You hit a point in ARC Raiders where your loadout's dialed, your routes are memorized, and every raid starts to feel like clocking in. If you're still chasing that edge, Expeditions are the one system that can shake things up, and it's why people start talking about builds, resets, and even ARC Raiders Coins once the early grind stops mattering.
What an Expedition really is
An Expedition is you choosing to walk away from your current runner on purpose. Not "maybe later." You commit, and a bunch of your progress gets wiped. Your character level goes back down, your skills are gone, and all that gear you swore you'd "save for the perfect run" basically becomes yesterday's news. It's harsh, yeah. But it's also the whole point. You're trading short-term comfort for long-term power, and the game finally feels like it has stakes again.
Getting in the door
You can't just decide to Expedition because you're bored. First, you've got to reach level 20, which is the game's way of checking you've actually learned how to survive. Then there's the Expedition Project. It's a multi-step prep job: gathering specific resources, building up the right base pieces, and getting your logistics sorted so the run makes sense. There's also a limited window to do it. Miss it, and you're back to regular raids until the next opening shows up.
Prep like you mean it
The biggest mistake is hoarding stuff you're about to lose. People do it all the time. They keep five "great" weapons, stacks of materials, and a backpack full of "just in case," then reset and realize none of it mattered. The better move is simple: turn your pile into Expedition progress. Convert value into stages. Plan what you'll carry, what you'll burn, and what you'll finish before you hit the button. You'll still keep the things that don't vanish with a reset, like your knowledge of the map, the areas you've already unlocked, cosmetics, and account-level currencies that stick around.
Why veterans keep doing it
The payoff is permanent upgrades that change how fast your next character comes online. Extra skill points right away. More storage, which honestly feels like the real endgame. Sometimes boosts that make leveling or material gathering less of a slog. After one Expedition, you notice it. After a couple, the whole rhythm of the game changes, and you start picking fights you used to avoid. If you're ready to stop playing safe, it's also when people start looking at smarter ways to fund their next loop, like when they decide to buy ARC Raiders Coins so the rebuild doesn't drag on forever.