Time: 2025-11-26 by mmojugg Game: ARC Raiders Guide Tags: ARC Raiders Blueprints

If you're knee-deep in the wasteland scavenging for that next crafting edge in ARC Raiders, blueprints are your ticket to sustained firepower and survival. Why not bookmark this spot for your next raid prep session? And if you're looking to jump ahead, check out our ARC Raiders Shop for Coins, Map Keys, Weapons, Materials, Blueprints, and Boosting Services to kit out without the endless grind.
In ARC Raiders, blueprints unlock permanent recipes at your Raider Den's workbenches, letting you craft everything from basic tools to legendary weapons without relying on fleeting loot. Post-Patch 1.3, released November 20, 2025, the system feels more generous. Community feedback on Reddit and Steam highlights a stealth buff to overall drop rates, building on the explicit Aphelion hike. This comes after Patch 1.2's Stella Montis launch, where rates dipped, frustrating veteran farmers. Now, short runs yield 2-3x more hits, especially in high-value zones.
Blueprints aren't just consumables—they're progression gates. Learn one via "Learn and Consume," and it's yours forever (until Expedition). With 74 total, covering weapons, augments, consumables, and gear, completing the set demands strategy. Post-1.3, expect variance from RNG, but targeted farming cuts hours off the chase.
Blueprint Category | Count | Key Examples | Patch 1.3 Impact |
|---|---|---|---|
Weapons | 28 | Aphelion, Snap Hook, Venator | Aphelion rates up; others feel snappier |
Augments | 12 | Looting Mark III, Tactical Mk. 3 | Consistent in breach rooms |
Consumables/Tools | 20 | Light Stick, Blaze Grenade | High-volume in hotspots |
Gear/Armor | 14 | Combat Mk. 3, Survivor Looting | Night/Storm boosts apply |
Patch 1.3 didn't overhaul blueprint mechanics but tuned specifics. The headline: Aphelion Energy Rifle blueprint drops leaped from near-zero to near-guaranteed off Stella Montis's Matriarch boss core. General rates? Player tests (e.g., 10-raids averaging 10 drops in Blue Gate) suggest a broad uplift, possibly unlisted. Containers like weapon cases and breach boxes remain prime, with density over location driving success. RNG factors in, but modifiers tilt odds. Durability ties to value too—high-durability loots recycle better, indirectly aiding blueprint hunts via Coins for Map Keys.
Mechanic | Pre-1.3 | Post-1.3 | Verification |
|---|---|---|---|
Aphelion Source | Matriarch Core (0% feel) | Matriarch Core (~100%) | Patch notes, Reddit confirms |
General Rates | Patch 1.2 lows | 50-100% in tests | Community runs, no official stat |
Container Priority | Breach/Weapon Cases | Same, but more frequent | Wiki, guides |
Raid modifiers are blueprint multipliers. Night raids bump quality across the board, ideal for broad farming. But Electromagnetic Storm (lightning variant) shines brightest—tests show 5/5 Snap Hook drops in storms vs. 3/6 nights. Its unlisted loot buff, per player anecdotes, extends to generals, outpacing nights by 20-30% in small samples. Queue storms on Dam Battlegrounds or Buried City for traversal tools like Snap Hook. Pro Tip: Storms amp PvP traffic; pair with Looting Mark II for safe extracts. Post-1.3, this holds, with doubles reported in single raids.
Condition | Drop Multiplier | Ideal Targets | Sample Data (Post-1.3) |
|---|---|---|---|
Night | 1.5x General | Weapons/Augments | 3/6 Snap Hooks |
Electromagnetic Storm | 2x+ (Snap Hook 5x) | Snap Hook, Volume | 5/5 Snap Hooks; 2 in one raid |
Efficiency beats volume—focus breachable doors, weapon cases, med duffels, and raider caches (black boxes with ticking audio). Blue Gate's Underground Breach Room (under Reinforced Reception) is meta: Rope down, breach right door—100% average in day tests (10/10 raids, incl. doubles). Yields Light Sticks (5k Coins) or purple Augments; even Blaze Grenades nearby. Other gems: Raider stashes (surveyor kills/power rect deliveries), elite ARC drops. Post-1.3, these feel hotter, with no skill nodes needed for basics.
Hotspot | Map | Access | Avg. Yield (10 Raids) | Notes |
|---|---|---|---|---|
Underground Breach | Blue Gate | Ropes + Breach | 10 Blueprints | Day-safe; Augment heaven |
Bridge Hidey-Hole | Dam Battlegrounds | Vault Trick | 5 Weapon Cases | No tools needed |
Train Station | Buried City | Breach Door | 7 Breach Boxes | Low traffic |
Matriarch Core | Stella Montis | Boss Kill | 1 Aphelion | Guaranteed post-1.3 |
Collecting all 74? Categorize by workbench. Weapons dominate (28), needing Gunsmith upgrades. Post-1.3, quest rewards (Tian Wen line) guarantee basics; farms handle rares. Here's the exhaustive list, with crafting basics (materials vary by level; assume Mk.1 for brevity). Prioritize: Snap Hook for mobility, Aphelion for DPS.
Pistols: Venator (2 Metal + 1 Circuit), Bobcat (1 Metal + 1 Crude Explosive)
Rifles: Aphelion (3 ARC Core + 2 Circuitry), Tempest (2 Explosive + 1 Fuel)
Shotguns: Anvil (1 Compound + 2 Metal), Hullcracker (3 Metal + 1 Core)
SMGs: Stitcher (2 Circuit + 1 Explosive), Volcano (1 Fuel + 2 Crude)
... (Full: incl. Deadline Mine, Secret Grenade—10 more variants; elusives like Deadline still gated)
Looting Mark III (Survivor: 2 Fabric + 1 Cell), Tactical Mk. 3 (Defensive: 1 Armor Plate + 2 Metal)
Combat Mk. 3 (Aggressive/Flanking: 3 Circuit + 1 Explosive each)
Light Stick (1 Chemical + 1 Fabric), Blaze Grenade (2 Explosive + 1 Crude)
Med Duffel (3 Fabric + 2 Cell), Adrenaline Shot (1 Compound + 1 Fuel)
Survivor Looting (2 Plate + 1 Core), Defensive Tactical (3 Metal + 2 Circuit)
(Full recipes in-game; upgrade workbenches to Lv3 for rares. Sourced from wiki
, IGN
—total verified at 74 incl. Patch 1.2 adds.)
Adrenaline to 1-2 spots, safe-pocket, extract. Repeat for 5-10/hour. Equip Looting Mark for extras.
Dam Battlegrounds: Edge-drop vault to bridge hole—50% cases.
Buried City North: Breach station for boxes/cases.
Buried City Building: Top-floor breach—unknown to most.
Blue Gate Underground: As above—extract fast.
Route | Est. Time | Blueprints/Raid | Risk Level |
|---|---|---|---|
Dam Hole | 2 min | 0.5 | Low |
Station | 3 min | 0.7 | Low |
Underground | 4 min | 1.0+ | Medium |
Dual safe pockets via Looting Mark II (Lv2 bench, cheap: 2 Metal + 1 Cell). Extract at 3 blueprints. These loop 8-12 spots.
Maintenance couches/breach.
Towers (rope up)—cases + lockers.
Fuel pipe vault.
Departure bathroom breach (shower case).
Arrival outer breaches/roof ladder (med bag alt).
Optional: Arrival skylight risk (southeast case).
Morano breach.
House attic/window jumps (kitchen counter).
Bridge zipline room (2 cases).
Raider caches (bushes/vehicle—tick sound).
Rooftop secrets (jumps for 2 cases).
Pharmacies (multi-floor breaches—dense).
Red Tower stairs/railing.
Northeast building hole (stair case).
Route | Spots | Time | Yield Potential | PvP Notes |
|---|---|---|---|---|
Spaceport | 8-10 | 15 min | 3-5 | Outer low-traffic |
Buried City | 12+ | 20 min | 4-7 | Pharmacies hot |
December 21, 2025, marks the first voluntary Expedition departure—reset for prestige. Lose: levels, skills (regain +5), blueprints, stash, workshop, quests. Keep: cosmetics, creds, tokens, decks. Rewards: +20 stash slots, emotes, XP boosts—essential for long-haulers. Skip to retain blueprints, but lag behind wipers. Prep: Farm now; suggestions like duplicate trades or 1-2 retains float in forums. Devs eye tweaks per feedback. With 74 to chase, hit 50+ pre-reset via routes.
Expedition Phase | Dates (2025) | Focus | Losses | Gains |
|---|---|---|---|---|
Prep | Oct 30-Dec 14 | Caravan mats | N/A | Progress carryover |
Finalize | Dec 15-20 | Confirm | All char progress | +5 Skills, Slots |
Depart | Dec 21 | Wipe | Blueprints etc. | Cosmetics, Boosts |
Near-yes—from Matriarch core on Stella Montis. Pre-patch ~0%; now ~100% per kill, per notes and Discord shots. Farm boss runs; share damage for priority loot.
Yes—74 total (weapons 28, etc.), per wiki/IGN. Use in-game codex; quests unlock 20% guaranteed. Farms hit the rest; duplicates sell for Coins.
Voluntary—skip to keep all. But wipers get edges like +5 skills. First window Dec 21; devs may add leniency (e.g., retains) based on feedback.
Looting Mark III (Survivor)—extra safe pockets/carries. Craft at Lv3: 2 Fabric + 1 Cell. Pairs with Storm queues for 2x yields.
No direct learn-from-recycle yet, but high-durability loots (100%) yield more Coins for keys. Community pushes for dismantle bonuses; watch patches.
Patch 1.3 turns blueprint hunting from slog to strategy—Aphelion flows, hotspots hum, and routes reward smarts. With Expedition looming, stack those recipes and experiment in storms. Drop your best drops below; let's refine this together. Stay sharp out there.
You Might Also Like:
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ARC Raiders Blueprint Boost: Cold Snap Farming Tip – Winter container bonuses
Unlocking the Power of Blueprints in ARC Raiders – Learning mechanics and material costs
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