ARC Raiders Fourth Expedition: What to Save Before Reset

ARC Raiders Fourth Expedition: What to Save Before Reset

The ARC Raiders Fourth Expedition checklist comes down to three jobs: protect the rare materials, finish the Caravan stages in order, and build enough item value for the Load Stage without using the gear you still need. The original Fourth Expedition departure window ran from July 7 to July 21, 2026. If you are reading…

ARC Raiders Fourth Expedition

The ARC Raiders Fourth Expedition checklist comes down to three jobs: protect the rare materials, finish the Caravan stages in order, and build enough item value for the Load Stage without using the gear you still need.

The original Fourth Expedition departure window ran from July 7 to July 21, 2026. If you are reading after that date, check the current Last Call or departure status in-game. Caravan contributions can continue between windows, but departure only happens during an active window.

For official timing and reward changes, read the ARC Raiders Fourth Expedition announcement. More progression, loot and combat help is available in the ARC Raiders guides hub.

Save These Materials First

Put the following items in a separate stash row as soon as you find them. Keeping them together makes it easier to see what is still missing and prevents rare Expedition materials from being sold, recycled or used for unrelated crafting by mistake.

  • 2 Exodus Modules
  • 5 Turbine Compressors
  • 1 Portable TV
  • 2 “Sirena Dorata” Ship Models
  • 3 Vaporizer Regulators
  • 3 Industrial Chargers
  • 20 ARC Motion Cores
  • 15 Speaker Components
  • 5 Advanced Electrical Components
  • 15 Canisters

Do not sell or recycle them while the Caravan is unfinished. Turbine Compressors, Exodus Modules, Ship Models and Vaporizer Regulators take longer to replace than bulk materials such as Metal Parts, Chemicals or Durable Cloth.

Fourth Expedition Materials by Stage

Each stage must be completed before the next one opens. Items already contributed cannot be withdrawn.

Stage 1: Foundation

  • 150 Metal Parts
  • 100 Chemicals
  • 80 ARC Alloy
  • 15 Canisters

Most of this stage fills through normal raids and recycling. Contribute the bulk materials early and keep every Canister until all 15 are secured.

Stage 2: Core Systems

  • 30 Durable Cloth
  • 25 Oil
  • 20 Electrical Components
  • 3 Industrial Chargers

Reserve the Industrial Chargers first. Keep the required Electrical Components separate from your normal crafting supply.

Stage 3: Framework

  • 20 ARC Motion Cores
  • 15 Speaker Components
  • 5 Turbine Compressors
  • 2 Exodus Modules

This is the first major bottleneck. Save Turbine Compressors and Exodus Modules even before Stage 3 opens. The other two items are easier to rebuild, but selling them still adds extra farming.

If rare requirements are delaying the reset, explore ARC Raiders Expedition Project boost. The current service offers separate completion options for Stages 1–5 and the full project.

Stage 4: Outfitting

  • 1 Portable TV
  • 5 Advanced Electrical Components
  • 2 “Sirena Dorata” Ship Models
  • 3 Vaporizer Regulators

Keep the TV and both Ship Models instead of treating them as ordinary valuables. For the Regulators, bring a loadout suited to heavy ARC enemies and secure each drop before taking another fight.

The major ARC types and weaknesses guide can help you prepare for Vaporizer encounters and other difficult ARC fights.

Prepare the 750,000-Coin Load Stage

Stage 5 uses item value across four separate categories:

  • Combat Items: 200,000 Coins
  • Survival Items: 100,000 Coins
  • Provisions: 150,000 Coins
  • Materials: 300,000 Coins

Extra value in one category cannot cover another. A large weapon donation will not fill Provisions, while spare crafting parts will not count as Survival Items.

Prepare four separate donation piles:

  • Use spare weapons, ammunition, grenades, traps and weapon mods for Combat.
  • Use duplicate shields, augments, gadgets and regenerative utilities for Survival.
  • Save trinkets, keys, nature loot, Old World items and miscellaneous valuables for Provisions.
  • Use excess crafting and repair components for Materials.

Keep at least two usable raid kits outside these piles. You may still need to farm a missing item or finish the Expedition damage challenge before departure.

The ARC Raiders selling guide can help you separate disposable loot from materials that should remain protected for the project.

Complete These Steps Before Departure

Finishing the Caravan does not register your Raider for departure. Sign-up is a separate action that must be completed while the Expedition window is active.

Before confirming departure:

  • Finish valuable quests that you do not want to repeat.
  • Spend Coins and use gear that would otherwise disappear.
  • Check that all four Load Stage categories are complete.
  • Finish as much of the Expedition damage challenge as possible.
  • Fill up to five Ermal’s Expedition Vault slots with eligible must-keep items.
  • Take screenshots of the completed Caravan, damage progress and sign-up status.
  • Confirm the live departure deadline inside the game.
  • Make sure the Expedition screen shows that your Raider is signed up.

Your Raider level, skills, normal inventory, Coins, blueprints, workshop progress, quests and stash upgrades reset.

Account-level progress remains, including:

  • Cosmetics
  • Raider Tokens
  • Cred
  • Unlocked maps
  • Codex entries
  • Trials progress
  • Permanent Expedition rewards
  • Previously earned bonus Skill Points
  • Permanent bonus stash slots

Fourth Expedition Damage Rewards

Raiders completing their fourth Expedition receive Mystery Rewards instead of more Skill Points. Damage dealt during the active departure window unlocks the rewards in the following order:

  1. Reach 5,000 total damage to earn one temporary Blueprint and 150 Raider Tokens.
  2. Reach 10,000 total damage to earn the second Blueprint and another 150 Raider Tokens.
  3. Reach 30,000 total damage to unlock the third Blueprint and another 150 Raider Tokens.
  4. Reach 50,000 total damage to unlock the fourth Blueprint and another 150 Raider Tokens.
  5. Reach 100,000 total damage to receive all five Blueprints and 750 Raider Tokens in total.

Raider Tokens are permanent. Mystery Reward Blueprints help during the next progression cycle, but they reset when you depart on another Expedition.

The damage reward pool protects the awarded Blueprints from duplicates. However, that protection does not include matching Blueprints stored in Ermal’s Expedition Vault.

Completing the fourth Expedition also unlocks:

  • The first level of the Zenith Outfit
  • 12 additional permanent stash spaces
  • Five Mystery Reward Blueprints after reaching 100,000 damage
  • Up to 750 permanent Raider Tokens

The consecutive XP, Scrappy material and repair-value bonuses remain capped at three levels. A fourth consecutive departure maintains the maximum values instead of increasing them again.

Mistakes That Can Delay the Fourth Expedition

Avoid these mistakes because one wrong sale, donation or missed sign-up can add extra farming runs, cost useful gear or delay your departure until another available window.

  • Selling rare Stage 3 or Stage 4 items before their stage opens.
  • Recycling an Exodus Module or Turbine Compressor for crafting parts.
  • Filling one Stage 5 category while ignoring the other three.
  • Selling trinkets and keys before completing the Provisions target.
  • Donating every usable weapon before the final farming runs.
  • Assuming Caravan completion also registers the departure.
  • Forgetting to finish the damage challenge before the window closes.
  • Leaving Vault selection and sign-up until the final minutes.

Frequently Asked Questions

What should I save first for the Fourth Expedition?

Prioritize Exodus Modules, Turbine Compressors, Sirena Dorata Ship Models, Vaporizer Regulators and the Portable TV. These items are harder to replace than the bulk materials required during the first two stages.

Does Caravan progress reset if I miss the Expedition window?

No. Your contributed Caravan progress carries over. However, you must wait for Last Call or another active departure window before your Raider can leave.

How much value is needed for the Load Stage?

You need 750,000 Coins of item value. This includes 200,000 in Combat Items, 100,000 in Survival Items, 150,000 in Provisions and 300,000 in Materials.

Does completing the Caravan start the reset?

No. Completing the Caravan only makes the Raider eligible. You must sign up separately while the departure window is active.

What stays after the Fourth Expedition reset?

Cosmetics, Raider Tokens, Cred, unlocked maps, Codex entries, Trials progress and permanent Expedition rewards remain. Raider-linked levels, gear, Coins, quests, workshops and regular blueprints reset.

Are Fourth Expedition Mystery Blueprints permanent?

No. Raider Tokens are permanent, but the Mystery Reward Blueprints reset when you depart on your next Expedition.

Conclusion

Protect the rare items first, complete each Caravan stage as it opens, and prepare all four Load Stage categories separately. Keep enough equipment for the final farming and damage runs, verify the live departure window, then sign up only after your Vault and reset checks are complete.

A rushed reset can cost valuable equipment, unfinished challenge rewards and hard-earned progress. A planned departure gives the next Raider permanent stash space, Fourth Expedition cosmetics, Raider Tokens and a stronger start for the next progression cycle.

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