ARC Raiders augments and skill picks don't operate in isolation. Lance's augment system and the skill tree solve overlapping problems — both touch detection radius, both touch noise profiles, both affect how much contact you generate with ARC patrols. The difference is that augments go into your loadout and are consumed when you die. The skill tree is permanent.
Understanding how the two systems interact is where build optimization actually starts. This guide covers both: what augments do, how to stack them with skill choices, and the three viable build paths for different playstyles.
Key takeaways
- Augments (Lance vendor) are equippable passive items in your loadout, consumed on death
- Skill tree upgrades are permanent. Detection Radius Reduction and Safe Pocket are the first two investments for every build
- Stack skill tree Detection Radius Reduction with augments from Lance for compounding benefit
- Lance level 2 is the second vendor priority after early Tian Wen investment
- Three build paths: stealth/scout, aggressive, loot carrier — each weights skill tree branches differently
- Light armor + Detection Radius stack = fewer forced fights per session
- Heavy armor partially cancels detection radius investment — don't pair them
How ARC Raiders augments work
Augments are passive modifier items handled by Lance, the fifth vendor in Speranza. They occupy loadout slots alongside your weapon and armor choices and provide ongoing stat buffs during a raid. Like the rest of your equipped gear, augments are consumed when you die — they don't return to Speranza with you the way Safe Pocket items do.
Lance relationship level is the gate on augment quality. Lower Lance relationship tiers provide basic modifier augments. Level 2 relationship unlocks augments that affect survival mechanics, including detection radius modifiers. Higher Lance tiers open advanced augments that meaningfully change raid survivability.
Building Lance relationship works the same way as every vendor: buy from him, sell to him, complete quests that reward Lance relationship XP. Augments and medical supply surplus go to Lance. The relationship compounds over time rather than advancing in sudden jumps.
The key point beginners miss: augments and the skill tree are additive. If you have Detection Radius Reduction from the Survival skill branch AND a detection radius augment from Lance equipped, both effects apply. They don't replace each other. Stack them.
Lance's augment tiers unlock as your vendor relationship grows. The level 2 augments affecting detection mechanics are worth building toward before you start running Orange zones.
GODEEPER: Full vendor priority order and when to invest in Lance relative to Tian Wen and the others. ARC Raiders Currency and Progression Guide →
Skill tree priority for every build
The skill tree has three branches: Survival, Mobility, and Conditioning. Skill points are earned through progression and can't be reassigned once spent. Order matters.
Survival branch first, without exception. The two S-tier skills are both in Survival: ARC Detection Radius Reduction and Safe Pocket Capacity.
Detection Radius Reduction is the game's single highest-impact early upgrade. ARC robots lock onto you within a detection radius. Reducing that radius changes the threat geometry of every map — routes that were unavoidable fights become corridors you can pass cleanly. In Orange zones, the difference is a session that produces loot versus a session that produces death. Put the first five or six points here before anything else.
Safe Pocket Capacity comes second within Survival. Each additional Safe Pocket slot is one more item that survives your death and returns to Speranza. Over 30 hours, the cumulative resource recovery from three or four Safe Pocket slots outweighs almost any other early upgrade. Death becomes less punishing, which lets you run harder content sooner.
Second priority varies by build (covered in each build section below). Sprint Speed from Mobility is the second investment for aggressive players; Carry Weight from Conditioning is the second investment for loot carriers.
Looting Speed (Survival) is A-tier and goes third for most builds. Faster container animations reduce time in exposed positions during active patrol cycles. Less critical in White zones; important in Orange and Red zones.
Movement Noise Reduction (Survival) is B-tier — useful after S-tier Survival upgrades are secured. Holstering your weapon reduces noise as a zero-cost baseline; this skill reduces it further. Relevant at late Orange and Red zone patrol density.
Build 1 — Stealth/scout
Skill priority: Detection Radius Reduction → Safe Pocket → Looting Speed → Movement Noise Reduction → Sprint Speed
Armor is light chest, medium head. Light chest produces the least noise and has no detection radius penalty — it stacks with skill and augment investment rather than working against it. Medium head protects against headshots from Sentinel enemies without adding noise overhead.
For augments: detection radius modifier from Lance (available at level 2 relationship), movement noise modifier if available. Stack as many survival-oriented passive augments as his stock allows.
This build minimizes forced contact with ARC patrols across all zone types. You pass through Orange zones with fewer mandatory fights and extraction timing is more consistent. Works solo and in squads as the scout role.
The cost is raw survivability in direct fights. If a confrontation is unavoidable, you have less health and armor protection than the aggressive build. The tradeoff is that you generate fewer confrontations in the first place.
The light armor + skill stack combination is what makes this build work. Heavy armor partially cancels the Detection Radius Reduction investment. Run heavy chest with this build and you've neutralized one of your most valuable upgrades.
Build 2 — Aggressive
Skill priority: Detection Radius Reduction → Safe Pocket → Carry Weight → Health Pool → Sprint Speed
Medium chest, medium head. Higher absorption than the stealth build at moderate noise increase. The medium detection radius penalty is manageable with S-tier Detection Radius Reduction already invested.
Augments lean combat here: passive modifiers from Lance, health regeneration augments if available. A detection radius reduction augment still applies — even aggressive builds benefit from choosing when to engage rather than reacting to every patrol.
The build targets sustained combat capability with enough survivability to run Red zones reliably. Carry Weight from Conditioning scales loot income from high-density runs.
Noise efficiency is what you give up. Medium chest is louder than light, and you'll generate more ARC contact per session than the stealth build. You survive those contacts better. This build is squad-oriented. Frontline players benefit from the sustained fight capability medium armor provides.
Heavy armor exception: Full heavy chest is only correct for stationary Red zone boss encounters (ARC Matriarch, ARC Vaporizer) where the zone is already fully alerted and patrol avoidance is irrelevant. Don't wear boss-run armor through the patrol routes leading to the boss.
Medium armor in Orange zones — the detection radius penalty is manageable with S-tier skill investment, but you'll still generate more contact than a light-armor stealth build.
GODEEPER: Full skill tree rankings with tier explanations and upgrade decision logic. ARC Raiders Skill Tree Tier List — Best Upgrades Ranked →
Build 3 — Loot carrier
Skill priority: Detection Radius Reduction → Safe Pocket → Carry Weight → Looting Speed → Stamina Pool
Light chest, light or medium head. The loot carrier's value is in what they bring back, not how long they survive direct fights. Light armor keeps movement noise low and detection radius penalty absent.
From Lance: carry capacity modifier augments if available, detection radius augments as a baseline.
This build maximizes loot income per session. Carry Weight comes third (earlier than in the stealth build) because the carrier role specifically converts carry capacity into session value.
Combat viability is what you give up. Loot carriers in squad play aren't frontline fighters. They work behind the scout, collecting loot while the scout tracks and avoids patrols. The build only reaches full value with squad coordination.
For solo play: The loot carrier approach still works solo, but the risk-reward calculation changes. Solo carriers don't have a scout filtering patrol routes. Counter with heavier Survival skill investment and more conservative zone selection.
Step-by-step: ARC Raiders augments and skill tree setup
- Your first five to six skill points go to Detection Radius Reduction. Don't skip this, don't delay it, don't distribute elsewhere before it's fully invested.
- Next three to four points: Safe Pocket Capacity. Two or three Safe Pocket slots is the early target.
- Start building Lance relationship immediately — buy augments and medical supplies from him, sell surplus back. The level 2 unlock is the target.
- When Lance hits level 2, check what detection and noise modifier augments are in stock and purchase them.
- Third skill investment depends on build: Sprint Speed for aggressive, Carry Weight for loot carrier, Looting Speed for stealth.
- Equip augments every run. Don't save them for "important" raids — each run should have your best current augment set equipped.
Tips
The most common augment mistake is stockpiling them instead of using them. Augments do nothing in your stash. They're consumable items that go into your loadout — if they're sitting in storage, they're not contributing. Run your current augment set on every session.
Lance relationship compounds. Early investment in Lance relationship pays off faster than players who delay until they "have enough credits to spend." The relationship XP from smaller purchases adds up. Start the relationship early.
Heavy armor with Detection Radius Reduction skill investment is a waste of the skill. The heavy chest penalty partially cancels the skill's radius reduction effect. Every point you've spent on Detection Radius Reduction is worth less with a heavy chest equipped. This is the most common build mismatch and usually the reason players feel like Detection Radius Reduction "doesn't work."
The three builds above are not rigid archetypes — they're starting frameworks. Most players end up somewhere between stealth and aggressive depending on zone difficulty and squad composition. The skill tree prioritization holds regardless: Survival first, then branch based on how you actually play.
References
- ARC Raiders on Steam
- ARC Raiders Official Site
- ARC Raiders skill tree tier list
- ARC Raiders currency and progression guide
- ARC Raiders armor guide
- ARC Raiders best solo loadouts
Frequently Asked Questions
Q: What are augments in ARC Raiders? A: Equippable passive stat modifiers sold by Lance in Speranza. They go into loadout slots, provide ongoing buffs during raids, and are consumed on death. Higher Lance relationship levels unlock better augment tiers.
Q: Which skill tree upgrades should you get first in ARC Raiders? A: ARC Detection Radius Reduction (Survival branch) — five to six points here before anything else. Then Safe Pocket Capacity. Both are S-tier for every playstyle.
Q: How do augments work with the skill tree? A: They're additive. Detection Radius Reduction from the skill tree and a detection radius augment from Lance both apply simultaneously. Stack them.
Q: What is the best build in ARC Raiders? A: The stealth/scout build: light chest armor, maxed Detection Radius Reduction and Safe Pocket from the skill tree, and detection/noise augments from Lance. It minimizes forced ARC contact across all zone types.
Q: Should you invest in Lance early in ARC Raiders? A: Yes — Lance is the second vendor priority after early Tian Wen investment. Level 2 unlocks survival augments that stack with your skill tree. Start building the relationship immediately.
Q: What is the Safe Pocket in ARC Raiders? A: An inventory section that survives death automatically. Expanding it through the Survival tree adds slots — each slot is one more item that returns to Speranza after every run, including failed ones.
Q: How does the ARC Raiders skill tree work? A: Three branches: Survival, Mobility, Conditioning. Skill points from progression unlock upgrades permanently. Survival first — Detection Radius Reduction and Safe Pocket Capacity are the two strongest early investments.





