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ARC Raiders Blueprints & Gear — Benches That Actually Do Something
Recipes hunted where they drop, components farmed in volume, and the crafted item sitting in your stash at the end. Gunsmith I through Reactor-tier work.
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Blueprints are found Topside, learned once and consumed. They unlock recipes across the Gunsmith tiers, Gear Bench, Medical Lab, Explosives Station, Utility Station and Refiner. The recipes then want components you also have to find. This service covers both halves — the recipe hunt and the material grind — and finishes with the crafted item in your stash rather than a list of things you still need.

Set what you want — a Raider level, a coin figure, a blueprint, a bundle, an Expedition stage. Add your platform and region. The price updates live and shows an estimated completion window before you pay.
Card, PayPal or crypto. No account needed to order — enter your email at checkout and your dashboard is built for you. Loyalty and volume discounts apply automatically when you're signed in.
Most orders are claimed within 15 minutes. Your booster connects through a region-matched VPN and plays manually, or meets you in raid for in-raid delivery where the service works that way. You can message them in the order chat throughout.
Track progress live from your dashboard. When the target lands you review the order and release payment — not before. Everything earned is already sitting in your stash.

The workshop looks like one system and behaves like two.
The first wall is the recipe. Blueprints drop Topside, and when you pick one up you choose Learn and Consume to take the knowledge permanently. Duplicates are worth having anyway — they sell for a flat 5,000 each, which quietly makes blueprint-dense maps one of the better income routes in the game.
The second wall is the components. Knowing how to build something is not building it. A Gunsmith I recipe wants Simple Gun Parts and Mechanical Components and you'll find those incidentally. A Gunsmith III recipe wants Mod Components, Complex Gun Parts, Magnetic Accelerators and Reactors, and you will not find those incidentally at all.
Most stalled accounts have unlocked benches and nothing to put in them. That is the specific problem this service exists for.
Gunsmith I, II and III are the tier ladder everyone cares about, because that's where the weapons come from. The jump that hurts is II to III — the component list changes character entirely, and the items it wants live on the maps you're least comfortable running.
Gear Bench covers survivability, which is the least glamorous and most valuable thing on this list. Better gear means fewer lost kits, which means the rest of your economy stops leaking.
Medical Lab is the one people skip and then regret, usually about four failed extractions later.
Explosives Station and Utility Station are situational and build-dependent. Worth filling if your loadout leans on them, skippable if it doesn't, and we'll say which applies to yours.
Refiner turns what you bring back into what you actually need, which makes it the multiplier on every other bench. If your raids feel unproductive, the Refiner is often the missing piece rather than the raiding.
You name the end state — a blueprint, a bench tier, a specific crafted weapon like Aphelion, Equalizer or Jupiter, or a list of components — and a verified Raider farms the maps those things actually come from until it's done.
The order finishes with the item or the recipe in your account, not with a shopping list handed back to you. If a craft needs both a blueprint you don't have and materials you don't have, both halves are in the order.
Blueprints reset when you depart on an Expedition.
They're on the reset list with your level, skill points, inventory, coins, workshop upgrades, stash upgrades, Raider den progress and quest progress. What survives a departure is your unlocked workshop stations — the rooms stay, the recipes don't.
Expedition 5's departure window closes on 29 September 2026. If you're going this cycle, a large blueprint order right now is money set on fire with a schedule attached. Buy what you'll craft and use in the next two weeks; leave the collection run for afterwards.
If you're not departing, or you're rebuilding after one, this is one of the highest-value services on the site — because the thing you're buying back is the part of progression that takes longest to redo by hand.
Blueprints are world drops. They're not bought, not quest rewards in any reliable quantity, and not tied to level. You find them Topside, in the places worth going to, on the maps that make going there expensive.
That's the structural reason this service exists. The recipe you want is gated behind a map you don't run confidently, and the cost of learning to run it confidently is measured in lost kits rather than in hours.
Density varies enormously by map and by location within a map. A Raider who knows which rooms on Blue Gate are worth the walk finds more per run than someone sweeping the whole thing, and that difference — not raw hours — is most of what you're paying for.
Duplicates are not wasted. Every blueprint you already know sells for a flat 5,000, which makes a blueprint-dense route one of the more reliable income sources in the game once you've learned the common recipes.
It also means a farming order often pays for a meaningful chunk of itself in coins on the way through. We don't price that in — it's variable — but it's real, and it stays in your stash like everything else.

People arrive on this page with a component list and it's usually the wrong unit of order.
Say what you want to be able to do — "craft a Gunsmith III weapon", "stop dying to Matriarchs on Stella Montis", "have a repeatable loadout I can afford to lose" — and the cheapest route to that is often not the list you wrote down. Sometimes the answer is a Refiner tier instead of six raids. Sometimes it's a Gear Bench recipe you hadn't considered, because surviving is cheaper than replacing.
The calculator prices both shapes. Live chat will tell you which one is smaller.
Rough shapes, so you can sanity-check any quote anywhere.
A specific low-tier blueprint is a handful of targeted runs on the map it drops on. Fast, cheap, low variance.
A specific high-tier blueprint is genuinely RNG on top of map access, and honest pricing reflects that with a range rather than a number. Anyone quoting you a precise hour figure for a named rare recipe is guessing.
A bench tier's full component set is volume work — predictable, priced per unit, and the part of this service that scales best with a bundle discount.
A finished named weapon — Aphelion, Equalizer, Jupiter — is the most expensive thing here, because it's a rare recipe plus Magnetic Accelerators, Reactors and Complex Gun Parts, and those come off extreme maps. It's also the order customers are happiest with afterwards, because the alternative is weeks.
With raid boosting: the same Raider is already running the map your components drop on. Combining is cheaper than ordering both and much cheaper than ordering them from different places.
With quest boosting: several bench unlocks sit behind trader quests. Unlocking the bench and filling it in one pass avoids the classic sequencing mistake of buying recipes for a station you can't build yet.
With coins: crafting has running costs, and a component order into an empty wallet stalls at the bench. Coins also let you buy the cheap end of a component list outright rather than farming it.
With wipe recovery: after a departure the blueprint layer is the slowest thing to rebuild, which is exactly why it's inside the bundle. Buying it separately post-wipe costs more for the same result.
Tier, above everything — Gunsmith III work is a different economy from Gunsmith I.
Whether it's a named rare recipe, because those are RNG and priced as a range.
Which maps are involved. Buried City work is cheap. Blue Gate, Stella Montis and Acceria Spaceport work is not, and the difference is failure rate rather than markup.
Quantity, with volume discounts applying automatically.
Your current unlocks. If the bench isn't built yet, that's part of the job and it's priced in rather than discovered halfway through.
Platform, region and speed. PC, PS5 and Xbox Series X|S are all supported; rush orders pull a Raider off their queue and cost accordingly.
Loyalty discounts grow with every order, and bundling two services drops the price on the second.
Your Raider level and which benches you've already built. Which maps you have unlocked. And whether you're departing before 29 September.
That last one has changed more orders on this page than price ever has.
There's a specific order of operations that saves people money, and it gets done backwards constantly.
Bench first. An unlocked station is permanent — it survives departures. Build it before you buy anything to put in it.
Refiner early. It multiplies everything else. A mid-tier Refiner turns the junk you already extract with into the components you were about to pay someone to farm, and it quietly reduces the size of every future order on this page.
Gear Bench before Gunsmith III. Surviving is cheaper than replacing. A better gun you lose repeatedly is worse value than adequate gear you keep coming home with.
Named rare weapons last. They're the most expensive thing here and they sit on top of everything else. Buy them when the rest of the workshop is doing its job, not as a shortcut past it.
If you tell support where you currently are on that ladder, the quote usually comes back smaller than the one you were expecting — because the right next step is often one rung down from the one you asked about.

Region-matched VPN + credential vault
Every order runs behind a region-matched VPN. Your credentials are scoped to the assigned Pro, rotated the moment the boost ends. Anti-cheat and risk systems see nothing unusual.
Anonymous, offline, silent
Your Pro appears offline in game. Never messages friends. Never accepts party invites. Never speaks in in-game chat. Leave specific notes in the order brief See how we keep every account safe in our dedicated safety section
One Pro. One order. One session.
Credentials go only to the assigned Pro. Nobody else on the team ever sees them. Revoked automatically when the order closes. Never shared

Pick your game, where you are now and where you want to be. The price updates as you click, every extra is free to add, and there's nothing to sign up for.
Most blueprint and gear orders are piloted, because the farming has to happen on your account for the recipe to land there. That means a login, and here's exactly how we handle it.
Boosting is against Embark's terms of service. Nobody can honestly promise you a risk-free piloted order, and we're not going to be the ones who try.
What we control we control tightly: one assigned booster per order, never a shared machine. A VPN matched to your region, so the account's login pattern stays consistent with its own history rather than jumping continents overnight. Manual play only — no scripts, no macros, no third-party software, which matters more here than elsewhere because component farming is exactly the repetitive loop people are tempted to automate. And Offline Mode on by default, so your friends list isn't watching your Raider farm Reactors at 4am.
Security steps go out before anyone logs in. Two minutes, and they matter more than anything else on this page. Across 50,000+ orders since 2006, no customer who followed them has reported a permanent ban.
Where part of an order can be done with you in the squad instead — component volume often can — we'll offer that version, because a delivery that needs no account access is always the better product.
Named rare blueprints are drops. Drops are random. A Raider with perfect map knowledge shortens the expected time considerably and does not make the drop deterministic.
So we price rare recipes as a range, we tell you the range before you pay, and if a hunt runs long we eat the difference rather than coming back to you for more. What you will never get from us is a confident hour figure on a rare recipe, because that number doesn't exist and quoting it would just be a nicer-sounding way of guessing.
Component orders are the opposite — predictable, priced per unit, and they finish when they say they will.
If you're departing within days. Recipes burn. Buy what you'll craft and carry the benefit of before the window closes on 29 September, not a collection.
If the bench isn't built. Buying recipes for a station you haven't unlocked is a sequencing error we see weekly. Tell us and we'll unlock it first as part of the order.
If your real problem is dying, not crafting. Better gear helps, but if you're losing kits to routing and timing rather than to stats, Rent a Raider fixes the cause for less than replacing the symptoms.
If it's a low-tier recipe you'll find anyway. Some blueprints turn up during normal play within a few evenings. Ask us before ordering — we'll tell you which of yours fall in that bucket even though saying so loses us the sale.
Progress is visible live on your dashboard. You message the Raider doing the farming directly rather than a ticket queue, and they'll tell you when a rare hunt is running long instead of going quiet.
Everything found beyond your order stays yours. Spare components, duplicate blueprints worth 5,000 apiece, coins earned on the way — none of it is skimmed. It's your account and your stash, and what comes back from Topside stays there.
Payment releases when you confirm the order is complete, not when the booster marks it done. Support runs 24/7.
Rare recipe hunts occasionally go badly. The drop doesn't come, the map is contested all week, and the run count climbs past what anyone expected.
Our rule is that the range we quoted is the range you pay. If a hunt overruns it, that's our cost, and the Raider keeps going. We'd rather absorb the variance than have a customer watching a meter and wondering whether to cut their losses.
What we will do is tell you it's running long, in the order chat, as it happens. Silence during a bad stretch is how trust gets lost, and a Raider who goes quiet for three days on a hunt is doing the job wrong even if the recipe eventually drops.
If at any point you'd rather convert an overrunning rare hunt into something predictable — a component order, a bench tier, coins — we'll swap it and settle the difference either direction. It's your money and a stalled hunt isn't what you paid for.
The workshop is the part of ARC Raiders that rewards patience you may not have. Recipes are drops on maps you may not run. Components are volume on top of that. And an Expedition takes both away on a schedule.
What we sell is the shortest honest path from where your benches are now to a thing you can actually craft and use.
Tell us the end state rather than the ingredient list, and we'll quote the shortest path to it.

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