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Wipe Recovery: What Comes Back, and in What Order

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Wipe Recovery: What Comes Back, and in What Order
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Support4 min read
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What an Arc Raiders wipe actually resets, which services rebuild each piece of it, the order the work runs in, and the do-not-touch list that belongs in your order notes before the first run.

A wipe empties the account you spent a season filling, and the next question is always which parts of it can be rebuilt and in what order. This is the plain version, which is what a wipe resets, what a recovery bundle puts back, and why the bundle is several services rather than one button.

What a wipe takes

A wipe is the developer resetting seasonal progress so that everybody starts the new season from the same place. Exactly which columns get zeroed is the publisher's decision and it has moved between seasons, so the in-game screen on the day is the only honest source for the current list.

The shape is consistent even when the detail moves. Seasonal progression, the stash, the currency and the unlocks tied to that season go. Your account, your purchases and whatever the game marks as permanent stay. What that leaves behind is not a fresh account. It is an experienced player with none of the equipment that made last season playable, which is worse than being new in one specific way, because you know exactly what is missing.

Why recovery is a bundle and not one service

There is no single button that undoes a wipe, because what you lost was never one thing. A wipe takes a level, a set of blueprints, a locker of gear and a currency balance, and each of those is rebuilt by a different kind of play.

So a recovery is assembled from the services that rebuild each piece. That is deliberate, because it lets you order the parts you actually care about and skip the rest.

  • Leveling moves the account-wide progression that gates what you can carry, craft and accept. Most other pieces get easier once this one is moving.

  • Blueprints and gear rebuilds the kit. A blueprint is the permanent right to make the thing again. Gear is having the thing in the locker now.

  • Coins restore the balance that buys what you would otherwise have to find. This is the piece that makes the rebuilt account self-sustaining instead of one bad run from empty.

The order the work happens in

Sequence matters more in a recovery than in a single-service order, because the pieces feed each other.

Progression goes first, since the gates it opens decide what is even worth putting in the stash. Blueprints come next, because an unlock is permanent in a way a single item is not, and a blueprint you own turns currency into gear whenever you need it. Gear follows, so the locker holds usable kits rather than a list of things you could theoretically build. Coins run alongside any of it.

If your bundle is smaller than all of that, the same logic still applies. Take the piece that unblocks the most of your own play first, and order the rest once you can see what you actually miss.

Piloted or self-play, for a recovery specifically

Both shapes work here, and they answer different worries.

Piloted is the faster rebuild, because a recovery is mostly hours and the hours go in whether or not you are at your desk. The thing to understand is what a piloted run does to a stash. A booster playing your account spends consumables, loses kit on the runs that go badly and banks kit from the runs that go well. That is the game working as designed rather than a fault in the service, and it is why the notes matter so much here.

Self-play is the version where every decision stays yours. You run the raids with a raider beside you, nothing leaves your stash unless you choose it, and no credentials are involved at any point. It is the honest choice if the account still holds something you would be genuinely annoyed to lose.

What to put in the order notes

The notes field is the difference between a clean recovery and a support ticket. Write it before the order starts, not after the first run.

  • Items that must not be spent or sold. Name them. The weapon you are attached to, the materials saved for one specific craft, anything a booster could not possibly guess is special.

  • Stash areas to leave alone. If a tab or a set of slots is off limits, say which ones.

  • What you want first. If a season deadline is the reason you ordered, say so and the sequence gets built around it.

  • Your own schedule. If you want the account free on certain evenings, that is a note too, and it is easier to plan around than to discover.

Support tip: write the do-not-touch list as a list, one item per line, in the order notes rather than buried in the middle of a chat message. A rule somebody has to go find in a conversation is a rule that eventually gets missed.


Where to go next

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