ARC Raiders Tempest Farm After Update 2.3: Any Major Condition for Six Weapons

Game: ARC Raiders
Published on:Nov 7,2026
Views:313

Live Update 2.3.0 rewrote the Tempest chase. The print that used to sit behind Night Raid residential loops or Hurricane First Wave Caches now shares a six-weapon pool that rolls under any major map condition, and the same note slightly lowered that pool's drop chance to balance the wider window. Before you burn another evening waiting for one weather card, lock what changed, what still belongs on Hurricane, and how the six craft bills look once you Learn and Consume in Speranza. Keep a Safe Pocket free for the first print you pocket—those ARC Raiders Items slots are what turn a lucky drawer into a permanent Gunsmith recipe.

 

What Update 2.3 Changed for the Six-Weapon Pool

Embark's Live Update 2.3.0 changelog (October 27, 2026) states it in one line: Dolabra, Bobcat, Equalizer, Jupiter, Tempest, and Vulcano blueprints can now drop in any major map condition, with that pool's drop chance slightly lowered. That is the whole rule. You no longer need Locked Gate for Bobcat, Close Scrutiny folklore for Dolabra, or a Night-only calendar for Tempest. Any live major condition puts all six into the same widened pool—at a thinner per-container rate than the old single-condition chase.

Major conditions in the current rotation language are Night Raid, Electromagnetic Storm, Cold Snap, Hidden Bunker, Locked Gate, and Hurricane. The patch note does not publish a percentage, and it does not say whether ARC Operations such as Close Scrutiny count as "major" for this pool—treat Operations as unconfirmed for the six and use the named majors when you queue.

Major map condition queue card

 

Tempest Farm Loop Under Any Major Condition

Tempest is still an Epic medium-ammo assault rifle recipe at Gunsmith 3. After 2.3 it sits with the shared six as a container drop while a major condition is active, not only from the old Night Raid residential stack. Run the loop like this:

  1. Confirm a major condition is live on the deploy card before you queue—if the card is clear daytime with no major tag, the six-pool is not in play.
  2. Pick the map you can clear fastest under that weather. Buried City still packs dense residential and commercial drawers for Night Raid; Dam Battlegrounds, Spaceport, and The Blue Gate keep strong Hurricane First Wave Cache density when Hurricane is up.
  3. Open high-density indoor containers first: drawers, cabinets, lockers, suitcases, breach rooms. Volume of eligible containers beats a single landmark pin.
  4. Move the print into a Safe Pocket the moment it lands, then extract. Learn and Consume in Speranza. Already-known copies keep dropping and sell for 5,000 Coins each.

Hurricane still matters for a different reason: First Wave Caches only exist during Hurricane, and they remain the richest documented weapon-print containers on that weather. Canto is still Hurricane First Wave–gated. Tempest and its five peers are no longer exclusive to that cache, but a Hurricane queue still gives you the six-pool plus cache rolls in the same raid.

Hurricane First Wave Cache loot

 

Electromagnetic Storm Still Owns Snap Hook

Do not conflate the six-pool with every storm print. Electromagnetic Storm remains the documented gate for the Snap Hook grappling recipe, and residential storm drawers still pay for that Legendary utility even though Tempest no longer needs storm-only weather. When the deploy card shows Electromagnetic Storm, you can chase Snap Hook rooms and still roll the six-weapon pool in the same session—two different gates sharing one major card. Queue Storm when you want movement plus the shared six; queue Hurricane when you also want First Wave Caches; queue Night Raid when Buried City density is what you can clear cleanly.

 

Gunsmith 3 Craft Bills After Learn and Consume

Learning the print does nothing until Gunsmith 3 and the mats are ready. The six base crafts line up like this:

WeaponRarityGunsmith bill
TempestEpic1× Magnetic Accelerator + 3× Medium Gun Parts + 2× Exodus Modules
BobcatEpic1× Magnetic Accelerator + 3× Light Gun Parts + 2× Exodus Modules
VulcanoEpic1× Magnetic Accelerator + 3× Heavy Gun Parts + 1× Exodus Modules
DolabraLegendary3× Shredder Gyro + 3× Magnetic Accelerator + 2× Vaporizer Regulator
EqualizerLegendary3× Magnetic Accelerator + 3× Complex Gun Parts + 1× Queen Reactor
JupiterLegendary3× Magnetic Accelerator + 3× Complex Gun Parts + 1× Queen Reactor

Tempest, Bobcat, and Vulcano share the Magnetic Accelerator + gun-parts + Exodus shape and differ mainly on light / medium / heavy parts and Exodus count. Dolabra is the energy-shotgun outlier (Shredder Gyro + Vaporizer Regulator). Equalizer and Jupiter still ask for a Queen Reactor on top of Magnetic Accelerators and Complex Gun Parts—Harvester core-activation containers remain the deliberate farm for those two prints even though 2.3 also lets them appear in the any-major pool at the lowered rate.

Gunsmith craft materials on bench

 

Stale Routes to Stop Waiting On

Guides that still say Tempest only drops on Night Raid, or that Dolabra only comes from Close Scrutiny Assessors, predate the October 27 note. Those old routes may still produce finds, but they are no longer the published gate. Likewise, treating Equalizer or Jupiter as Harvester-only ignores the any-major background chance—Harvester stays the targeted path, not the exclusive one. If you are holding ARC Raiders BluePrints for the six, queue whichever major condition you can survive tonight and run container volume; do not park the account waiting for a single obsolete weather tag.

Expeditions that would wipe Raider-level learned recipes are paused until early 2027, so a Learn and Consume you finish this week stays on that Raider for the rest of the current calendar. Duplicate prints stay worth 5,000 Coins whether Common or Legendary, so spare Tempest paper is stash value, not trash.

 

Workshop Gate, Jupiter Band, and Peer Condition Farms

Gunsmith 3 is the shared station wall for all six first crafts. If your Workshop ladder is still climbing, station upgrades and scarce part routes sit upstream of every print in this pool—finish that ladder before you expect a Tempest off the bench.

Once Jupiter is learned, the long-range Turbine destroy band still uses that rifle as a range tool; the any-major pool is simply how you stop treating the print as a Harvester lottery ticket alone.

Queue a major condition you can finish, open density first, Safe Pocket the print, Learn and Consume in Speranza, then spend Magnetic Accelerators and gun parts at Gunsmith 3—Tempest and the other five share that path now, and the old single-weather wait is the part Update 2.3 deleted.

 

 

 

The U4GM Team


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