Gaming Guide

ARC Raiders Augment Blueprint Spawns: What the Rules Really Are

Augment blueprints normally stick to security and medical containers, but rare drops from cabinets, drawers and suitcases follow a predictable pattern.

Augment blueprints normally stick to security and medical containers, but rare drops from cabinets, drawers and suitcases follow a predictable pattern.

Augment blueprints in ARC Raiders are supposed to be the most location-locked drops in the game. Tactical Mk. 3 and Combat Mk. 3 recipes live in security containers, with a smaller chance in medical containers, and everything else in the loot table sorts itself into neat buckets by container type. Yet players keep pulling Survivor, Revival and Aggressive blueprints out of electrical cabinets, office drawers and briefcases — containers that have no business holding them.

Quick answer: Container-type rules still hold. Any container can produce any blueprint through a rare universal roll, so a cabinet or suitcase augment is a genuine outcome, not a bug — but farming cabinets for augments is far slower than looting security and medical containers on Stella Montis or The Blue Gate.


How blueprint spawns are sorted by container type

Every blueprint category maps to a container family. Learning that mapping is the difference between farming with intent and opening every box on the map. The pairings below cover the bulk of the scavenging pool.

Container familyWhat it rollsExamples
Security containersAugments, Complex Gun PartsTactical Mk. 3 (Revival), Looting Mk. 3 (Survivor)
Medical containersMedical items, augments at a lower rateVita Shot, Defibrillator, Combat Mk. 3 (Aggressive)
Raider containersWeapons and gun partsAnvil, Bettina, Rascal, Light Gun Parts
Residential containersAttachments and modsSilencer II, Shotgun Choke III, Smoke Grenade
Industrial containersExplosivesExplosive Mine, Showstopper, Blaze Grenade
Electrical containersUtilitiesBarricade Kit, Tagging Grenade, Remote Raider Flare

A handful of blueprints ignore container type entirely and instead lock to a map or a map condition. Aphelion, Deadline, Trailblazer, Pulse Mine, Gas Mine and Seeker Grenade only appear on Stella Montis, but they can come from any container there. Bobcat is tied to the Locked Gate condition, Snap Hook to Electromagnetic Storm, and Tempest and Wolfpack to Night Raid. Riven Tides has the smallest native pool of all — Powered Descender, White Flag and Crash Mat.

ARC Raiders inventory screen with an empty weapon equipment slot highlighted before a raid
Loadout screen before a run. Image: Embark Studios

Why augments show up in cabinets, drawers and suitcases

The clips causing confusion are real. Electrical cabinets in the Dam Battlegrounds server room have produced both Revival and Survivor augments. A standard office container gave up a Combat Mk. 3 (Aggressive). A briefcase on Dam Battlegrounds dropped a Survivor augment, and a suitcase in room 205 of the Riven Tides hotel did the same.

The behaviour is best explained as two separate rolls. First, a container checks whether it spawns a blueprint at all. If that check passes, it then picks from a loot table — its own native pool, plus a very rare universal slot that can serve up any blueprint in the game, augments included. Nothing about the standard rates has changed. The universal slot has presumably always been there; it just fires rarely enough that it looks like a new mechanic when three clips land in the same week.

Breach and search prompt on a container during an ARC Raiders raid
A breachable container mid-raid, the moment a blueprint roll resolves. Image: Embark Studios

What 150 electrical cabinets actually produced

A controlled test settles the question of whether cabinets are worth farming for augments. Twenty-five runs through the Dam Battlegrounds server room, covering 150 cabinet searches, returned seven blueprints. All seven were standard electrical drops — Red Light Stick, Tagging Grenade and Remote Raider Flare. Not a single augment.

Destinations screen in ARC Raiders with Dam Battlegrounds selected before a run
Selecting Dam Battlegrounds, the map used for the server room cabinet test. Image: Embark Studios

That works out to roughly one blueprint per 21 cabinets, and every one of them came from the native electrical pool. The takeaway is straightforward. Cabinets remain the correct place to hunt utility recipes, and a terrible place to hunt augments.


Why small-pool containers and maps produce stranger drops

Here is the counterintuitive part. Containers with a short native blueprint list are the ones most likely to hand you the universal augment. Electrical and mechanical cabinets only have a few recipes of their own, so when the universal slot sits alongside them in the table, it holds a bigger share of the total than it would inside a residential container competing with dozens of attachment blueprints.

The same maths applies at map scale, which is why Riven Tides keeps generating odd sightings. With only three blueprints in its standard pool, almost every successful roll there has to come from somewhere else — and the universal slot is that somewhere else. If you want to observe the mechanic rather than farm it, Riven Tides is the cleanest place to watch it happen.

Equipment slot with backpack equipped on the ARC Raiders inventory screen
Managing loadout space before a blueprint-focused run. Image: Embark Studios

Where to farm augment blueprints instead

Pick Stella Montis or The Blue Gate. Both maps carry the Tactical Mk. 3 and Combat Mk. 3 lines in their standard pools, so every security and medical container you open is rolling on a table that already contains what you want.
Map selection menu in ARC Raiders showing Dam Battlegrounds destination details
Map selection, where the choice of destination sets your blueprint pool for the run. Image: Embark Studios
Prioritise security containers, then medical ones. Security is the primary source for augments; medical is a secondary source, and the Looting Mk. 3 lines can also turn up in metal crates.
Spread your route across several augment-dense zones rather than resetting on one breach room. Repeatedly hitting a single container means fewer rolls per hour and more contested fights over the same spot.
Run x2 major map conditions when they are active. Rare and epic blueprints appear more often under those conditions, which lifts the return on the same route.

Note: ARC Surveyors can also drop blueprints, and Tactical Mk. 3 (Defensive) is among the recipes they have produced. Every blueprint in the scavenging pool is additionally available as a Trials reward, which is the only route that does not depend on container luck at all.


Confirming a blueprint is yours

A blueprint is worthless until you extract with it. Back in Speranza, open your inventory and scroll to the bottom, where blueprints are grouped. Select the one you want and choose Learn and Consume. The blueprint disappears from your inventory and the recipe unlocks permanently at its matching station — Gunsmith, Medical Lab, Explosives Station, Gear Bench, Refiner or Utility Station.

Anything you already know is marked with a ✓ and cannot be consumed a second time. Duplicates sell for a flat 5,000 Coins each. If the craft button stays greyed out after learning a recipe, the station level is too low, not the blueprint. Carrying a blueprint in a Safe Pocket protects it if the run goes badly.


The short version: is that container type still tells you where to go, and the strange clips are the exception proving it. Treat a cabinet augment as a lucky roll rather than a route, keep your farming on security and medical containers where the odds are stacked in your favour, and the universal slot becomes a pleasant surprise instead of a wasted evening.