5 hours ago
New players in Arc Raiders must grasp gear basics: augments dictate inventory/shields, weapons pair ammo types for versatility, and safe pockets secure valuables amid permadeath risks. Starter loadouts prioritize affordability via workbench crafts (e.g., Looting Mk.1 + Rattler + bandages) for safe Night Raid farms, building to blueprints like Anvil rifles.
Gear Slots Explained
Augments anchor loadouts: Looting Mk.1 offers max weight (50) and slots for loot runs but limits light shields; Combat Mk.1 balances medium shields for fights; Tactical Mk.1 adds quick-use heals at space cost—newbies start Looting for blueprint grinds. Shields reduce damage but don't add health—light for speed, medium/heavy for tanking (craft via Medical Lab: ARC Circuitry + Batteries). Quick-use slots (3-5) hold bandages (heal health), shield rechargers (regen shields), grenades—stack 5 each; safe pocket (1 early) auto-returns items like keys/blueprints on death.
Ammo splits light (SMGs), medium (shotguns), heavy (rifles)—craft stacks (200 light) to avoid mid-fight dry-outs.
Starter Loadouts
Free Loadout (No Risk): Auto-equips pistol/SMG, light shield, bandages—ideal first 10 raids on Dam Battlegrounds for map learning without stash loss.
Looter Beginner (Solo Farm):
Augment: Looting Mk.1
Weapons: Stitcher SMG (light ammo shred shields), Ferro rifle (heavy pen ARC)
Shield: Light
Quick: 5 Bandages, 5 Rechargers, Binoculars
Cost: ~5k CR; farm Buried City garages.
Balanced Combat (Duo/PvP Intro):
Augment: Combat Mk.1
Weapons: Rattler shotgun (multi-hit close), Pharaoh battle rifle (mid-range)
Shield: Medium
Quick: Bandages, Rechargers, Smoke Grenade
Mods: Stable Stock II (recoil); yield vs. players/ARC.
Stealth Scout:
Augment: Tactical Mk.1
Weapons: Hairpin silenced pistol, Anvil I rifle
Shield: Light
Quick: Lure Grenade, Cloak, Medkit
For quiet extracts; craft post-Workbench 2.
Loadout Augment Weapons Shield Quick-Use Playstyle
Looter Looting Mk.1 Stitcher + Ferro Light Bandages x5, Rechargers x5 Solo Farm
Combat Combat Mk.1 Rattler + Pharaoh Medium Bandages, Smoke Squad PvP
Stealth Tactical Mk.1 Hairpin + Anvil Light Lure, Cloak Explore
Crafting Blueprints Priority
Upgrade Workbench first (coins from trinket sales)—unlock recipes via loot/consume at Speranza benches. Essentials:
Weapons (Gunsmith 1-2): Anvil (mech comp + oil), Venator AR, Torrente SMG—Ferro starter sniper free-ish.
Mods (Gunsmith 2): Extended Light Mag II (mech comp + springs), Compensator II (recoil), Vertical Grip III—craft ammo-efficient.
Consumables (Explosives/Med Lab): Shield Recharger (ARC cells + rubber), Bandages (plastic + moss), Trigger Nade (post-quest), Wolfpack (explosive + sensors).
Stations: Refiner for advanced mats, Medical Lab 2 for Defibrillator (plastic + moss).
Farm: Track needs (eye icon), hit cases/lockers—duplicates sell 5k CR.
Early Progression Tips
Raids 1-10: Free loads, Night Raids, 5-min extracts (e.g., Marano cars: gears/cases)—loot trinkets (sell 1k-10k CR), quest diamonds. Holster (faster run), slide/roll falls, dismantle junk (stacks basics).
Gear Flow: Coins → Workbench 2 → Mods/shields → Gunsmith 3 → Epics (Vulcano: heavy parts + modules). Scrappy dog passives for mats; quests for blueprints (Trigger Nade).
Combat Basics: ARC weakpoints (rotors/knees), PvP: Shoulder peek, flare downed spots—regen shields post-fight, bandage health first. Safe pocket blueprints/keys always.
Common Mistakes
Overpack ammo (200 light enough), ignore safe pocket, fight Rocketeers (evade), sprint empty stamina—prioritize extracts over greed. No silencer early (damage > stealth).
Master via low-stakes: Extract > loot > fight; evolve to customs by raid 20.
Gear Slots Explained
Augments anchor loadouts: Looting Mk.1 offers max weight (50) and slots for loot runs but limits light shields; Combat Mk.1 balances medium shields for fights; Tactical Mk.1 adds quick-use heals at space cost—newbies start Looting for blueprint grinds. Shields reduce damage but don't add health—light for speed, medium/heavy for tanking (craft via Medical Lab: ARC Circuitry + Batteries). Quick-use slots (3-5) hold bandages (heal health), shield rechargers (regen shields), grenades—stack 5 each; safe pocket (1 early) auto-returns items like keys/blueprints on death.
Ammo splits light (SMGs), medium (shotguns), heavy (rifles)—craft stacks (200 light) to avoid mid-fight dry-outs.
Starter Loadouts
Free Loadout (No Risk): Auto-equips pistol/SMG, light shield, bandages—ideal first 10 raids on Dam Battlegrounds for map learning without stash loss.
Looter Beginner (Solo Farm):
Augment: Looting Mk.1
Weapons: Stitcher SMG (light ammo shred shields), Ferro rifle (heavy pen ARC)
Shield: Light
Quick: 5 Bandages, 5 Rechargers, Binoculars
Cost: ~5k CR; farm Buried City garages.
Balanced Combat (Duo/PvP Intro):
Augment: Combat Mk.1
Weapons: Rattler shotgun (multi-hit close), Pharaoh battle rifle (mid-range)
Shield: Medium
Quick: Bandages, Rechargers, Smoke Grenade
Mods: Stable Stock II (recoil); yield vs. players/ARC.
Stealth Scout:
Augment: Tactical Mk.1
Weapons: Hairpin silenced pistol, Anvil I rifle
Shield: Light
Quick: Lure Grenade, Cloak, Medkit
For quiet extracts; craft post-Workbench 2.
Loadout Augment Weapons Shield Quick-Use Playstyle
Looter Looting Mk.1 Stitcher + Ferro Light Bandages x5, Rechargers x5 Solo Farm
Combat Combat Mk.1 Rattler + Pharaoh Medium Bandages, Smoke Squad PvP
Stealth Tactical Mk.1 Hairpin + Anvil Light Lure, Cloak Explore
Crafting Blueprints Priority
Upgrade Workbench first (coins from trinket sales)—unlock recipes via loot/consume at Speranza benches. Essentials:
Weapons (Gunsmith 1-2): Anvil (mech comp + oil), Venator AR, Torrente SMG—Ferro starter sniper free-ish.
Mods (Gunsmith 2): Extended Light Mag II (mech comp + springs), Compensator II (recoil), Vertical Grip III—craft ammo-efficient.
Consumables (Explosives/Med Lab): Shield Recharger (ARC cells + rubber), Bandages (plastic + moss), Trigger Nade (post-quest), Wolfpack (explosive + sensors).
Stations: Refiner for advanced mats, Medical Lab 2 for Defibrillator (plastic + moss).
Farm: Track needs (eye icon), hit cases/lockers—duplicates sell 5k CR.
Early Progression Tips
Raids 1-10: Free loads, Night Raids, 5-min extracts (e.g., Marano cars: gears/cases)—loot trinkets (sell 1k-10k CR), quest diamonds. Holster (faster run), slide/roll falls, dismantle junk (stacks basics).
Gear Flow: Coins → Workbench 2 → Mods/shields → Gunsmith 3 → Epics (Vulcano: heavy parts + modules). Scrappy dog passives for mats; quests for blueprints (Trigger Nade).
Combat Basics: ARC weakpoints (rotors/knees), PvP: Shoulder peek, flare downed spots—regen shields post-fight, bandage health first. Safe pocket blueprints/keys always.
Common Mistakes
Overpack ammo (200 light enough), ignore safe pocket, fight Rocketeers (evade), sprint empty stamina—prioritize extracts over greed. No silencer early (damage > stealth).
Master via low-stakes: Extract > loot > fight; evolve to customs by raid 20.

