Gaming Guide

Arc Raiders Expedition 4: Departure Window, Caravan Stages, and Mystery Rewards

Everything that opens July 7, from the 14-day departure window to the new Blueprint and Raider Token payouts.

Everything that opens July 7, from the 14-day departure window to the new Blueprint and Raider Token payouts.

Expedition 4 is the next reset in Arc Raiders, and it changes what you get for dealing damage. Instead of Skill Points, fourth-time departers now earn temporary Blueprints and permanent Raider Tokens through a new Mystery Reward system, plus the first step of the Zenith Outfit. You build the caravan whenever you like, but you can only finish the run during the scheduled departure window.

Quick answer: The Expedition 4 departure window opens July 7, 2026 at 11:00 UTC (4 AM PT) and closes July 21, 2026 at 8:00 UTC (1 AM PT). Complete the caravan’s five stages, sign up once the window opens, deal up to 100,000 damage for all five Mystery Rewards, and you depart automatically on July 21.

Release time: July 7, 2026 at 11:00 UTC (4 AM PT / 1 PM CEST)


Expedition 4 departure window times

You get 14 days to sign up and meet the requirements, the same extended window introduced for Expedition 3. Everyone who signs up departs automatically at the close. Finishing the caravan does not count as signing up, so you still need to register during the window.

EventUTCPTCEST
Window opensJuly 7, 11:00July 7, 4 AMJuly 7, 1 PM
Window closes (auto-depart)July 21, 8:00July 21, 1 AMJuly 21, 10 AM

Note: If you build the caravan but forget to register, the Last Call feature gives you a final prompt on your next login. You can still depart and claim permanent rewards that way, but you will not earn the damage-based Mystery Rewards.


How to complete Expedition 4

The Expedition project unlocks at Raider level 20. Open it from Raider, then Projects, then Expeditions. The caravan can be filled at any time between windows, but the run only finalizes during the scheduled window.

Complete the caravan. Contribute the required materials across the five stages. You can start the moment the previous expedition ends, or right away if this is your first.
Wait for the window to open on July 7 at 11:00 UTC. Stage 6 (Departure) only becomes active then.
Sign up on the Expedition screen once the window is live. This is the step most players miss, since completing the caravan does not register you.
Deal damage to hit the reward thresholds. Damage against players and ARC both count, with the practice range excluded.
Depart. Everyone signed up leaves automatically on July 21 at 8:00 UTC. Your next Raider starts fresh with all permanent rewards already unlocked, and the Mystery Rewards are delivered after departure.

Expedition 4 caravan requirements

The caravan runs through five material stages before the departure stage. Everything you donate is permanent, so commit items only when you intend to depart. A few components only drop from specific ARC enemies, so plan dedicated runs for those.

StageRequired materials
1 — Foundation150x Metal Parts, 100x Chemicals, 80x ARC Alloy, 15x Canister
2 — Core Systems30x Durable Cloth, 25x Oil, 20x Electrical Components, 3x Industrial Charger
3 — Framework20x ARC Motion Core, 15x Speaker Component, 5x Turbine Compressor, 2x Exodus Module
4 — Outfitting1x Portable TV, 5x Advanced Electrical Components, 2x “Sirena Dorata” Ship Model, 3x Vaporizer Regulator
5 — Load Stage200,000 Combat Items, 100,000 Survival Items, 150,000 Provisions, 300,000 Materials

For Stage 5, the four categories cover specific item types. Combat covers weapons, ammo, mods, grenades, and traps. Survival covers shields, quick-use items, and augments. Provisions cover keys, trinkets, and ship models, and Materials cover crafting resources. The Turbine Compressor only comes from ARC Turbine loot, the Vaporizer Regulator only from Vaporizer loot, and the Industrial Charger, Portable TV, and Sirena Dorata Ship Model can only be scavenged.


Mystery Rewards and damage thresholds

Players on their fourth Expedition no longer earn Skill Points from the damage challenge. Instead, each threshold you clear awards one Blueprint and 150 Raider Tokens. Damage is cumulative, so reaching 100,000 total unlocks all five rewards. Unlike Skill Points, these rewards have no catch-up mechanic, so hit the thresholds before the window closes.

RewardTotal damage
Reward 15,000
Reward 210,000
Reward 330,000
Reward 450,000
Reward 5100,000

Clearing all five objectives gives 750 Raider Tokens in total. Those tokens are permanent and carry across to your next Raider. The Blueprints are temporary and reset when you depart on your next expedition. The damage challenge protects against duplicate Blueprints, though that protection does not cover Blueprints you have carried over in Ermal’s Vault.

Possible Blueprint rewards

  • Heavy Gun Parts, Complex Gun Parts, Padded Stock
  • Extended Barrel III, Muzzle Brake III, Stable Stock III, Vertical Grip III
  • Venator, Rascal, Osprey, Trailblazer, Anvil, Bettina
  • Hullcracker, Tempest, Vulcano, Dolabra, Aphelion
  • Combat Augment Mk 3 Flanking, Tactical Augment Mk 3 Defensive
  • Looting Augment Mk 3 Safekeeper, Looting Augment Mk 3 Survivor
  • Wolfpack, Powered Descender, Snap Hook

Permanent rewards and stacking buffs

Arc Raiders Expedition 4 Reward - Zenith Outfit
Image: Embark Studios

With the Patchwork Outfit now complete, finishing your fourth Expedition unlocks the first step of the Zenith Outfit. You also gain +12 stash space, bringing the total to 48 extra slots, with the cap of 60 arriving at the fifth Expedition.

Skill Points from Expeditions cap at 15. You can still catch up on previously missed Skill Points, which remains tied to stash value, but catch-up disappears once you reach the maximum of 15. If you are on your first, second, or third Expedition, you can confirm your specific payout on the official rewards page for those runs.

Consecutive buffs reward continuous departures and cap at three levels. The XP boost, Scrappy materials boost, and repair value increase top out at the third level, so a fourth straight run holds those values rather than raising them. Missing a window keeps your progress but pauses the buff increase, and the buff itself is inactive during the skipped period. You need two runs in a row to raise the buffs.


What you keep and lose on departure

Last Call for Departure feature in Arc Raiders
Image: Embark Studios

Departing resets your current Raider but preserves account-wide progress. You can also purchase up to five Expedition Vault Slots through the trader Ermal to carry select items across the reset. A new Trials Season begins as soon as the Expedition window opens.

You loseYou keep
Stash upgrade progressUnlocked maps
Inventory itemsCodex entries
BlueprintsRaider Tokens
CoinsCred
Player levelRaider Decks progress
Skill Points (spent)Cosmetics
Raider Den upgradesTrials and Active Leaderboards
Workshop levelsPersonal event progress and Merits
Quest progressBonus Skill Points and stash slots from Expeditions

Expedition 4 is optional. Skipping it keeps every permanent reward you have already earned, but it breaks your consecutive buff streak and resets those stacked bonuses. If you have built the caravan or want to keep the streak alive, sign up between July 7 and July 21, push your damage toward 100,000, and let your Raider depart with the Zenith Outfit and a full set of Mystery Rewards in hand.