I remember the first time I hovered over the Gunsmith IV bench, heart thudding because a single click would permanently change my favorite rifle. You can feel that same pressure when you see a rare Amplification Module drop — the game narrows to a single decision. I’ll walk you through the decisions so you don’t burn a precious module on the wrong branch.
On the workbench there’s a small orange prompt blinking — Arc Raiders Amplified Weapons Guide: Every Amplification and How to Unlock It
You already know the basics: weapons had a ceiling at level 4. I watched the update push that ceiling higher. The Weapon Amplification system hands you a level 5 upgrade and, more importantly, a choice between branching upgrades that change how a gun behaves in combat.

On my first visit to an Outpost I noticed the Research Station had layers — What Is Weapon Amplification in Arc Raiders?
You can push weapons past level 4 into a permanent level 5 state. I don’t say that lightly: amplification is irreversible, and the choices are meaningful. Fifteen weapons are eligible right now, including Anvil, Aphelion, Bettina, Burletta, Canto, Equalizer, Hairpin, Hullcracker, Il Toro, Jupiter, Kettle, Osprey, Rascal, Rattler, and Renegade.
Which Arc Raiders weapons can be amplified?
The list above is everything the system accepts today. Each weapon maps to a specific Mk. Amplification Module tier — common to legendary — so you’ll need the right module to proceed.
The outpost construction menu shows room slots and a tiny progress bar — How to Unlock Weapon Amplification in Arc Raiders?
If you want to reach Gunsmith IV you’ll be spending time at Outposts and the Research Station. I’ve done the grind; the path is straightforward if you follow a plan. Here’s the step-by-step route that gets you to the Amplify option in the Weapon Upgrades tab.
- Research Topside Living Conditions, then finish the Gather Building Materials and Safeguard the Building Site tasks to open Outposts.
- Build your Outpost and expand its footprint to level 4 by adding preferred rooms.
- At Outpost level 4 the Research Station and the Gunsmith bench gain new upgrade tiers.
- Collect resource materials from missions and Amplification Modules, then upgrade both the Gunsmith and Research Station to level 4.
- Once the Gunsmith reaches level 4, the Weapon Upgrades tab shows an Amplify button for eligible weapons.
Do I need to finish the main campaigns before I can amplify?
No. Amplification lives in endgame workbenches tied to Outpost progression and research objectives, so you can pursue it in parallel with campaign content. Community hubs on Steam, Discord, and Reddit are full of efficient farming routes if you want to copy what veteran squads run.

When you hover the Amplify button it glows red — How to Amplify a Weapon in Arc Raiders
Amplification happens at the Gunsmith IV bench. I recommend reserving modules for weapons you already like; the change is permanent. Follow these steps when you’re ready:
- Visit the Gunsmith level 4 workbench.
- Open the Weapon Upgrades tab and select a weapon already at level 4.
- Choose your preferred branch node and press Amplify to advance the weapon to level 5.
- Remember: amplification cannot be reversed.
Can I revert or respec an amplified weapon?
No. Amplified weapons are permanent. Treat each Amplification Module like a rare key — spend it where it will change your playstyle for the better.

On a raid drop you can hear the metal clink of modules — Where to Find Amplification Modules?
Amplification Modules arrive as mission rewards and boss spoils. I chased them across multiple maps; the Fallen Emperor and the Frigate are consistent sources. Modules come in five tiers: Mk. I through Mk. V, and weapon rarity determines which Mk. you’ll need.
- Mk. I (Common): Hairpin, Kettle, Rattler
- Mk. II (Uncommon): Burletta, Il Toro
- Mk. III (Rare): Anvil, Canto, Osprey, Rascal, Renegade
- Mk. IV (Epic): Bettina, Hullcracker
- Mk. V (Legendary): Aphelion, Equalizer, Jupiter
How rare are Mk. V modules and where do players farm them most efficiently?
Legendary modules are scarce. The Fallen Emperor and Frigate runs offer the best chance, and squads running high-threat cycles on PlayStation, Xbox, or Steam sessions report higher drop consistency. I recommend coordinating runs via Discord or subreddit groups that post timed invites.
The training range shows each upgrade node like a little promise — All Weapon Amplifications in Arc Raiders
I mapped every branching upgrade into one table so you can compare outcomes side-by-side. Amplifications change firing modes, add elemental effects, increase magazine capacity, or swap projectile behavior. Think of the branches as specialized tools: one choice makes a weapon more precise, another makes it a crowd clearer like a Swiss Army knife.
The table below lists every weapon, the module tier it needs, the available amplification upgrades, and what each does.
| Weapon | Required Amplification Module | Available Amplification Upgrades | Result |
|---|---|---|---|
| Anvil | Mk. III | • Anvil Splitter • X-Rounds |
Anvil Splitter: Replaces the Anvil’s bullets with rounds that split into four weaker projectiles. X-Rounds: Adds an explosive compound to the projectile, dealing slightly increased damage to Raiders and significantly increased damage to ARC Armor plating. |
| Aphelion | Mk. V | • Bigger Mag • Charged Burst • Increased Burst • Incendiary Rounds |
Bigger Mag: Increases the magazine capacity. Charged Burst: Changes the firing mode to charge and release. The longer the charge is held, the more projectiles are fired upon release. Increased Burst: Increases the number of projectiles fired within a burst. Incendiary Rounds: Adds an incendiary compound to the projectile, setting targets on fire when hit. |
| Bettina | Mk. IV | • Bigger Mag • Semi-Auto • X-Rounds |
Bigger Mag: Increases the magazine capacity. Semi-Auto: Makes the weapon semi-automatic. X-Rounds: Adds an explosive compound to the projectile, dealing slightly increased damage to Raiders and significantly increased damage to ARC Armor plating. |
| Burletta | Mk. II | • Burst-Fire • Increased Burst • Full-Auto • Sprint Shooting |
Burst Fire: Makes the weapon fire in a burst. Increased Burst: Increases the number of projectiles fired within a burst. Full-Auto: Makes the weapon fully automatic, at the cost of accuracy and stability. Sprint Shooting: Ergonomic fittings that allow the weapon to be comfortably fired while sprinting. |
| Canto | Mk. III | • Carbine Conversion • Incendiary Rounds • Sprint Shooting |
Carbine Conversion: Repurposes the Canto as a carbine, greatly improving stability and accuracy at the cost of agility. Incendiary Rounds: Adds an incendiary compound to the projectile, setting targets on fire when hit. Sprint Shooting: Ergonomic fittings that allow the weapon to be comfortably fired while sprinting. |
| Equalizer | Mk. V | • Bigger Mag • Anti-Weak Point • Ramping Damage |
Bigger Mag: Increases the magazine capacity. Anti-Weak Point: Deals increased damage to ARC weak points, but deals less damage to ARC armor plating. Ramping Damage: Gradually increases the Equalizer’s damage while its laser remains in contact with a valid target. |
| Hairpin | Mk. I | • Incendiary Rounds • Semi-Auto, Sprint • Shooting • Tracker Rounds |
Incendiary Rounds: Adds an incendiary compound to the projectile, setting targets on fire when hit. Semi-Auto: Makes the weapon semi-automatic. Sprint Shooting: Ergonomic fittings that allow the weapon to be comfortably fired while sprinting. Tracker Rounds: Replaces the bullets with tracker rounds that briefly reveal the position of targets they hit. |
| Hullcracker | Mk. IV | • Incendiary Grenade • Mag Reload | Incendiary Grenades: Adds an incendiary compound to the projectile, causing it to spread fire when detonating on ARC. Mag Reload: Removes the need to reload one projectile at a time. |
| Il Toro | Mk. II | • More Reload • Slug Rounds |
More Reload: Increases the number of bullets loaded at a time, reducing reload time. Slug Rounds: Replaces the normal shotgun shells with a single large projectile that deals massive damage. |
| Jupiter | Mk. V | • Bigger Mag • Scoped • Ergonomic Bolt |
Bigger Mag: Increases the magazine capacity. Scoped: The weapon gets a brand-new scope. Ergonomic Bolt: Ergonomic bolt that allows the user to perform the bolt-action while scoped. |
| Kettle | Mk. I | • Anti-Shield • Full-Auto • X-Rounds |
Anti-Shield: Redistributes damage to prioritize breaking shields faster. Full-Auto: Makes the weapon fully automatic, at the cost of accuracy and stability. X-Rounds: Adds an explosive compound to the projectile, dealing slightly increased damage to Raiders and significantly increased damage to ARC Armor plating. |
| Osprey | Mk. III | • Anti-Weak Point • Ergonomic Bolt • Tracker Rounds |
Anti-Weak Point: Deals increased damage to ARC weak points, but deals less damage to ARC armor plating. Ergonomic Bolt: Ergonomic bolt that allows the user to perform the bolt-action while scoped. Tracker Rounds: Replaces the bullets with tracker rounds that briefly reveal the position of targets they hit. |
| Rascal | Mk. III | • High Velocity • Incendiary Grenade • Sprint Shooting |
High Velocity: Increases the velocity of the projectile fired. Incendiary Grenades: Adds an incendiary compound to the projectile, causing it to spread fire when detonating on ARC. Sprint Shooting: Ergonomic fittings that allow the weapon to be comfortably fired while sprinting. |
| Rattler | Mk. I | • More Reload • Drum Mag • Incendiary Rounds |
More Reload: Increases the number of bullets loaded at a time, reducing reload time. Drum Mag: Significantly increases magazine capacity by attaching a drum mag. However, it must still be reloaded a couple of bullets at a time. Incendiary Rounds: Adds an incendiary compound to the projectile, setting targets on fire when hit. |
| Renegade | Mk. III | • More Reload • Scoped |
More Reload: Increases the number of bullets loaded at a time, reducing reload time. Scoped: The weapon gets a brand-new scope. |
Mechanically, amplification can alter damage distribution, firing behavior, magazine logistics, or add elemental effects. The choices you make shape how you approach bosses and open-world encounters. The hunt for modules can feel like lighting a fuse — once it starts, teams race to capitalize before the next patch shifts drop rates.
I want you to leave the Gunsmith with plans, not regrets. Which amplified weapon will you swear by next?