Arc Raiders Expedition Explained: First Expedition Window

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Upd: 12 Apr, 2026
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Arc Raiders is an extraction shooter in which progression and equipment are important, yet an opportunity to begin again with a more intelligent strategy is also essential. The Expedition Project is a voluntary reset available to Embark called the Expedition Project – PLAYERS ARE ALLOWED TO RETIRE THEIR EXISTING RAIDER WITHIN A TIME-LIMITED PERIOD AND BEGIN AFRESH WITH SPECIAL PERKS.

This Arc Raiders expedition explained guide elaborates on what an Expedition is, what is reset, what you get to keep, the exact Arc Raiders expedition date and Arc Raiders expedition window with the rewards, and how to prepare without panicked grinding.

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Arc Raiders Expedition Date and Expedition Window

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The first Expedition window opens on December 17 and lasts six days and closes on December 22. On this Arc Raiders expedition window, your Raider will have an option to permanently leave the Rust Belt for good and take off in the Caravan you constructed in the Expedition Project.

There are three details that are important to plan:

  1. You have to register within the expedition window Arc Raiders players receive (Dec 17–22);
  2. All the players who enroll will automatically depart at the same day on December 22;
  3. The value of your Stash and Coins is added at the time of closing the window, meaning that in case you need to earn more, it can be worthwhile to grind until the deadline.
Unless you leave within this first window, you save your work on the building of the Caravan to the next window (which should be in a couple of months).

What Is an Expedition in Arc Raiders?

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Simply put, an Expedition is a character reset, which is voluntary and is bound to a significant long-term Project. The major Project at LEVEL 20 is the Expedition Project. The completion of it enables a restart to be made and the system is programmed to cycle back so that players who are engaged can restart again later should they wish.

This is not compulsory unlike global wipes. Embark aims to allow veterans to re-feel early progression and a sense of a new economy without erasing progress of those who lack time (or interest) to restart.

What Gets Reset, and What You Keep After an Expedition

As you leave the Expedition, everything in the stash of your Raider is contributed toward it, and “all that is bound to your progress” is reset.

THIS IS WHAT REMAINS:
  • Unlocked Maps;
  • Unlocked Workshop Stations;
  • Cred;
  • Codex Entries;
  • Raider Decks Progress;
  • Raider Tokens;
  • Cosmetics;
  • Active Leaderboards;
  • Personal Event Progress;
  • Trials;
  • Bonus Stash Slots Earned From Expeditions;
  • Bonus Skill Points Earned From Expeditions
THIS IS WHAT WILL BE RESET:
  • Player Level;
  • Skill Points;
  • Inventory;
  • Stash Upgrade;
  • Raider Den;
  • Coins;
  • Progress Items;
  • Blueprints;
  • Quests;
  • Workshop.

TIP – once you have finished an Expedition, you can bypass most of the onboarding and tutorial processes and maps and possible workshop upgrades are ready as soon as the reset finishes.

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Expedition Rewards: Permanent Unlocks and Temporary Buffs

The Expedition is provided with permanent account unlocks and temporary cycle buffs. The permanent rewards can be considered long-term quality-of-life and cosmetics, and the temporary buffs can be viewed as a “next cycle momentum” package.

⭐ PERMANENT UNLOCKS (ARC RAIDERS EXPEDITION ITEMS):

  • The Patchwork Raider outfit;
  • Scrappy Janitor Cap;
  • Expeditions Indicator icon;
  • Skill points (depending on Stash value);
  • +12 Stash space.

⭐ TEMPORARY BUFFS:

  • 10% repair buff;
  • 5% XP boost;
  • 6% more materials from Scrappy.

⭐ TWO RULES PLAYERS OFTEN MISS:

  • Skill points, stash space, and cosmetics are permanent, but the account buffs will run out in case you do not leave with the next expedition;
  • Buffs enhance your power in your next three expeditions (only one departure per Expedition Window).

“What Do Players Get If They Wipe?” Skill Points and the Stash Value Rule

This is the main motivation that makes looting at the end of the window to be relevant.

The amount of skill that your next Raider can gain is determined by the total value of your Stash and Coins at departure, up to five skill points. The formula is simple: 1,000,000 COINS OF VALUE IS EQUIVALENT TO 1 EXTRA SKILL POINT, to the maximum of five points.

🍀 PRACTICAL TAKEAWAY:

  • When you are near a threshold, a couple of good loot runs before the window closes may significantly alter your post-reset position;
  • If you’re far away, forcing risky raids just to chase value can be a trap. Other times the smart play is to depart with nothing and to determine a better build next time.

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Who Should Consider the First Expedition?

The first Expedition is not “OBLIGATORY ADVANCEMENT”. It is a decision that suits certain profiles of players.

This Expedition is particularly interesting to:

  • Players who wish to re-run quests and early progression with more knowledge of the game, make decisions more quickly and have fewer dead-end detours;
  • Any players who BRICKED their build or just do not like the current Skill Tree path. The reset provides a clean, no-regrets opportunity to respec and start building around a more polished playstyle;
  • Min-maxers that appreciate long-term compounding benefits: permanent stash space, bonus skill points depending on stash value, and temporary buffs that are earned after every consecutive Expedition;
  • Players that are fond of seasonal cadence, but would like an opt-in system rather than forced wipes. Embark has claimed that it will honor time investment, but it will give a “FRESH START” loop to those who desire it.

Arc Raiders Expedition Requirements and Materials

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The two most common search terms used by the players close to the deadline are Arc Raiders expedition requirements and Arc Raiders expedition materials.

🔥 ESSENTIAL EXPEDITION REQUIREMENTS ARC RAIDERS PLAYERS OUGHT TO BE AWARE OF:

  • To enter the EXPEDITION PROJECT as your first major Project, the player must be level 20;
  • You need to get through the Project stages and then sign up during the window (Dec 17–22) to actually depart.

Arc Raiders Expedition Project Requirements

Caravan BuildDescriptionWhat Materials Required
Foundation (Step 1/6)Fits the structural chassis and load bearing frame to the Caravan such that it can later carry modules and cargo weight.
150x Metal Parts;
200x Rubber Parts;
80x ARC Alloy;
15x Steel Spring.
Core Systems (Step 2/6)Install basic wiring, airflow and power distribution in such a way that the Caravan is able to run utilities and operate longer.
35x Durable Cloth;
30x Wires;
30x Electrical Components;
5x Cooling Fan.
Framework (Step 3/6)The wall and roof seal the Caravan, attach core parts and fix the interior layout to be used functionally.
5x Lightbulb;
30x Battery;
20x Sensors;
1x Exodus Modules.
Outfitting (Step 4/6)Includes useful stations and quality-of-life amenities (storage, utilities, and “living touches”) to prepare the Caravan for the expedition.
5x Humidifier;
5x Advanced Electrical Components;
3x Magnetic Accelerators;
3x Leaper Pulse Units.
Load Stage (Step 5/6)Pack the necessities to leave: equipment, survival supplies, rations, and supplies that can be repaired (in terms of total value of stash).
300k Coins worth of Materials;
250k Coins worth of Combat Items;
180k Coins worth of Provisions;
100k Coins worth of Survival Items.
Departure (Step 6/6)Confirmation stage: When the Caravan is complete and loaded, there is nothing left but to sign up and wait for the moment of departure within the expedition window.None (wait till the departure window).

Preparation Checklist for the Dec 17–22 Expedition Window

Prep with this checklist so that you do not overthink:

  1. Hit level 20 and confirm the Expedition Project (tt is the gate that opens up the system);
  2. Get the project to a state of being ready to finalize by the time the window opens, so that Dec 17 does not go by scrambling;
  3. Select depart for max skill points or depart for buffs. If skill points are the goal, optimize stash value up to the window close;
  4. Arrange your post-reset build. The actual victory is a clearer Skill Tree and quicker initial progress, rather than the reset itself;
  5. Reduce last-minute risk. When you are running costly kits during the last days, be sure that the run is high-EV (value, materials or project progress), and not simply playing;
  6. Treat Dec 22 as a hard cutoff. All registered players leave at the same time and the value of stash/coin is counted at the close of the window.
🔥 READY TO DEPART? TURN THE FIRST EXPEDITION INTO A HEAD START

Arc Raiders first Expedition is its answer to the traditional wipe dilemma: It provides players that desire a clean sheet with a well-organized, rewarding reset without making the entire world wipe. In case you intend to leave, then consider Dec 17 as the starting gun and Dec 22 as the absolute deadline to sign-up and final stash-value pushes. Permanent unlocks, temporary buffs, and skill points, based on your stash value, can help you prepare an Expedition so that the next cycle will be smoother, faster, and more deliberate.


Arc Raiders Expedition FAQ

What is expedition Arc Raiders?

An Expedition is an opt-in character reset tied to the Expedition Project. You build a Caravan, then choose to depart during the Expedition window to restart with specific rewards and advantages.

What does expedition do in Arc Raiders?

It retires your current Raider and resets character progression (Skill Tree, Level, Stash, Workshop progression, crafting abilities, and blueprints), while preserving metagame elements like cosmetics and achievements.

How does expedition work Arc Raiders?

You must sign up during the window, and everyone signed up departs automatically at the same time when it closes. Your stash/coins value is counted when the window ends, which affects bonus skill points for your next Raider.

What rewards are permanent vs temporary?

Permanent unlocks include cosmetics, the Expeditions indicator icon, bonus skill points based on stash value, and +12 stash space. Temporary buffs include repair, XP, and increased materials from Scrappy; those buffs expire if you do not depart again in the subsequent Expedition cycle.


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