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ARC Raiders has several kinds of progression, and they do not all work the same way. Normal play builds your level, skills, crafting progress, and inventory; a knockout puts the gear you carried into that raid and found during it at risk, except for items in your Safe Pocket. Matchmaking is intended to balance encounters, but Embark does not promise a particular lobby. An Expedition is a separate, voluntary reset that clears much of your character-linked progress while preserving specified account progress.
How progression works in ARC Raiders
Progression is not one track. Experience, skills, crafting, quests, and daily Feats advance different parts of your account or character. Keeping those systems separate makes it easier to understand what a reward does—and what you would give up if you later choose an Expedition.
Experience, levels, and skill points
Experience earned after extractions contributes to leveling. Levels grant skill points, which you can distribute among three skill-tree branches: Conditioning, Mobility, and Survival. Embark describes the branches as a way to shape your build, rather than as a single required path. The official Game progression help page, last updated October 29, 2025, is the source for these progression rules.
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That means level and build are related but not identical. Your level tracks earned progression; skill points are the choices you make with that progression. When considering a point allocation, think about the kind of Raider you want to play, not only about reaching the next level. The cited help page describes the three branches and point distribution, but does not establish specific optimal builds or a respec policy.
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Workshop crafting and recipes
The workshop gives you another advancement route: crafting. Embark lists gear, weapons, utilities, medical items, and components among the things you can craft. Recipes can be found topside, so discovering a recipe is part of expanding what the workshop can make. Crafting progress is distinct from your level and skill tree; the Expedition help page separately lists crafting progress as something that resets when you depart on an Expedition.
For practical planning, treat a recipe as access to a crafting option, not as a guarantee that you already have every material required to make its item. The available source establishes that recipes are found topside and that the workshop crafts these categories, but it does not provide a complete recipe list or material costs. Those details can vary with game updates, so use the in-game workshop and current item requirements for a specific craft.
Quests and daily Feats
Trader quests add objectives and rewards outside the skill tree. Embark says trader quests can provide weapons, gear, materials, and experience. Daily Feats are a separate reward path that earns Cred. These systems can therefore contribute to more than one kind of progress: a quest may reward items as well as XP, while a daily Feat pays Cred rather than skill points directly.
If your immediate goal is to advance a particular system, check what the objective actually awards. XP helps with leveling; a recipe broadens crafting options; materials support crafting; and Cred is the stated reward for daily Feats. The official overview does not establish that every quest or Feat has the same reward, so do not assume a task advances every track at once.
What happens to your gear when you are knocked out?
A knockout while topside risks the loadout you brought into that raid and the items you scavenged during it. Embark’s Your first raid guide, last updated October 1, 2025, states that you lose everything except what is in your Safe Pocket. It clarifies that this covers other carried loadout gear and items found during the run.
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The scope matters: this is a rule about what you are carrying on that run, with the Safe Pocket exception. It is not a statement that a knockout deletes your entire account inventory or stash. The guide does not describe every item-specific edge case, so for an item whose treatment is unclear, check its current in-game description rather than assuming the pocket protects more than its contents.
What the Safe Pocket changes
The Safe Pocket is the exception identified in Embark’s knockout guidance. Items placed there are retained when the rest of the raid’s carried gear and scavenged items are lost. Its value is therefore about limiting the downside of a failed run, not about making the whole loadout safe. Before heading topside, decide which eligible item is most important to preserve and place it in the pocket if you have room.
The official guide establishes the exception but does not provide a full capacity specification or say that every item can be placed there. Check the in-game pocket interface for what fits and what is eligible. Do not treat the pocket as protection for equipment left elsewhere in your carried loadout.
When a Free Loadout makes sense
If you want to reduce the value of gear at risk, Embark offers a Free Loadout. The first-raid guide describes it as random basic equipment at no cost, with less space for bringing loot back. Its guidance is: “If you’d rather not put your own gear on the line, you can head topside with a Free Loadout.”
This is a trade-off, not a protected version of a normal loadout. You avoid staking your own equipped gear, but accept random basic equipment and reduced room for returning loot. A Free Loadout can make sense when you want to try a run without committing your own gear; it is less attractive if carrying back as much loot as possible is the priority. The same knockout rules still make it important to consider what you carry, including what you put in the Safe Pocket.
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Does gear affect matchmaking?
Embark’s public explanation focuses on fairness and unpredictability, not on publishing a complete matchmaking formula. In its May 20, 2026 Notes on The Matchmaking System, the studio says the system tries to pair players with a similar likelihood of succeeding and prioritizes equal squad sizes where possible. It also says the system considers how Raiders engage one another—not what they do with a downed player’s gear afterward.
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Repair common Windows errors and clear accumulated junk for a smoother, more stable PC - no reinstall needed.Free scan · no reinstallThat statement does not establish that gear has no influence anywhere in matchmaking. It answers a narrower question: Embark says post-knockout behavior involving a downed player’s gear is not what the system uses to evaluate how Raiders engage one another. The public explanation is not a full technical description of every input, weight, or queue rule, so it cannot support a promise that two players with different equipment will receive identical lobbies.
What to expect from a lobby
Squad size is one example of a factor Embark says it prioritizes where possible. “Where possible” matters: the explanation presents a matchmaking goal, not a guarantee that every lobby will contain only an identical squad size or players with the same likelihood of success. The studio also describes unpredictability as part of the goal. A match can still produce encounters that feel uneven or unexpected without contradicting the limited public description.
Accordingly, do not use gear choice as a reliable way to select a peaceful lobby, and do not assume that losing a fight or taking a particular item will directly determine the next match. The published explanation does not make either guarantee. It describes the system’s intent and one stated engagement signal, while leaving the complete algorithm undisclosed.
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As of October 13, 2026, the official ARC Raiders site advertises a PvE matchmaking-toggle beta test running October 13 through October 20, 2026. This is a dated test, not evidence of a permanent mode or a lasting change to the normal matchmaking rules. Check the official ARC Raiders site for the current announcement and details before relying on the option; availability and rules may change after the test window.
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How to troubleshoot a slow or unavailable queue
Embark’s Matchmaking Troubleshooting – PC/Console guide, last updated February 27, 2026, gives several concrete checks. Work through them before concluding that a queue problem is caused by your loadout or account progression.
- Check Crossplay. Embark identifies Crossplay being off as a common reason for slow matchmaking. Review the Crossplay setting on your platform.
- If you are in a party, check every member. The guide says the most restrictive player’s Crossplay setting applies to the party. A single member with the more restrictive setting can therefore affect the group’s queue; have everyone verify their setting.
- Check your matchmaking region and server choice. Confirm the selected region and use Automatic server choice, which Embark recommends.
- Sync your device clock if the problem persists in the listed cases. The guide recommends syncing the device clock if you cannot find a match or can only join standard maps rather than maps with conditions.
These are troubleshooting recommendations, not a promise that one setting change fixes every queue delay. The guide specifically connects clock syncing to the inability to find a match or to access map conditions; it does not say that clock settings explain every slow queue. If the queue remains unavailable after these checks, the cited page is the appropriate place to review Embark’s current support steps.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What resets when you choose an Expedition?
An Expedition is a voluntary progression reset, not the consequence of a knockout. Embark’s Expedition Project help page, last updated October 30, 2025, says the project unlocks at level 20 and lets you choose when to reset progression. The choice is about restarting much of your character-linked progress in exchange for the Expedition cycle and its stated carry-over rewards; it is not required simply because you reached level 20.
Cycle timing and departure window
The help article describes each cycle as eight weeks: seven weeks to prepare, followed by a week when finalization is available. It says that if you miss the window, you can continue working until the next finalization window. This is the timing described by that help article, not a guarantee that every future cycle will use the same calendar dates. For a specific current departure window, consult current game announcements and later updates.
Progress that resets
Embark’s listed reset items are:
- Level
- Skills
- XP
- Inventory and stash items
- Crafting progress
Read “inventory and stash items” as a significant wipe of stored as well as carried character resources, not merely a loss of the items in one raid. Crafting progress is also on the reset list, so a player who has invested in recipes or workshop development should account for that before finalizing. The help article identifies the categories but does not specify in this list every individual item or exception; use its current Expedition terms and any current in-game confirmation when making the decision.
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Progress that carries over
The same help page says these categories carry over:
- Cosmetics and purchased items
- Raider Tokens and Cred
- Raider Deck progress
- Codex entries and unlocked maps
- Bonuses earned from earlier Expeditions
Expedition completions can provide unique cosmetics and account buffs for the following Expedition cycle. Embark says consecutive completions increase the buff up to a limit. The help page does not state the numerical size of the buff in the information summarized here, so treat it as a stated progression benefit rather than assuming a particular percentage or maximum value.
How to decide whether to depart on an Expedition
Because the reset is voluntary, the useful question is not simply whether you have reached level 20. It is whether the carry-over rewards and the next cycle are worth restarting the progress on the reset list. Use the official list as a before-you-finalize checklist:
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- Check your character progress. Review your level, skills, XP, inventory, stash, and crafting progress, all of which the Expedition article lists as resetting.
- Separate items from account progress. Cosmetics, purchased items, Raider Tokens, Cred, Raider Deck progress, Codex entries, unlocked maps, and earlier Expedition bonuses are the listed carry-overs.
- Consider cycle timing. The article describes seven preparation weeks and one finalization week. If you do not finalize during the window, it says you can keep working until the next one.
- Check the current terms before confirming. The support article’s last-updated date is October 30, 2025, and exact cycle dates can change. Verify the in-game confirmation and current official announcements rather than extrapolating a future calendar from the eight-week description.
In short, normal progression rewards ongoing play; a knockout risks the run’s carried items; and an Expedition deliberately resets specified progress while preserving its listed account-level categories. Making those distinctions before a raid or departure is the simplest way to avoid confusing a temporary loss with a planned reset.
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