Augments in ARC Raiders are basically your character's class or build. You cant just equip any shield or carry a million items without the right Augment. It determines your carry weight, how many Safe Pockets you have, and even what tier of shield you can wear. If you are running around with the default "Free Loadout" Augment, you are seriously nerfing yourself.
This page breaks down every Augment in the game, from the basic Mk.1 versions to the high-tier Mk.3 stuff you unlock later. We explain the difference between the Looting, Tactical, and Combat lines. Like, if you are just trying to farm materials, the Looting Mk.2 is a game changer because it gives you extra Safe Pockets. But if you want to actually win fights, you probably need a Combat augment so you can wear a Heavy Shield and not get one-tapped by a sniper.
We also cover how to craft them and which traders sell the good stuff (shoutout to Lance). Choosing the right Augment is honestly the most important part of your loadout because it decides how much loot you can extract with and how long you can survive. Dont just pick random ones—check the stats here first so you know what you are spending your hard-earned materials on.
| Name | Description | Backpack Slots | Weight Limit | Safe Pocket Slots | Quick Use Slots | Shield Compatibility | Weapon Slots | Additional Slots | Crafting | Trader |
|---|---|---|---|---|---|---|---|---|---|---|
| Free Loadout Augment | Basic augment for rookie Raiders, offering slightly more backpack space and carry capacity. | 14 | 35kg | 0 | 4 | Light | 2 | Nil | NA | |
| Looting MK.1 | Basic looting augment. More backpack slots and weight capacity, but low defensive and tactical capability. | 18 | 50kg | 1 | 4 | Light | 2 | Nil | Gear Bench Level 1 Workbench Level 1 | Lance |
| Tactical MK.1 | Basic tactical augment. More Quick Use slots for more tactical choice, but limited survivability and slightly lower looting potential. | 15 | 40kg | 1 | 5 | Light / Medium | 2 | Nil | Gear Bench Level 1 | Lance |
| Combat MK.1 | Basic combat augment. Supports stronger shields, but with limited backpack capacity and Quick Use slots. | 16 | 45kg | 1 | 4 | Light / Medium | 2 | Nil | Gear Bench Level 1 | Lance |
| Looting MK.2 | Significantly increases looting potential; adds slots for trinkets. Automatically throws off attached Ticks after 1s. | 22 | 60kg | 2 | 4 | Light | 2 | 3 Trinket | Gear Bench Level 2 | Lance |
| Tactical MK.2 | Adds more backpack space and an extra utility item slot. Upon Shield break, deploys a small smoke grenade. Has a fixed cooldown. | 17 | 45kg | 1 | 5 | Light / Medium | 2 | 1 Utility | Gear Bench Level 2 | Lance |
| Combat MK.2 | A combat augment more focused on maneuverability than absorbing damage. Restores 1 health every 5 seconds. When damage is taken, the effect is paused for 30 seconds. | 18 | 55kg | 1 | 4 | Light / Medium / Heavy | 2 | 1 Grenade | Gear Bench Level 2 | Lance |
| Looting Mk. 3 (Survivor) | A heavy duty mule augment. Large weight capacity and large backpack space. | 20 | 80kg | 3 | 5 | Light / Medium | 2 | 1 utility | Gear Bench Level 3 | |
| Looting Mk. 3 (Cautious) | A looting augment that swaps some carry capacity to increase survivability. Upon Shield break, automatically administers a weak Adrenaline Shot. Has a fixed cooldown. | 24 | 70kg | 2 | 5 | Light | 2 | Gear Bench Level 3 | ||
| Tactical MK.3 (Healing) | A healing-focused augment which adds extra slots for healing items. When revived from being downed, releases a healing cloud that restores 20 health over 10 seconds. Has a 30 second cooldown, | 16 | 55kg | 3 | 4 | Light / Medium | 2 | 3 Medical | Gear Bench Level 3 | |
| Combat MK.3 (Aggresive) | An improved version of the Comat II augment. Supports more shield types, and comes with extra space for grenades. Restores 2 health every 5 seconds. When damage is taken, the effect is paused for 30 seconds. | 18 | 64kg | 1 | 4 | Light / Medium / Heavy | 2 | 2 Grenade | Gear Bench Level 3 |