Utilities don’t just get you out of trouble in Arc Raiders; they let you pick your fights, shape sightlines, and escape on your terms. These are Quick Use items that sit alongside grenades and traps, and they’re built for mobility, control, and information. Below is a complete, current list of gadgets and utility items, what each one actually does, and the practical ways to acquire them.


All Arc Raiders gadgets and utilities (what each does)

Gadget Primary function Key limits and behavior
Binoculars Long‑range spotting Two levels of zoom; can ping while scoped.
Barricade Kit Deployable cover 500 health; can be picked back up after placement.
Door Blocker Locks down access Fits large metal doors without an existing player or natural blocker.
Photoelectric Cloak Concealment from ARC Must be held to work; usage bar slowly refills when idle; makes you undetected to ARC (not invisible); emits a loud beep when active.
Raider Hatch Key Quick extract Opens any Raider Hatch; starts a 20‑second timer during which anyone can extract.
Remote Raider Flare Manually trigger a distress flare Place and detonate remotely; launches the same distress flare signal as when a Raider goes down.
Snap Hook Short‑range grappling 20 m range; usage bar refills over time; three uses at full charge.
Zipline Rapid traversal between anchors Up to 50 m; requires line of sight to deploy.
Note: In Arc Raiders, Quick Use items come in two types (Utilities and Gadgets). Functionally, both solve the on‑the‑spot problems you’ll face Topside—mobility, cover, access, and noise management—so plan your slots around your route and extract options, not just firefights.

Crafting and trader prices (bench level, recipes, and coin costs)

Gadget Utility Bench Recipe Buy price (coins) Recipe unlock
Binoculars I 8× Plastic Parts; 4× Rubber Parts 1,280 No
Barricade Kit I 5× Metal Parts; 1× Steel Spring 1,920 Yes
Door Blocker I 3× Metal Parts; 2× Rubber Parts 810 Yes
Photoelectric Cloak III 2× Advanced Mechanical Components; 3× Speaker Components N/A No
Raider Hatch Key 6,000 Yes
Remote Raider Flare I 2× Chemicals; 4× Rubber Parts 810 No
Snap Hook III 4× Advanced Electrical Components; 4× Rope N/A Mastery only
Zipline I 1× Rope; 7× Metal Parts 1,920 No

Trader availability rotates. Common patterns: Apollo sells Barricade Kit (1,920), Door Blocker (810), Remote Raider Flare (810), and Zipline (1,920). Raider Hatch Key is sold by Shani (6,000). Binoculars have been seen at 1,280 coins, with trader varying by rotation.


How to get gadgets (loot, craft, buy)

  • Find in raid: Gadgets and other utility items can drop from lootable containers across the map. Higher‑tier items are more likely in locked rooms or high‑risk zones.
  • Craft at the Utility Bench: Gather the listed parts during raids and build them at the proper bench tier. Blueprints permanently unlock new crafts once you have the required bench level.
  • Buy from traders: Spend Raider Coins for specific utilities when they’re in stock. Inventory rotates, and not every item is available at all times.
Note: ARC‑specific gadget and grenade items are found on ARC husks or destroyed ARC units, while non‑ARC gadgets come from standard containers.

How to equip and use gadgets during a raid

Load gadgets into your build before going Topside. In a raid, you can equip them from your inventory or assign them to a Quick Use slot for faster access. Holding the Quick Use input brings up a selection wheel; choose the item, follow its placement or activation prompt, and commit.

  • Placement examples: Ziplines require line of sight to both anchors; the Door Blocker only attaches to eligible large metal doors; the Barricade Kit drops as cover and can be recovered if you reposition.
  • Charged tools: Snap Hook and Photoelectric Cloak consume a usage bar that refills when idle. The Snap Hook offers three charges when the bar is full.
  • Extract control: The Raider Hatch Key starts a 20‑second global timer on the hatch, giving anyone nearby a short window to leave. Plan your timing.
  • Signaling: The Remote Raider Flare fires the same distress flare you’d see when a Raider is down—use it deliberately, because it broadcasts your presence.
Tip: Augments can increase your Quick Use slots at the cost of weight capacity. You can’t change augments while Topside, so decide on slots and carry weight before departure.

Pick utilities that support your route, not just your firefights: a Zipline and Snap Hook for vertical maps, a Door Blocker and Barricade for contested buildings, and a Hatch Key for planned exits. Prices and trader stock rotate, but the recipes and limits above are stable touchpoints for building a dependable kit.