All Arc Raiders Augments Explained is your complete guide to every augment mark and variant in the game, showing how each one changes your carry weight, shield options, pockets, and passives so you can build the perfect raider frame. Whether you prefer greedy looting runs, aggressive frontline combat, or tactical support, this guide breaks down all Mk.0–Mk.3 Looting, Combat, and Tactical augments, when to unlock them, and which ones are actually worth crafting for long‑term progression. Use it as a reference while you gear up so you stop wasting resources on weak rigs and lock in augments that fit your favorite weapons, skill paths, and team role.
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All Arc Raiders Augments Explained
Augments overview
Augments are your raider’s “chassis”: each one defines your maximum carry weight, backpack slot count, safe‑pocket slots, quick‑use slots, weapon slots, and which shield tiers (Light/Medium/Heavy) you can equip. Some augments add special “augmented slots” for things like grenades, healing items, or integrated binoculars, plus passives such as health regeneration or shield‑based effects. You cannot swap augments while Topside and their durability only drops in 30‑point chunks when you die, so choosing greedier or tankier setups is a real risk–reward decision rather than a cosmetic choice.
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Marks and progression (Mk.0 to Mk.3)
Augments are grouped into marks: you start on a free Mk.0 Free Loadout Augment and later unlock Mk.1, Mk.2, and Mk.3 tiers that dramatically raise capacity and add unique passives. Mk.1 augments mainly tweak baseline stats and shield compatibility; Mk.2 introduces health‑regen passives and the first augmented slots, while Mk.3 splits into specialized variants that lean hard into looting, aggression, or tactical support. Better augments drop from raids, can be purchased from the vendor Lance, or crafted and improved at the Gear Bench once you invest resources into upgrading it to higher Mk tiers.
Looting augments explained
Looting augments prioritize carry capacity and inventory space so you can extract with maximum loot at the cost of offensive or defensive perks. These are ideal for “rat” playstyles, solo money runs, and early progression when raw stash value matters more than winning direct fights.
- Mk.0 – Free Loadout Augment
The starter frame offers about 35 kg weight limit, 14 backpack slots, 0 safe pockets, 4 quick‑use slots, 2 weapon slots, and only Light shield compatibility, giving barely enough room to learn the systems but no real specialization. Think of Mk.0 as a training wheels augment you should replace with Mk.1 Looting or Combat as soon as you can afford it. - Mk.1 Looting
Mk.1 Looting bumps you to roughly 50 kg carry limit, 18 backpack slots, 1 safe pocket, 4 quick‑use slots, 2 weapon slots, and Light shields only, making it the first “real” looter frame. Use this if you’re running low‑risk raids focused on filling your backpack while still having a bit of combat flexibility. - Mk.2 Looting
Mk.2 Looting steps up to around 55–60 kg weight, ~20+ backpack slots, 2 safe pockets, 4 quick‑use slots, 2 weapon slots, Light shield compatibility and a passive 1 HP per 5 seconds regeneration that pauses while you are taking damage, turning it into a strong mid‑game economy augment. This is arguably the sweet‑spot looter: enough room and pockets for high‑value items plus a little sustain, without the high crafting cost or risk of Epic frames. - Mk.3 Looting (Cautious)
Looting Mk.3 (Cautious) is tuned for maximum safe inventory with about 70 kg carry limit, 24 backpack slots, 2 safe pockets, 5 quick‑use slots, 2 weapon slots, an Integrated Binoculars augmented slot, and Light shield compatibility. This build is perfect for cautious players who scout with built‑in optics, avoid heavy fights, and want to ferry out a full backpack of loot every raid. - Mk.3 Looting (Survivor)
Looting Mk.3 (Survivor) trades some backpack slots for survivability, giving around 80 kg weight limit, 20 backpack slots, 3 safe pockets, 5 quick‑use slots, 2 weapon slots, 1 Utility augmented slot, and both Light and Medium shield compatibility. Pick Survivor if you’re a greedy looter who still expects to take hits and wants more safe pockets plus a stronger shield tier to survive contested extracts. -
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Combat augments explained
Combat augments are for players who expect fights: they rebalance capacity toward guns, grenades, and stronger shields, and higher marks add health‑regen and offensive passives. These are strong for duo/squad play and for contesting high‑value areas where extraction is never free.
- Mk.1 Combat
Mk.1 Combat provides about 45 kg weight, 16 backpack slots, 1 safe pocket, 4 quick‑use slots, 2 weapon slots, and compatibility with Light or Medium shields, creating a straightforward brawler frame with modest loot capacity. It’s the natural upgrade from Mk.0 for newer players who want a tougher shield and enough room for ammo and meds without over‑committing to greed. - Mk.2 Combat
Mk.2 Combat pushes into true frontline territory with around 55 kg limit, 18 backpack slots, 1 safe pocket, 4 quick‑use slots, an augmented Grenade slot, 2 weapon slots, and compatibility with Light, Medium, or Heavy shields, plus a passive that restores about 1 HP every 5 seconds when you have not taken damage for a short window. This health‑regen passive lets aggressive players reset between skirmishes, making Mk.2 Combat one of the most forgiving augments for solo or duo gunfights. - Mk.3 Combat (Aggressive)
Combat Mk.3 (Aggressive) is the high‑risk, high‑reward DPS frame, offering around 65 kg weight, 18 backpack slots, 1 safe pocket, 4 quick‑use slots, 2 augmented Grenade slots, 2 weapon slots, Heavy‑shield compatibility, and a stronger 2 HP per 5 seconds regeneration that pauses when damaged. This is ideal for players who initiate fights, chain grenades, and rely on regen plus big shields instead of huge backpack space to carry them through dense raid zones. - Mk.3 Combat (Flanking)
Combat Mk.3 (Flanking) shifts some of that power into mobility and utility, with about 60 kg weight, 20 backpack slots, 2 safe pockets, 5 quick‑use slots, 3 Utility augmented slots, 2 weapon slots, and Light shield compatibility. Use Flanking if you play as a mobile skirmisher or off‑angle attacker: extra utility slots support smokes, stuns, or traps, but the Light‑only shield forces you to rely on positioning rather than pure tanking. -
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Tactical augments and choosing the right one
Tactical augments sit between Looting and Combat, emphasizing utility, support, and survivability with extra quick‑use or healing options that shine in squads. They’re the go‑to choice if you like to carry tools, support allies, and control fights with gadgets instead of pure gun skill.
- Mk.1 Tactical
Mk.1 Tactical is a flexible early‑game frame with about 40 kg weight, 15 backpack slots, 1 safe pocket, 5 quick‑use slots, 2 weapon slots, and Light/Medium shield compatibility, giving you one more quick‑use slot than the other Mk.1 options. It suits players who want extra room for meds, stims, or gadgets without giving up medium‑tier shields entirely. - Mk.2 Tactical
Mk.2 Tactical boosts support play by offering roughly 45–50 kg weight, 16–17 backpack slots, 1–2 safe pockets, 5 quick‑use slots, a Utility augmented slot, 2 weapon slots, Light/Medium shields, and a passive health‑regen plus cooldown‑reduction/healing‑assist package. This frame works well for pocket medics or utility mains who want to keep team items ready while still carrying a reasonable amount of loot. - Mk.3 Tactical (Defensive)
Tactical Mk.3 (Defensive) is a late‑game anchor augment with about 60 kg weight, 20 backpack slots, 1 safe pocket, 5 quick‑use slots, 2 weapon slots, an Integrated Shield Recharger augmented slot, and compatibility with Light, Medium, or Heavy shields, plus defensive perks like revives that trigger healing or quicker shield recovery. This makes you extremely durable in extended fights, especially in trios where keeping a Heavy shield online can decide who wins attrition battles. - Mk.3 Tactical (Healing)
Tactical Mk.3 (Healing) leans fully into support with around 55 kg weight, 16 backpack slots, 3 safe pockets, 4 quick‑use slots, 3 Healing‑type augmented slots, 2 weapon slots, and Light/Medium shield compatibility, enabling you to carry a huge amount of healing tools in protected pockets. Its healing‑focused perks (like post‑revive healing clouds and enhanced heals) make this the best pick for a dedicated medic who plays behind the front line and keeps everyone topped off. - How to actually get better augments
Higher‑mark augments can drop as loot, be bought from Lance for in‑game credits, or be crafted at the Gear Bench as you upgrade it, with Mk.3 patterns requiring significant resources and bench levels. For readers, a good rule of thumb is: rush out of Mk.0 as soon as possible, craft or buy Mk.1/Mk.2 that match your playstyle, then invest long‑term resources into one or two Mk.3 frames (a looter and a fighter/support) rather than spreading materials across every variant.
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