapMedium
WolfpackGrenadeEpicResidential containers in Night RaidMedium
Trigger ‘NadeTrapRareAny container; quest Sparks FlyMedium
Lure GrenadeGrenadeUncommonQuest: Greasing Her PalmsVia quest
Tagging GrenadeGrenadeRareElectrical containers, any mapLow
Seeker Grenade, Trailblazer, Pulse Mine, Gas Mine, DeadlineGrenades and trapsUncommon, Rare, Uncommon, Common, EpicStella Montis only, any containerLow
Snap HookGadgetLegendaryElectromagnetic Storm only, any containerMedium
Surge CoilUtilityRareElectromagnetic Storm onlyLow
Barricade Kit, Remote Raider FlareUtilityUncommon, CommonElectrical containers, any mapLow
Fireworks BoxUtilityRareCold Snap; quest Test CaseLow
Powered DescenderGadgetEpicRiven Tides, Industrial containersMedium
Crash Mat, White FlagUtilityUncommon, CommonRiven Tides (Crash Mat: lockers; White Flag: Industrial containers)Low
Red, Green, Yellow, Blue Light StickUtilityCommonAny container, any mapSkip

Which blueprints to farm first

Farm the blueprints for things you lose every raid, not the ones that look best in your stash. A Jupiter you are scared to take topside is a trophy, while a Vita Shot recipe pays for itself on the first night you would otherwise have extracted on a sliver of health. Our order for a fresh account:

  1. Gun Parts (Light, Medium, Heavy, then Complex). Without these you cannot craft the weapons whose blueprints you already own, so they multiply everything else.
  2. Vita Shot, Vita Spray and Defibrillator. You burn through healing faster than anything else.
  3. Silencer I and II. Suppressors matter more than raw damage in the current loadout meta, and they come out of ordinary Residential containers.
  4. Extended Medium Mag II and the tier III mods for your main gun. Farm these in Night Raid or Electromagnetic Storm, since the tier III versions will not drop outside those conditions.
  5. Looting Mk. 3 (Survivor) or Tactical Mk. 3 (Healing), depending on whether you play solo or in a squad.
  6. One Epic weapon: Tempest, Bettina or Bobcat. Check our weapon tier list for which fits how you play before you plan a Hurricane night around it.

Everything Legendary goes at the end. Jupiter and Equalizer need the Harvester event and a squad that can take it, Aphelion needs a lot of time on Stella Montis, and Dolabra needs an ARC Assessor during Close Scrutiny. They are great to own, but you cannot farm them on demand.

If you would rather hand the grind to someone who runs these routes all day, our ARC Raiders blueprint farm team works through a target list on your account while you do anything else. You still get to pick which ones go on the list.

Map conditions that matter for blueprints

The condition you queue into matters more than the map. The wiki notes that rare and epic blueprints show up more often during double Major Map Conditions, and a big chunk of the list will not drop at all without the right condition. Since Live Update 1.42.0, condition schedules are offset by region, so check the rotation for your own server rather than a global timer.

ConditionWhat it unlocks for blueprint farmingWorth planning around?
Night RaidTempest, Wolfpack, Extended Medium Mag II, all tier III mods, Lightweight and Padded Stock, Shotgun SilencerYes, the default farming condition
Electromagnetic StormSnap Hook, Surge Coil, all tier III mods, both epic stocks, Shotgun SilencerYes
Locked GateBobcat, tier III mods, epic stocks, Shotgun SilencerYes, if you want the Bobcat
HurricaneFirst Wave Caches with Bobcat, Canto, Tempest and Vulcano (not on Stella Montis)Yes, best condition for epic weapons
Hidden BunkerVulcano, Padded Stock, Shotgun SilencerSituational
HarvesterJupiter, EqualizerSquads only
Close ScrutinyDolabra from the ARC AssessorLate game
Cold SnapFireworks BoxNo

First Wave Caches deserve their own note. They only spawn during Hurricane, share the regular Raider Cache spots, and show up at a fraction of those markers (community guides put it around one in five to one in ten). You can tell them apart by the rhythmic electric hum, which is different from a normal cache’s mechanical tick.

Best blueprint farming route on every map

The route that works everywhere is the one the most-upvoted blueprint farming thread on r/ArcRaiders settled on: go in light or naked, drop into a Night Raid or storm lobby, sprint to the densest container cluster, open everything, extract. The goal is container count, so avoid fights. Here is where that cluster is on each map.

Stella Montis

The best map for augments and the only source of Aphelion, Deadline, Seeker Grenade, Trailblazer, Pulse Mine and Gas Mine. The Cultural Archives, opened with the Archives Key, is the best single key room in the game for blueprints. Without the key, work the Security Checkpoint (Raider containers, grenade canisters, medical duffels) and the East Lobby breach room. It is indoors, so there are no Hurricane caches here.

Buried City

The best map for raw volume. The Space Travel Building has weapon cases across several floors, and the JKV Employee Access Card opens floor 4. Plaza Rosa Pharmacy is stacked with medical containers for Vita Shot and Defibrillator runs, and the Red Tower and Grandioso rooftops hold weapon cases you reach by climbing. This is where we send most Night Raid attachment farms.

The Blue Gate

The second source of Combat and Tactical Mk. 3 augments. The Reinforced Reception puzzle room (solve the colour terminal) and the breach room next to it hold red lockers and a weapon case. With the Blue Gate Village Key, the village west of the gate has several high-tier containers behind the double doors near its centre.

Dam Battlegrounds

The friendliest map for a first farming session. The hidden vault at West Broken Bridge has weapon cases, med bags and Raider containers, the rooms under the lower bridge stairs are quick to clear, and there is a Raider cache spawn tucked under the end of the raised highway between Raider Outpost East and East Broken Bridge. On Hurricane nights, the cache markers around the map edges are your First Wave Cache lottery tickets.

Spaceport

Good for weapon cases in odd places. Container Storage has four floors of crates (the upper ones need keys), the staff bathroom in the Departure Building is a breach room with a weapon case, and there is another case on the upper level of Vehicle Maintenance and one inside the hollow vertical pipe on the fuel lines.

Riven Tides

The only source of Crash Mat, White Flag, Powered Descender and Tactical Mk. 3 (Smoke). The Port Authority building has a room full of lockers, which is the Crash Mat farm, and the tennis courts are a decent backup. The yellow Industrial containers at the Stacking Yard and Customs House cover Powered Descender and White Flag. Hit Security containers first for the Smoke augment.

A story from our side: when a client’s list is mostly augments, the Stella Montis Night Raid runs with the Archives Key are the ones that come home with something almost every time, while a daytime Dam run is closer to a coin flip. Same booster and the same route discipline, so the difference comes down to the condition and how many containers the map packs into one building. We moved every augment order to Stella Montis for that reason, and nobody has asked to go back to Dam since.

What Frozen Trail changed for blueprints

Frozen Trail went live on October 8 and added the Outpost, a base you build and expand with modules. Its Research Workstation is the part that matters here: per the Frozen Trail 2.0 update notes, a fully upgraded workstation unlocks Amplified Weapons, a fifth quality tier for 15 existing guns. It sits on top of the blueprint system rather than replacing it, so blueprints are still how you unlock the base guns in the first place. The update also brought the Pendola Pass map and two new weapons, and the Outpost materials you need (Insulation Rolls, Epoxy Buckets, Radial Presses) come mostly from Pendola’s Storm Huts. Frozen Trail also reshuffled the skill tree, which our ARC Raiders skill tree guide breaks down branch by branch.

One more date: Embark is running a PvE test from October 13 to 20, with zero player damage but lower overall loot value in PvE sessions. It is a relaxed way to learn routes, but fewer valuables per session probably means it is not the fastest way to farm blueprints.

Where this guide falls short

This guide has limits. Blueprint drops are RNG, and Embark publishes no drop rates, so everything above improves your odds without guaranteeing anything. You can do the perfect Night Raid Stella Montis run and walk out with Light Sticks. The spawn data comes from the community wiki, which itself says its locations are not 100% confirmed, so treat container and map columns as strong tendencies. And our priority list assumes you play mostly PvP-adjacent extraction runs. A pure PvE player can drop suppressors down the list and move Snap Hook and Powered Descender up.

Frequently asked questions

How do you get blueprints in ARC Raiders?

Mostly by looting containers whose type matches the blueprint’s category: Raider containers for weapons, Residential for attachments, Medical for healing, Security for augments, Industrial for explosives, Electrical for utilities. Trials, certain quests and ARC Surveyors also give them. Extract, then use Learn and Consume in Speranza.

Do you lose blueprints in ARC Raiders?

Not when you die, since a learned recipe is permanent on that Raider. You lose them if you depart on an Expedition, which resets learned blueprints along with your level and stash. Expeditions are paused until early 2027, so anything learned now stays put for months.

What is the rarest blueprint in ARC Raiders?

The Legendary blueprints with a single source: Jupiter and Equalizer from the Harvester event, Dolabra from the ARC Assessor during Close Scrutiny, Aphelion from Stella Montis only, and Snap Hook from Electromagnetic Storm raids.

What is the best map to farm blueprints?

Stella Montis for augments and its exclusive blueprints, especially with the Archives Key. Buried City for sheer container volume. Whichever you pick, a Night Raid or Electromagnetic Storm lobby matters more than the map itself.

Can you sell or reuse duplicate blueprints?

You cannot consume a blueprint you already know, but every blueprint sells for 5,000 coins, so duplicates turn into money or trade stock.

How many blueprints are in ARC Raiders?

83 in the current build per the community wiki, spread across weapons, attachments, augments, healing, grenades, traps, utilities and gun parts. Frozen Trail’s new weapons add to that count as the wiki catches up.

To sum up: farm by container type, farm in Night Raid or Electromagnetic Storm, start with Gun Parts, healing and Silencers, and leave the Legendaries for last. The Expedition pause means this is the best stretch in months to fill your recipe list. If you would rather skip the hundred-container nights, our blueprint farm and raid help covers target-list blueprint farms, loot farms and squad carries on your schedule.

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