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ARC Raiders: How Looting Mk. 3 (Safekeeper) and Tactical Mk. 3 (Revival) Work

Safekeeper protects one unrestricted item, while Revival offers passive healing and a reusable teammate defibrillator. Here are their trade-offs and listed recipes.
Length3 min Posted Quest giverVGSources Team
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Looting Mk. 3 (Safekeeper) protects one item of your choice in an unrestricted safe pocket, including a weapon. Tactical Mk. 3 (Revival) trades that item protection for passive health regeneration and a reusable, integrated defibrillator. Safekeeper supports light, medium, and heavy shields; Revival is listed for light shields only. Neither is a universal upgrade: choose based on whether you value keeping one item or helping your squad recover.

What Looting Mk. 3 (Safekeeper) does

Safekeeper’s defining feature is a safe pocket that can hold any item, including weapons. If you are carrying something you especially want to retain, placing it in that pocket protects it if your Raider dies. The ARC Raiders Wiki lists the augment as Epic and compatible with light, medium, and heavy shields. ARC Raiders Wiki: Looting Mk. 3 (Safekeeper)

All Things How’s January 28, 2026 guide also reports high backpack capacity and two trinket slots. Those details are guide-reported; check the current in-game loadout screen if exact capacity or slot counts matter to your build. All Things How: ARC Raiders best augments tier list and how to get them

Safekeeper is most useful when one item matters more than the rest of your haul—for example, a valuable weapon you do not want to risk losing. It is not automatically the best option for protecting several separate valuables: its standout benefit is that its pocket accepts any item, rather than a larger number of conventional protected slots.

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What Tactical Mk. 3 (Revival) does

Revival combines gradual self-healing with an integrated defibrillator for reviving teammates. The ARC Raiders Wiki lists its passive regeneration as 1 health every 5 seconds. After you take damage, that regeneration pauses for 30 seconds. ARC Raiders Wiki: Tactical Mk. 3 (Revival)

The integrated defibrillator has unlimited uses, but each use triggers a 240-second cooldown—four minutes before it can be used again. It adds a repeatable revival option, not an immediate second charge. All Things How likewise describes the passive healing and four-minute cooldown. All Things How: ARC Raiders best augments tier list and how to get them

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Revival is listed as compatible with light shields only. Its healing and revive utility may suit a player who regularly helps downed teammates, but the shield restriction is a real loadout trade-off if you want to use medium or heavy shields.

Safekeeper vs. Revival

Feature Looting Mk. 3 (Safekeeper) Tactical Mk. 3 (Revival)
Main benefit One safe pocket that accepts any item, including weapons (ARC Raiders Wiki) Passive regeneration and an integrated, reusable defibrillator (ARC Raiders Wiki)
Passive healing Not stated for this augment (ARC Raiders Wiki) 1 health every 5 seconds; pauses for 30 seconds after damage (ARC Raiders Wiki)
Defibrillator Not listed (ARC Raiders Wiki) Unlimited uses, with a 240-second cooldown after each use (ARC Raiders Wiki)
Listed shield compatibility Light, medium, and heavy (ARC Raiders Wiki) Light only (ARC Raiders Wiki)

Which augment should you use?

  • Choose Safekeeper when protecting one high-value item is the priority, especially if that item could be a weapon or your preferred shield is medium or heavy.
  • Consider Revival when passive recovery and an extra way to revive teammates matter more than using medium or heavy shields.
  • Compare your usual runs. If you rarely need to revive teammates, Revival’s defining utility may matter less to you; if you are not carrying a particularly valuable item, Safekeeper’s unrestricted pocket may be less decisive.

These are goal-dependent recommendations based on the listed mechanics, not a measured ranking. Neither augment is a straight upgrade over the other: Safekeeper specializes in retaining an item, while Revival adds regeneration and squad-revival utility.

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Blueprints and crafting

The ARC Raiders Wiki lists a learned blueprint and Gear Bench 3 as requirements for crafting both augments. Each listed recipe uses 2 Advanced Electrical Components and 3 Processors. The Revival page also lists a quest as an acquisition source. Safekeeper item page · Revival item page

Exact blueprint map or container locations are not established by these item listings, so there is no guaranteed route to give here. Check the current in-game item descriptions and official patch notes if a balance update may have changed the mechanics or crafting details. ARC Raiders continues to receive updates, but the game’s Steam page does not document these augment values.

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How to choose with current item information

The mechanics above are reported by community wiki item pages and a secondary guide, rather than an official augment-specific patch note. If the current in-game descriptions differ, use those descriptions for your live build; the listed values should be treated as reported item details, not independently tested outcomes.

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