ARC Raiders Expedition 3 Requirements - Full 6-Stage Checklist
ARC Raiders Expedition 3 requirements: six stages, 750K Load Stage coins, the April 28 to May 11 window, and the new damage challenge thresholds for skill points. Use our checklist and verify in-game.
This page is the working checklist for Expedition 3: Step One through Step Five requirements, Load Stage coin targets, the updated April 17 reward rules, and the live window timing. For tracking, keep the interactive Expedition checklist open beside the guide. For routes, the farming hub and best maps shorten the grind.
Verification note
This is a fan-made checklist mirrored from the live Expedition 3 board plus the official A Triumphant Exit announcement from April 17, 2026. Verify all checklist rows, challenge text, and reward rules in-game before you register your Raider.
Key dates and timing
- Expedition window opens: April 28, 2026 at 11:00 UTC / 4:00 AM PT
- Window length: 13 days
- Automatic departure: May 11, 2026 at 07:00 UTC / 12:00 AM PT
- Trials overlap: active during the Expedition window this time
Completing your Caravan does not register you automatically. You still need to sign up during the live window.
What changed on April 17
The biggest change is simple: Expedition 3’s five main skill points are no longer tied to stash value. Instead, the window now asks you to complete a damage challenge over the 13-day Expedition window. Any weapon or gadget works, any target counts, and the only excluded space is the practice range.
Important details:
- Players who completed the Caravan can see the challenge before sign-up.
- You still need to sign up during the window if you want to depart normally.
- Catch-up still uses 300,000 coins or stash value per skill point, but only after the damage challenge is done.
- The new Last Call feature lets players who finished the Caravan but missed sign-up depart on their next login, though no skill points are awarded through that fallback.
Damage thresholds:
| Skill points earned | Damage required |
|---|---|
| 1 SP | 5,000 |
| 2 SP | 10,000 |
| 3 SP | 30,000 |
| 4 SP | 50,000 |
| 5 SP | 100,000 |
Embark’s comparison for the top tier is that 100,000 damage is roughly equivalent to destroying 20 Bastions.
Stage 1 - Foundation
| Item | Qty |
|---|---|
| Metal Parts | 150 |
| Chemicals | 100 |
| ARC Alloy | 80 |
| Steel Spring | 15 |
Foundation is still bulk-material heavy. The corrected board keeps the larger Chemicals ask, so avoid auto-selling common crafting stacks too aggressively if your stash is already tight.
Stage 2 - Core Systems
| Item | Qty |
|---|---|
| Durable Cloth | 30 |
| Wires | 25 |
| Electrical Components | 20 |
| Industrial Charger | 3 |
This is still the first truly technical wall. Industrial Chargers remain the named bottleneck, so use the Industrial Chargers guide once you are ready to force the turn-in.
Stage 3 - Framework
| Item | Qty |
|---|---|
| Coffee Pot | 1 |
| Battery | 35 |
| Firefly Burner | 5 |
| Exodus Modules | 1 |
Framework mixes one-copy named items with bulk battery pressure and the same 5 Firefly Burners grind. Item guides: Coffee Pots, Firefly Burners, and Exodus Modules.
Stage 4 - Outfitting
| Item | Qty |
|---|---|
| Broken Guidance System | 1 |
| Advanced Electrical Components | 5 |
| Breathtaking Snow Globe | 3 |
| Bombardier Cell | 2 |
Outfitting is still the high-friction stage. Item guides: Broken Guidance System, Advanced Electrical Components, Breathtaking Snow Globes, and Bombardier Cells.
Stage 5 - Load Stage
| Category | Coin value required |
|---|---|
| Combat | 200,000 |
| Survival | 100,000 |
| Provisions | 150,000 |
| Materials | 300,000 |
Total: 750,000 coins across the four donation buckets.
Load Stage still matters exactly as before: those donations are permanent once turned in. What changed is the skill point track attached to departure. Use the budget planner and checklist for Stage 5, then use the stash calculator only for catch-up planning or archive comparison, not for the five main Expedition 3 skill points.
Stage 6 - Departure
Departure is now a little more forgiving and a little more active:
- Finish the Caravan.
- Wait for the April 28 to May 11 Expedition window.
- Sign up manually in the Projects tab.
- Clear the damage challenge during the window if you want the five main skill points.
- If relevant, use the catch-up panel after the challenge for missed prior points.
- Depart automatically at the May 11 cutoff.
If you miss registration but completed the Caravan, Last Call can still let you leave later, but that path does not award the damage-based skill points.
Rewards snapshot
- Permanent: up to 5 skill points from the damage challenge, +12 stash space, evolved Patchwork outfit pieces, Scrappy Turban, and the upgraded Expedition Indicator icon.
- Consecutive buffs: 15% XP, 18% Scrappy materials, and 80% repair value increase if you keep the streak alive.
- Catch-up: still 300,000 per missed skill point, unlocked only after the damage challenge, and only relevant to players on their second or third Expedition.
The big practical takeaway: stop thinking of Expedition 3 as a 3M stash race for five points. It is now a 13-day challenge window plus the usual Caravan and Load Stage prep.