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ARC Raiders Expeditions

An Expedition resets most of your Raider progress in exchange for permanent and temporary rewards. It unlocks at level 20, you build a caravan from materials you bring out of raids, and everyone signed up departs automatically when the window closes. It is entirely opt-in — skipping one costs you the temporary bonuses and nothing else.

What resets and what carries over

The question worth answering before anything else. Departing is not a full wipe — a surprising amount survives.

Reset
  • Player and character level
  • Skill points
  • Inventory items
  • Stash upgrade progress
  • Raider Deck progress
  • Trials progress
  • Quests
  • Active leaderboards
  • Personal event progress
Carried over
  • Cosmetics — outfits and headwear
  • Achievements
  • Blueprints
  • Codex entries
  • Unlocked maps
  • Currency — Coins, Cred and Raider Tokens
  • Merits
  • Bonus stash slots earned from previous expeditions

Currency surviving is the detail most people miss. Coins, Cred and Raider Tokens all carry across, so banking currency rather than stockpiling gear is the efficient way to arrive on the other side with buying power.

How an Expedition runs

  1. Complete the Caravan. Contribute materials and coins across the caravan stages. This is the long part, and it runs during normal play rather than in a separate mode.
  2. Sign up. When the Expedition Window opens, register to depart. Signing up is the commitment — nothing happens until the window closes.
  3. Complete the Challenge. Optional. A damage-based objective worth up to 5 extra skill points. See the thresholds below.
  4. Catch up. Optional. Buy back skill points you missed on previous expeditions, at half the usual price.
  5. Depart. Automatic. Every signed-up Raider departs the moment the window closes — there is no final confirmation, so treat sign-up as the point of no return.

Caravan contributions

Contributions are made in named stages. The figures below are Expedition 1’s — Embark re-specify them every expedition, so treat any guide quoting fixed numbers with suspicion, including this one once the next expedition opens.

StageContribution
Foundation150 Metal Parts, 200 Rubber Parts, 80 ARC Alloy, 15 Steel Springs
Core Systems35 Durable Cloth, 30 Wires, 30 Electrical Components, 5 Cooling Fans
Framework5 Light Bulbs, 30 Batteries, 20 Sensors, 1 Exodus Module
Outfitting5 Humidifiers, 5 Advanced Electrical Components, 3 Magnetic Accelerators, 3 Leaper Pulse Units
Load250,000 coins (combat), 100,000 (survival), 180,000 (provisions), 300,000 (materials)

The Challenge — up to 5 skill points

Optional, damage-based, and cumulative. Any weapon or gadget damage counts against any target except the practice range.

DamageSkill points
5,0001
10,0002
30,0003
50,0004
100,0005

Scale matters here: a strong single raid lands somewhere around 8,000–10,000 damage, so the first two thresholds fall out of ordinary play while 100,000 is a deliberate grind across many raids. If you only want the cheap points, two good rounds cover them.

Catch up — buying back missed points

Skill points missed on earlier expeditions can be reclaimed later at half price: 300,000 per missed point against 600,000 per point for the current expedition’s full set. This is what makes skipping survivable — you are deferring points, not forfeiting them, and the deferred ones are cheaper than the current ones.

Permanent rewards

Temporary rewards

These stack across up to three consecutive expeditions. Miss one window and the entire stack resets to zero, which is the real cost of skipping.

RewardPer expeditionMax (3 stacks)
Repair buff+10%+30%
XP boost+5%+15%
Materials from Scrappy+6%+18%

Before you depart

Common questions

What is an Expedition in ARC Raiders?
An Expedition is a recurring project that resets much of your Raider progress in exchange for permanent and temporary rewards. It unlocks at level 20 and is entirely opt-in — you are never forced to depart.
What do you lose on an ARC Raiders Expedition?
Departing resets your level, skill points, inventory, stash upgrade progress, Raider Deck progress, trials, quests, leaderboards and personal event progress. Cosmetics, achievements, blueprints, codex entries, unlocked maps, currency and merits all carry over.
What level do you need for an Expedition?
Expeditions unlock permanently once your Raider reaches level 20.
How much damage do you need for the Expedition Challenge?
The Challenge awards skill points at 5,000, 10,000, 30,000, 50,000 and 100,000 damage, for 1 to 5 points. Any weapon or gadget damage counts except on the practice range.
Do Expedition rewards stack?
The temporary rewards stack up to three times — repair to +30%, XP to +15%, and Scrappy materials to +18%. Miss a single departure window and the whole temporary stack is lost.
Do you have to do the Expedition in ARC Raiders?
No. Expeditions are opt-in. Skipping one costs you the temporary bonuses but nothing permanent, and missed skill points can be bought back later through Catch up.

Expedition details are compiled from Embark’s expedition announcements and the community wiki rather than datamined — Projects are not yet covered by our extraction, and this page says so rather than implying a precision it does not have. Every other page on this site states the game build it was read from. Figures are labelled with the expedition they belong to because they change between them.

Look up the materials · Workshop upgrade costs · What to bank before departing