Expedition 3 in Arc Raiders keeps the same core structure as the earlier Expedition Projects, but it changes how the most important reward track works. You still build your Caravan through six stages, still donate materials and stash value, and still choose to reset your Raider during the live Expedition window.
The difference is that the five permanent Skill Points are no longer earned by hoarding stash value.
1. How Expedition 3 Works
Expedition 3 is a personal progression event in Arc Raiders that lets you voluntarily reset your current Raider in exchange for permanent account rewards and consecutive-run bonuses. The process still follows a six-stage structure: four material stages, one stash-value Load Stage, and a final Departure stage.
Use this order for Expedition 3:
- Complete Stages 1–4 by donating the required materials.
- Complete Stage 5 by donating enough value into the four Load Stage categories.
- Wait for the live Expedition window to open.
- Sign up manually in the Projects tab.
- Finish the damage challenge during the five-day window if you want the five main Skill Points.
2. Expedition 3 Schedule
The live Expedition 3 window opens on April 28, 2026 at 11:00 UTC and closes on May 4, 2026 at 07:00 UTC. That gives you a five-day window to sign up and finish the damage challenge before departure. If you sign up, your Raider departs automatically when the timer ends.
- Expedition window opens: April 28, 2026 – 11:00 UTC
- Window length: 5 days
- Automatic departure: May 4, 2026 – 07:00 UTC
- Trials overlap: Trials remain active during the Expedition window this time.
3. New Changes in Expedition 3
The biggest change in Expedition 3 is simple: the main five Skill Points are now tied to a damage challenge, not stash value. Once your Caravan is completed, the challenge becomes visible, and during the Expedition window, you need to deal damage with any weapon or gadget against any target (PvP or ARC), as long as it is not the practice range.
Catch-up still exists, but it only unlocks after the damage challenge is completed. Catch-up costs 300,000 coins/stash value per missed Skill Point. It only matters for players on their second or third Expedition.
4. What You Keep vs What You Reset in Expedition 3
The Expedition 3 reset follows the same basic rule as the earlier Expedition system: most progress tied directly to your current Raider is wiped, while account-wide unlocks, cosmetics, and permanent Expedition rewards stay on your account. That is what makes Expeditions a long-term progression system rather than a simple character reset.
| What Gets Reset | What You Keep |
|---|---|
| Raider level | Unlocked maps |
| Current Raider Skill Points | Codex entries |
| Inventory items | Raider Tokens |
| Stash items | Cosmetics |
| Coins | Trials |
| Blueprints | Extra stash slots earned from Expeditions |
| Workshop benches | Permanent bonus Skill Points earned from Expeditions |
| Raider Den progression | Expedition Indicator upgrades |
| Quests and character-side project progress | Other account-bound Expedition cosmetics and rewards |
5. All Expedition 3 Rewards
Expedition 3 keeps the same overall reward structure as the earlier Expedition system: permanent cosmetics, extra stash space, permanent Skill Points, and stronger temporary streak bonuses if you keep departing on consecutive Expeditions.
| Reward | Details |
|---|---|
| Patchwork Outfit (Evolved) | Updated version of the Expedition outfit with new customization options. |
| Helmet Toggle | New outfit toggle option for the evolved Patchwork set. |
| Bandolier Toggle | New outfit toggle option for the evolved Patchwork set. |
| Leg Accessories Toggle | New outfit toggle option for the evolved Patchwork set. |
| White Red Color Variant | New color scheme for the Expedition outfit. |
| Black Green Color Variant | New color scheme for the Expedition outfit. |
| Scrappy Turban | New cosmetic reward for Expedition 3 participants. |
| Expedition Indicator Icon Upgrade | Permanent visual upgrade showing Expedition progression. |
| +12 Stash Spaces | Permanent stash expansion added to your account after departure. |
| 0–5 Permanent Skill Points | Earned through the Expedition 3 damage challenge during the live Expedition window. |
| Catch-up Skill Points | Available after the damage challenge if you are eligible and still missing older Expedition Skill Points. |
5.1. Temporary Buffs
Completing consecutive Expeditions upgrades your temporary bonuses, but they only stay active if you keep departing in back-to-back Expedition windows. If you skip an Expedition window, these buffs reset instead of continuing to scale. The values below are the total buff values at each consecutive Expedition tier, not extra amounts added on top.
| Temporary Buff | After Expedition 1 | After Expedition 2 | After Expedition 3 |
|---|---|---|---|
| XP Gain Boost | +5% | +10% | +15% |
| Scrappy Material Bonus | +6% | +12% | +18% |
| Repair Value Increase | +60% | +70% | +80% |
6. All Expedition 3 Requirements
Expedition 3 uses the same six-stage Caravan structure, but the item list has changed from the previous Expedition. The first four stages use fixed materials, Stage 5 uses stash-value donations split across four categories, and Stage 6 is the final departure step.
6.1 Expedition Stage 1: Foundation
Stage 1 focuses on bulk starter materials. Most of these come naturally from industrial and ARC-heavy runs, but Chemicals can become the early bottleneck if you sell them too freely.
| Material | Required Amount | Best Locations |
|---|---|---|
| Metal Parts | 150 | Industrial containers on Dam Battlegrounds, Spaceport, and Blue Gate. |
| Chemicals | 100 | Medical and residential loot zones, especially Buried City and Dam Battlegrounds. |
| ARC Alloy | 80 | ARC-heavy routes on Dam Battlegrounds, Spaceport, and Blue Gate. |
| Steel Spring | 15 | Toolboxes, garages, and warehouse routes in Dam Battlegrounds and Spaceport. |
6.2 Expedition Stage 2: Core Systems
Stage 2 shifts into utility and electrical components. The common stacks are manageable, but Industrial Charger is the item most likely to slow the whole stage down.
| Material | Required Amount | Best Locations |
|---|---|---|
| Durable Cloth | 30 | Hospitals, clinics, and mall-style interiors in Buried City and Dam Battlegrounds. |
| Wires | 25 | Generator rooms, substations, and control towers on Dam Battlegrounds and Spaceport. |
| Electrical Components | 20 | Labs, server rooms, and power stations on Dam Battlegrounds, Spaceport, and Blue Gate. |
| Industrial Charger | 3 | Research and Administration, Power Generation Complex, and Loading Bay. |
6.3 Expedition Stage 3: Framework
Stage 3 adds more specialized items. Battery is the main bulk material, while Coffee Pot, Firefly Burner, and Exodus Modules are the pieces you should lock in early if possible.
| Material | Required Amount | Best Locations |
|---|---|---|
| Coffee Pot | 1 | Village, Grandioso Apartments, and Cafeteria. |
| Battery | 35 | Technical rooms, utility closets, and electrical containers on Dam Battlegrounds, Spaceport, and Buried City. |
| Firefly Burner | 5 | Hydroponic Dome Complex and other Firefly ARC routes. |
| Exodus Modules | 1 | Stella Montis’s Exodus routes in Assembly. |
6.4 Expedition Stage 4: Outfitting
Stage 4 is the hardest collection wall in Expedition 3 because the items are much more specific and much rarer than the earlier stage stacks.
| Material | Required Amount | Best Locations |
|---|---|---|
| Broken Guidance System | 1 | Hydroponic Dome Complex and Stella Montis. |
| Advanced Electrical Components | 5 | High-tier tech zones or craft from Electrical Components. |
| Breathtaking Snow Globe | 3 | Plaza Rosa, Santa Maria Houses, and Abandoned Highway Camp. |
| Bombardier Cell | 2 | Marano Park, Plaza Rosa, and Blue Gate Bombardier routes. |
6.5 Expedition Stage 5: Load Stage
Stage 5 uses stash value. That part has not changed, even though the five main Skill Points are no longer tied to stash value.
| Category | Required Amount | Best Locations |
|---|---|---|
| Combat | 200,000 | Weapons, ammo, grenades, and attachments. |
| Survival | 100,000 | Shields, armor parts, medkits, and healing items. |
| Provisions | 150,000 | Trinkets, keys, seeds, fruit, and valuables. |
| Materials | 300,000 | Scrap, parts, electronics, and crafting stacks. |
6.6 Expedition Stage 6: Departure
Stage 6 is the final step. Once Stages 1–5 are complete, all that remains is to sign up during the live window, finish the damage challenge, and depart.
| Step | What to Do |
|---|---|
| Complete the Caravan | Finish Stages 1–5. |
| Sign Up | Confirm Expedition participation in Projects. |
| Finish the Damage Challenge | Deal damage with any weapon or gadget outside the practice range. |
| Use Catch-Up if Eligible | Only after the damage challenge. |
| Depart Automatically | Reset and rewards apply when the timer ends. |

















