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EndfieldArknights: Endfield Blueprints & Codes - Progression Guide

This Mobalytics Guide will aim to provide a seamless progression through the AIC / Base / Factory with Blueprints.

Endfield Base Beginner Guide

Learn about the basics of base-building and how the factory works

Overview

Welcome to our Endfield Factory Blueprints Progression Guide. This guide will aim to give you the Blueprints needed to seamlessly progress through the story.

If you want to learn more about the system as a whole, check out our Basic Factory Guide for more info.

Lastly, not every Blueprint is provided in this guide. If you need to basic crafting materials, that can simply be done by placing down a facility and resource, powering it with an Electric Pylon, and manually grabbing items.

This guide is intended to showcase Blueprints that are intended to use for longer periods of time.

Disclaimer

We do not claim to have the best Blueprints or the most optimized/min-maxed. We strive to provide a simple and effective progression through the Base system.

Early Game

Buck Capsule (C) Blueprint

Endfield Buck Capsule C Blueprint

NA/EU: EFO01U4Ai59iUoOa7Oa8

Used for obtaining Stock Bills from the Refugee Camp / Regional Development menu. Set up is not optimized, as you will quickly move on from this production line.

Place Buckflower in the Seed Picking Unit and Amethyst as the output from the AIC.

LC Valley Battery Blueprints (Green Battery)

Basic Starter Setup

Endfield LC Valley Battery Blueprint (green battery)

NA/EU: EFO01u1Ioa2oue0a6AoOU

Setup uses one Thermal Bank for some additional grid power. Rest goes into the Depot. You can remove the Thermal Bank for more production, although this setup is bottlenecked.

Set up is not efficient, depending on your output space, you can double the Originite to make this efficient.

Efficient Production Setup

NA/EU: EFO01893u6Ou8A126UI73

The Infra Station's (another Outpost base) first region level is increased using LC Batteries. You can use this setup, to produce straight to the depot in a rush. The first starter setup with enough time should produce more than enough. Just make sure to unlock the Outpost to begin raising the levels.

LC Battery + 4 Thermal Banks (Optional)

NA/EU: EFO01O3E2ue2O6I3E9oe4

Efficient setup for grid power using LC Battery. Use this if you want to explore and setup more Mining Rigs around the overworld. This amount of power will be plenty to progress and play around with random setups.

If Power is excess, can reroute some belts to the AIC or change a Thermal Bank for a Protocol Stash.

Keep in mind that you can set this up in your Refugee Camp / Outpost Bases as well.

Industrial Explosive Blueprint (Bombs)

NA/EU: EFO01893u6Ou8A122UI73

Temporary setup (use for maybe one day) to produce bombs for overworld exploration and progression. Keep a couple stacks of bombs in your backpack for overworld use.

You can Stash this setup once you have a good stock of bombs in your Depot. (Just make like 500-1000)

Once you're done you can repurpose the Seed Picker/Planters for Buckflower. (If you're not capped out in the Depot already)

Ferrium Component Blueprint (Blue Gear)

Endfield Ferrium Component Blueprint Blue Gear

NA/EU: EFO0172UA40A7I558O0Ai

Temporary setup used to craft Blue Gear. Can let this run until your main squad has a full set of Blue Gear.

Usually, we would recommend just skipping this, but part of the Operation Manual (Beginner Missions) requires an Operator to equip 3 pieces of Blue Gear. Since you're already making it, might as well suit up your squad.

Full Early Game Blueprint

Endfield Early Game Blueprint Setup

NA/EU: EFO0136uI1EI3iauU0579

All Blueprints used in the early game are designed to fit around the AIC without issue. Seed Loops can be placed on the edges of the Base to produce whatever you may need. (Aketine for bombs, Buckflower for medicine, etc)

Mid Game

Seed Loop Blueprint

NA/EU: EFO0172UA40A7I55O0Ai

Self-sufficient loop that farms up to two different types of plants. Simply place about 5-10 plants in the Seed Picking Unit (middle), and watch the magic unfold.

Start by producing Buckflower. Once you find Sandleaf at the end of Valley 4 Main Story, start producing that as well.

We begin to use separate Seed Loops to make our Depot space easier to work with. You can continue to make the rest of the Blueprints with Seeds integrated in, but our Blueprints will be separate starting here.

Note: You can set this up in the Early Game to produce your Buckflower and Aketine, but the Blueprints above are designed with their seed usage integrated in.

Buck Capsule (B) Blueprint

NA/EU: EFO01Iao8048I79725o08

Next Buck Capsule becomes available upon mining Ferrium Ore. This is an efficient setup using 5 Depot Unloaders. If you have the space / Ferrium Ore yield, set up two of these to make more Stock Bills.

Note that if you're rushing through the story, you don't need to invest too much into this step and can wait for Buck Capsule (A)

Make sure you're setting up Mining Rigs to all the Ferrium that you see. It will be important for future setups. Continue Mining Originite as well.

Currently Amethyst is the least required Ore in the endgame, but things may change. Might as well setup Mining Rigs to every Mineral Bed you find.

SC Valley Battery Blueprint (Blue Batt)

NA/EU: EFO0136uI1EI3iauI0579

Efficient production line for Blue Batteries. The Blueprint puts them all into Thermal Banks, but you can adjust and swap some to Protocol Stash depending on your Power needs. (Since you can trade extra for Stock Bills to the Refugee Camp)

You honestly should be able to explore/progress through 95% of Valley 4 with the 4 Green Battery setup. But if you setup every Mining Rig, power will become a little scarce. Be prepared to set this up and swap your Green Battery setup out.

Thermal Bank Standalone Blueprint (Optional)

Endfield Thermal Bank Blueprint

NA/EU: EFO019A61i3195eA85uI2

Similar to Plant Loops. you can make your Thermal Banks separate from your production lines. An output will send out a battery every 2 seconds, and each Thermal Bank consumes 1 every 40 seconds. You could use this setup with 20 Thermal Banks to power your base if you wanted to. Simply switch your battery production lines to have Protocol Stashes instead.

Mid to Late Game

This point in the game is when you're just about finishing up the Main Story in Valley 4 and get access to Sandleaf. This will open up a few new recipes, and these Blueprints act as a mid point between the mid and late game.

From here, you can decide for yourself how to want to optimize. You can start out small and produce new materials with basic setups, or thrust straight into more advanced setups.

Cryston Component Blueprint (Purple Gear)

(Temporary / Skippable)

NA/EU: EFO01u1Ioa2oue0a0AoOU

This Blueprint also works with both the Depot and AIC due to using 3 output belts.

Not fully efficient, but Purple Gear is a temporary setup, so just use until you have enough Components for your team. You can also skip this step if you wish to rush through the story to reach endgame / Gold Gear.

Starter Blueprints

Starter Blueprints are intended to be simple production lines to start out. This can boost your Stock Bill production early on, allowing you to plan out more complex setups.

Buck Capsule A and HC Valley Battery will be the main production at the endgame of Valley 4.

Use these Blueprints below to start out, before moving onto more complex setups as you unlock more upgrades/outposts.

Buck Capsule A Blueprint (6/min)

NA/EU: EFO01Iao8048I797o5o08

Note this Blueprint connects to the PAC (big base) for more depot outputs. Line up the top of the Blueprint with Depot Unloaders and the bottom with the PAC. This makes 6 Buck Capsule A per minute.

HC Valley Battery Blueprint (Purple Batt)

Coming Soon

Valley 4 Endgame

At the end of Valley 4, you will have access to the Main AIC Base and 3 Outposts. Depending on what you want to do, you can utilize these areas as you see fit. If you want examples of endgame setups, check out below.

Example Endgame Setup Valley 4 (CN Player)

A popular setup has been circulating in the community, being able to produce 18 Buck Capsule (A) and 18 HC Valley Battery per minute.

A redditor was able to recreate the build for NA/EU Blueprints. You can also reference the original bilibili video with this Blueprint.

Disclaimer: Optimizing Stock Bills is not necessarily the best strategy. Once you max your upgrades, clear out the Redistribution Shop, etc, Stock Bills become unecessary to farm heavily.

From there, you should reprioritize to building up your Wuling setup instead. There is a lack of Ferrium in Wuling, meaning you can transfer some over from Valley 4 to increase production.

Even still, this setup is still nice to see how people optimize their production.

Core AIC

  1. Top Left - EFO01iOe7u5E0O2472U4
  2. Bottom Left - EFO01Iao8U10Oa905o08
  3. Mid Top - EFO01a7094eU37A7oe5e
  4. Mid Bottom - EFO01893ui06291oUi73
  5. Top Right - EFO010U9657AuUiiE179
  6. Bottom Right - EFO011ea02i78eU134O7

Sub-PAC

  • Outpost x3 - EFO019A61OUiIAeI5uI2

This build assumes you have connected all Mineral Beds, have unlocked all upgrades for the Core AIC, 4 Depot Busses for the Outposts, and are at the endgame (Region Level 11)

Video Covering the Base Setup

Wuling Progression

Coming Soon.

Wuling Endgame

For those looking for an optimized endgame Wuling setup, refer to this reddit guide made by user -JUST_ME_. The guide provides Blueprints and how to setup the Wuling base for resource and gear production.

Blueprint codes

  • Main-A: EFO016i1aoOUaE7oAO83e
  • Main-B: EFO01O3E2U6o21IA39oe4
  • Outpost-A: EFO01Iao8O768U92E5o08
  • Outpost-B: EFO010U96u4e65i3oE179

Materials

  • Wuling Regional Development Level 6
  • 90 Ferrium Yield
  • 360 Originium Yield
  • Regional transfer 1.5K Dense Originium Powder
  • 1st Depot Bus & 1st Area Expansion for Main Base and both Outposts

Endgame Blueprints

Check out a Quick Blueprint List covered by Mattjestic