RSVSR Guide to ARC Raiders Expeditions Resets and Rewards

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RSVSR Guide to ARC Raiders Expeditions Resets and Rewards

Once you've put serious time into ARC Raiders, the regular loop can start to feel predictable. You've learned the hot routes, you've figured out what fights are worth taking, and you're mostly just topping up your stash. That's when Expeditions start calling your name, especially if you're the sort of player who tracks progress like it's a spreadsheet. People talk about them like a hard reset, and yeah, that's the vibe, but they're also a way to turn all that experience into long-term momentum, kind of like investing your run instead of just surviving it. If you're planning ahead with things like ARC Raiders Coins in mind, an Expedition is where that bigger picture finally matters.

Why anyone would hit reset

Let's be honest: the scary part is saying goodbye to a character you've built up. When you trigger an Expedition, you're effectively retiring that Raider. Levels drop. Skills go. That lovingly hoarded inventory is gone too. But you're not doing it for the drama. You're doing it because the rewards aren't tied to that one character's backpack—they're tied to your account and your future runs. That's the whole trade. You lose the comfort of being established, and you gain perks that make every new climb smoother, faster, and a lot less annoying.

Getting eligible without wasting your week

You can't just wander into an Expedition on a whim. First, you need to hit level 20. No clever workaround, no "almost counts." Then there's the Expedition Project, which usually means hauling in resources and building out the pieces that make the departure possible. The time pressure is real as well, because these projects can run on a seven-day window. Miss it, and you're stuck waiting for the next cycle. The players who do best are the ones who treat the prep like a checklist: stash sorting, crafting priorities, and making sure you're not burning raids on junk you don't actually need.

How the stages actually feel in play

The steps are a grind, but not the mindless kind if you plan it right. Stage 1 is typically the basic build: common metals, simple construction, the stuff that makes you feel like you're paying dues. Stage 2 shifts into readiness—caravan prep, mobile base pieces, and the "okay, this is happening" moment. Stage 3 is where most people slow down, because you start needing better support materials and you can't just vacuum them up in one run. Stage 4 is the stockpile wall: higher value parts, riskier trips, and more choices about when to bail. Stage 5 is the final push, where discipline matters more than bravery, because one sloppy raid can set you back hard.

What you keep, and why it's worth the sting

The reset hurts, but it's not a total wipe. You keep the things that prove you've actually played the game: map unlocks, codex progress, Raider Tokens, and the permanent workshop stations you've built out. That's huge, because it means your next character isn't truly "new." On top of that, the post-Expedition boosts—faster XP, better material gains, and extra breathing room like expanded storage—make the early game fly by instead of dragging. If you're the kind of player who likes getting back to the good part quickly, leaning into ARC Raiders Coins buy planning alongside an Expedition can make the whole loop feel sharper, not smaller.

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