ARC Raiders Expedition 3 Guide: Materials, Damage Requirements and Rewards
What the event was and why it still matters
The third Expedition in ARC Raiders ran from April 28 to May 11, 2026. The departure window was first planned as a single week ending May 4, then extended after player backlash. It has been closed for months, so this guide looks back at what the event asked for and what it gave. Data as of October 18, 2026.
The big change from Expedition 2 was how bonus skill points were earned. Before, you had to stack a huge stash value. This time points came from damage dealt. Everything else was familiar: five project stages and a voluntary wipe once you departed.
The game has changed since, including the skill tree and the rewards system, so treat the numbers below as the rules of that specific event. Later Expeditions may use different lists and thresholds.
How departure works and what it wipes
Expeditions are fully optional in ARC Raiders. To depart you needed two things: finish the Caravan by completing all five project stages, and confirm departure while the window was open. If you did not confirm, your Raider stayed untouched and the Caravan state was kept until the next window.

Departure reset everything that helps you in raids and kept account-wide progress. This is how it looked in Expedition 3:
Kept | Reset |
|---|---|
Unlocked maps | Stash upgrades |
Codex entries | Inventory items |
Raider Tokens, Cred, Merits | Coins |
Raider Deck progress (since replaced by the Rewards Pass) | Blueprints |
Trials rank | Player level and skill points |
Cosmetics | Raider Den and workshop upgrades |
Project progression | Quests |
Weigh it honestly before you commit. If your progress rests on finished quests and a stack of blueprints, losing them may outweigh the rewards. A crafting station upgrade and a quick level climb help you get back up to speed, but it still takes real time.
Materials for stages one to four
Each of stages 1-4 asked for its own set of items. Below is the full Expedition 3 list and the spots players most often reported for farming it.

Stage 1.
Metal Parts x150
Chemicals x100
ARC Alloy x80
Steel Spring x15
Metal Parts and Chemicals turn up almost everywhere and come from recycling. The bottleneck is ARC Alloy, which players most often got by destroying ARCs such as Couriers and Surveyors in Buried City. For Steel Spring, players suggest searching residential areas (Ruined Accordion and Spring Cushion recycle into springs) or buying from the trader Celeste for Seeds, though there is a daily limit.
Stage 2. Durable Cloth is the hard part here.
Durable Cloth x30
Wires x25
Electrical Components x20
Industrial Charger x3
Players say cloth can be crafted from Fabric (14 per piece, so 420 for all thirty), but looting medical areas is usually cheaper. Many players made Electrical Components in the Refiner from plastic and rubber, or recycled odd junk in Stella Montis. Industrial Charger is usually found in large drawer containers in the Loading Bay of that map.
Stage 3. By player accounts, the least demanding of the five.
Coffee Pot x1
Battery x35
Firefly Burner x5
Exodus Module x1
The coffee pot turns up in residential areas, batteries in metal crates and terminals (the Power Generation Complex on the Dam has plenty), and Firefly Burner drops from Fireflies. Players report that popping their napalm canister does not hurt the drop chance. Exodus Module comes out in bulk when you recycle purple materials in Stella Montis.
Stage 4. It sends you after the Bombardier.
Broken Guidance System x1
Advanced Electrical Components x5
Breathtaking Snow Globe x3
Bombardier Cell x2
Broken Guidance System is often found in the Hydroponic Dome Complex on the Dam. Advanced Electrical Components sit in consoles, for example in Water Treatment Control and in Stella Montis. The fussiest item is Breathtaking Snow Globe: it drops in residential areas, with better odds in the yellow and red zones. Players find Bombardier Cell easier to farm as a squad.
Stage 5: loot donations
The last stage has no specific items. You donate loot in four categories until each reaches its target value in coins.
Combat: guns, augments, grenades and mods, 200,000 coins
Survival: healing and shields, 100,000 coins
Provisions: nature items, trinkets and keys, 150,000 coins
Materials: anything used for crafting, 300,000 coins
That adds up to 750,000 coins of loot value. It is not scary if you stockpile in advance, but closing Provisions and Materials at the last minute can drag. Pick up part of the loot while you work on stages 1-4 instead of making separate runs.
Damage instead of stash value
After you confirmed departure, bonus skill points came from total damage dealt to ARCs and other Raiders. This replaced the Expedition 2 rule that paid points for stash value: 500,000 coins per point and 3,000,000 for all five.

The thresholds in Expedition 3 were:
1 point: 5,000 damage
2 points: 10,000
3 points: 30,000
4 points: 50,000
5 points: 100,000
An important detail: 100,000 is the total for all five points, so you never farm each point separately. Many players had been planning to stack stash value, so the new rule caught them off guard.
In practice it meant you could play for damage any way you liked: hunting big ARCs, fighting other players, or mixing both. If you need points to spend, open the skill tree and decide in advance where the first ones go.
Departure rewards
Expedition 3 rewards were split into permanent and temporary. Permanent ones stay forever. Temporary ones lasted for a limited time.

Permanent rewards:
a piece of the Patchwork outfit (third stage)
a turban for Scrappy the Rooster
an Expedition icon that upgrades with each departure
+12 stash space for every Expedition
1 to 5 bonus skill points
Temporary bonuses grew in steps: XP +5%, +10%, +15%; Scrappy materials +6%, +12%, +18%; repair value 60%, 70%, 80%. The stash bonus adds up with every Expedition, which makes it the most practical permanent reward.
Catch-up for missed Expeditions
If you missed the previous Expedition, a catch-up mechanic from the Expedition 2 rules worked the same way in the third one.
Each missed skill point cost 300,000 coins of stash value.
You could get at most 5 points, so 1,500,000 coins covered all of them.
It did not return any other bonuses.
This eased FOMO without removing it: the other rewards of a missed Expedition were not restored. If you are returning to the game and want to catch up, start with leveling, because skill points do little without it.
Last Call and what to take forward
Last Call let you confirm departure retroactively. It had one condition: the Caravan had to be fully built. On your first login after the window closed, after May 11, the game offered to reset your progress, and damage dealt after finishing the Caravan counted toward skill points. If you dealt none, you got none.
The event is over and cannot be repeated, but the rules help you prepare for the next one. Stock up on ARC Alloy early, keep a reserve of residential loot, and do not leave the Caravan to the final days of the window.