Plan the raid. Loot the Rust Belt. Get topside and back alive.
Shields, augments, throwables, deployables and healing. Everything that goes in your loadout slots besides the guns.
Any augment (Mk.0 Free Loadout, Looting, Tactical, Combat).
Requires an augment listing Medium: Combat Mk.1/2/3, Tactical Mk.1/2/3 (Defensive, Healing, Smoke), Looting Mk.3 Safekeeper/Survivor.
Requires an augment listing Heavy: Combat Mk.2, Combat Mk.3 (both), Tactical Mk.3 (Defensive), Looting Mk.3 (Safekeeper).
Basic augment for rookie Raiders, offering slightly more backpack space and carry capacity.
Basic combat augment. Supports stronger shields, but with limited backpack capacity and Quick Use slots.
Basic looting augment. More backpack slots and weight capacity, but low defensive and tactical capability.
Basic tactical augment. More Quick Use slots for more tactical choice, but limited survivability and slightly lower looting potential.
1 health every 5 seconds. When damage is taken, the effect is paused for 30 seconds.
Significantly increases looting potential; adds slots for trinkets. Automatically throws off attached Ticks after 0.5s.
Adds more backpack space and an extra utility item slot.
Restores 2 health every 5 seconds. When damage is taken the effect is paused for 30 seconds.
A looting augment that swaps some carry capacity to increase survivability. Upon Shield break, automatically administers a weak Adrenaline Shot. Has a fixed cooldown.
A looting augment that trades weight and utility for increased looting potential. A Safe Pocket that allows any items to be stored.
A heavy-duty pack mule augment. Large weight capacity and large backpack space. While downed and stationary, health regenerates up to 75% of max downed health.
A defensive-focused augment for keeping Shields topped up.
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.
A revival-focused augment designed for team support. Restores 1 health every 5 seconds. When damage is taken, the effect is paused for 30 seconds. Includes an integrated Defibrillator with infinite uses and a 240-second cooldown.
An upgraded version of the Tactical MK. 2 augment, adding expanded capacity across the board. Upon Shield break, deploys a small smoke grenade. Has a fixed cooldown.
Durability: 100/100
Duration 40s; Duration: 40s; Illumination Radius: 7m
A locking mechanism that can be placed on large metal doors to limit access.
Duration 7.5s; Duration: 7.5s
Radius 7.5m; Duration 20s; Duration: 20s; Radius: 7.5m; Stamina Drain: 25/s
Radius 2.5m; Duration 6s; Duration: 6s; Radius: 2.5m
Damage 30; Radius 2.5m; Damage: 30; Radius: 2.5m
Duration 4s; Duration: 4s; Trigger Radius: 8m
A deployable device that, when manually triggered, launches a Raider Distress Flare.
A compact snowball.
Duration 500 Health; Duration: 500 Health; Health: 500
A throwable emergency landing device, to soften some heavy landing
Damage 10/s; Damage: 10/s; Durability: 100/100
A noise device that sticks to surfaces, distracting nearby ARC machines and drawing their fire.
Radius 50m; Duration 15s; Duration: 15s; Radius: 50m
Radius 7.5m; Radius: 7.5m
Damage 50; Damage: 50; Homing Range: 20m
A rhythmic instrument used to attract ARC's attention, and impress other Raiders.
Duration 10s; Duration: 10s; Recharge: 4/s; Use Time: 2s
Damage 60; Radius 6m; Damage: 60; Radius: 6m
Damage 70; Radius 7.5m; Damage: 70; Radius: 7.5m
A deployable device that periodically electrifies the area around itself and briefly stuns anything caught within it.
A deployable white flag
Damage 5/s; Radius 10m; Duration 10s; Damage: 5/s; Duration: 10s; Radius: 10m
Damage 5/s; Duration 10s; Damage: 5/s; Duration: 10s
Damage 100; Radius 5m; Damage: 100; Radius: 5m
A remotely triggered arrangement of dazzling fireworks, sure to put on a show.
Damage 80; Radius 7.5m; Damage: 80; Radius: 7.5m
Radius 5m; Arc Stun Duration: 10s; Radius: 5m; Raider Stun Duration: 4s
Radius 6m; Arc Stun Duration: 7s; Radius: 6m; Raider Stun Duration: 2s
Radius 7.5m; Duration 20s; Duration: 20s; Radius: 7.5m
Recharge: 50; Use Time: 5s
Radius 6m; Duration 30s; Duration: 30s; Radius: 6m
Damage 20; Radius 2m; Damage: 20; Radius: 2m
Damage 90; Radius 7.5m; Damage: 90; Radius: 7.5m
A deployable zipline that allows you to quickly move between two locations.
Damage 1000; Radius 10m; Damage: 1000; Radius: 10m; Timer Duration: 6s
Reduces fall speed when used in the air, but has a wind-up time before reaching full force. Shuts down once out of power
Damage 166 x12; Damage: 166 x12; Homing Range: 100m
A playable acoustic guitar used to attract ARC's attention, and impress other Raiders.
Durability: 100/100; Range: 20m
Duration: 10s; Recharge: 2/s; Use Time: 3s
Duration: 10s; Stamina Regeneration: 5/s; Use Time: 1s
Duration: 10s; Health Cost: 5; Stamina Regeneration: 5/s; Use Time: 1s
Heals 2/s; Duration: 10s; Healing: 2/s; Use Time: 1.5s
Stamina: 25; Use Time: 1s
Heals 15; Healing: 15; Use Time: 1s
Heals 0.4/s; Duration: 25s; Healing: 0.4/s; Use Time: 1s
Can be consumed for a small amount of stamina.
Heals 1/s; Duration: 10s; Healing: 1/s; Use Time: 1s
Stamina: 20; Use Time: 1s
Heals 25; Healing: 25; Stamina: 50; Use Time: 2s
Heals 3.5/s; Duration: 10s; Healing: 3.5/s; Use Time: 1.5s
Heals 50; Healing: 50; Use Time: 1.5s
Heals 5/s; Duration: 10s; Healing: 5/s; Use Time: 1.5s
Heals 50; Healing: 50; Use Time: 4s
Heals 10/s; Durability: 100/100; Heal Capacity: 150; Healing: 10/s