
ARC Raiders Missing Skill Points: Expedition 3 Fix
The ARC Raiders wipe is here. Your stash is gone, your blueprints are gone, your self-respect is next. This guide tells you exactly what to do first.
The ARC Raiders Expedition Project is the game's voluntary reset system. Unlike Rust or Escape From Tarkov, where developers delete your life on a schedule, Embark Studios built a prestige loop: every 60 days a departure window opens, you load your Raider onto a caravan, and they leave the Rust Belt forever. The game calls it heroic. Your empty stash disagrees.
The wipe is not mandatory. Sitting out is an option. So is pretending you are fine with never improving. Your call.
Cycle schedule: ~60-day prep phase → 7-day departure window. Miss the window, wait another 60 days. The next departure window opens April 29, 2026 (Expedition 3).
Before you make peace with the reset, here is the complete damage report. Study it. Grieve. Move on.
|
Category |
Status |
Notes |
|
Character level |
GONE |
Back to 1. Congratulations. |
|
Skill tree |
GONE |
Every point you agonized over. |
|
Stash / inventory |
GONE |
All of it. Every screw. |
|
Blueprints learned |
GONE |
Craft nothing. Know nothing. |
|
Workshop upgrades |
GONE |
Resets to Level 1. |
|
Coins |
GONE |
Broke again by design. |
|
Quests progress |
GONE |
Start over from Sparks Fly. |
|
Cosmetics / outfits |
KEPT |
Your hat survives the apocalypse. |
|
Raider tokens / cred |
KEPT |
Account currency intact. |
|
Maps unlocked |
KEPT |
No re-unlocking hell. |
|
Achievements / rankings |
KEPT |
The proof you once existed. |
|
Expedition rewards |
KEPT |
Bonus skill pts, stash slots, XP buffs. |
If you reset with a stash worth 3 million Coins, you receive 5 bonus skill points on your new Raider. That is 600,000 coins per skill point. Math accordingly.

You spawn with basic weapons, a Light Shield, and a few Augments. The rest is air. The first instinct is to push a hot zone and prove something. That instinct is wrong. Short raids with specific shopping lists are what keeps progress moving in early ARC Raiders post-wipe recovery. Long heroic runs just feed other players your garbage-tier gear.
Follow this rebuild sequence in order. Deviating from it is a personal choice the guide will not protect you from.
Warning: Your skill tree is gone. You loot slower. You move slower. You get fewer materials. Act like a fresh Level 1, because that is what you are.
The workshop does not reset into oblivion: the stations still exist. They are just useless Level 1 shells. Every upgrade must be rebuilt from materials looted this cycle. One station per raid. Split goals mean slow progress and risky overstay.
|
Sprint |
Raids |
Target Materials |
|
Sprint 1 |
2–3 |
Wires, magnets, oil, chemicals, plastics |
|
Sprint 2 |
2–3 |
Mechanical parts, Advanced Mech Components |
|
Sprint 3 |
3–4 |
ARC Alloy, ARC Motion Cores, Wasp/Hornet Drives |
|
Sprint 4 |
2–3 |
Rusted Tools, Rusty Gears, Cooling Fans, Fabric |
Rusted Gears are the bottleneck. They are painful, they are scarce, and the game knows it. Special bus container spawns and Scrapyard are the shortest paths. Do not build elaborate theories about where else they might be.
The entire skill tree is gone. The best skill build after ARC Raiders wipe is not glamorous: it is economic. Every point spent on anything other than access and speed is a point that slows down the rebuild. Survivability skills can wait. Combat tree enhancements can wait. Looting cannot.
Invest First In
At Level 30 with 5 bonus Expedition skill points, you hit Level 36 equivalent access. That unlocks Security Lockers scattered across maps: high-value loot, low-competition zones. Stop fighting over hot drops. Open lockers like a professional thief.
Running Stella Montis naked on day one of a ARC Raiders reset farming guide is a fast way to donate your starter weapons to a better-equipped player. Start with low-risk loops. Efficiency over excitement.
Early Wipe Loops (Low Risk)
Mid-Wipe Escalation (Moderate Risk)
Late Rebuild (Know What You Are Doing)
Every learned recipe is deleted on reset. The blueprint farming ARC Raiders loop has three tiers: safe map routes, Dynamic Events, and Weekly Trials. Trials are criminally underused: every scavengeable blueprint in the loot pool is available as a 3-star reward. Stop ignoring them.
Some blueprints only drop on Stella Montis: they cannot be farmed on Dam, Buried City, Spaceport, or Blue Gate. If you need them, you go there. If you are not ready to go there, you wait until you are.
Pro tip: Hold duplicate rare blueprints in stash instead of selling them for 5,000 coins. The next wipe wipes the recipe again. A stashed copy saves a full farming cycle.
Dynamic Events like Cold Snap and Night Raid increase blueprint drop density significantly. They are dangerous for low-level Raiders. That is the trade. Decide accordingly

The ARC Raiders Expedition rewards are the only real argument for voluntarily deleting your progress. Each reset stacks permanent account improvements that compound over cycles. This is the prestige loop. It is either appealing or it is not.
|
Reward Type |
Details |
|
Bonus Skill Points |
Up to +5 per wipe (requires 3M coin stash value). Up to +10 by end of Expedition 2. |
|
Stash Slots |
+12 slots per completed Expedition. Permanent. |
|
XP Buff |
+10% XP gain for the new cycle. Stacks with consecutive runs. |
|
Scrappy Materials Boost |
Increased material rates early cycle. |
|
Unique Cosmetics |
Per-Expedition-exclusive. Not obtainable any other way. |
|
Tutorial Skip |
Early map access, no re-onboarding. Small mercy. |
These buffs do not give direct combat advantages over players who did not reset. Embark Studios made that choice deliberately. It keeps the voluntary character reset ARC Raiders from becoming mandatory by social pressure: a rare act of restraint from a live-service developer.
Unlock at Level 20. Five stages. Each stage requires committing specific materials to the caravan at the project terminal. Once committed, the materials are gone. There is no refund window.
|
Stage |
Focus |
Difficulty |
|
1 |
Basic provisions and common materials |
Trivial |
|
2 |
Intermediate components |
Easy |
|
3 |
Steel Springs, ARC Alloy (Framework) |
Moderate |
|
4 |
Navigation Units, Communication Arrays |
Moderate |
|
5 |
Mass provisions and raw materials |
Grindy: high-value maps required |
Once the 60-day build phase ends, a 7-day departure window opens. During that window, how to complete Expedition ARC Raiders comes down to one action: walk to the finished caravan and enlist. Miss the window, your individual progress is saved, but you wait another 60 days. The caravan does not wait for anyone who is not ready.

The ARC Raiders wipe is here. Your stash is gone, your blueprints are gone, your self-respect is next. This guide tells you exactly what to do first.

The ARC Raiders wipe is here. Your stash is gone, your blueprints are gone, your self-respect is next. This guide tells you exactly what to do first.

The ARC Raiders wipe is here. Your stash is gone, your blueprints are gone, your self-respect is next. This guide tells you exactly what to do first.

No. The Expedition Project is entirely voluntary. Skipping it means losing its rewards permanently that cycle.
Farm uncraftable materials on safe short loops, then push Workshop benches to Level 2 immediately.
Every 60 days, followed by a 7-day departure window. Missing the window means waiting the full next cycle.
Dam Battlegrounds Research building, Buried City Library, and Stella Montis for exclusives. Complete quests first for guaranteed drops.
Security Breach and Looting Instincts first. Faster looting equals faster XP, faster rebuild, and fewer embarrassing deaths to better-geared players.


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