Embark Studios, in their infinite wisdom, waited until the very last possible moment to inform you that the entire ARC Raiders Expedition 3 reward structure had been overhauled. Congratulations on having roughly zero time to process this information before the window opens. The good news: the stash value grind is dead. The bad news: nobody told you until you were already elbow-deep in hoarding coins like a digital hermit crab. Welcome to the third Expedition. Your gear will be gone soon. Try to enjoy it.
TL;DR for the impatient: Build your Caravan, wait for April 28, sign up manually, deal damage for five days straight, depart May 4. That's it. Everything below is the part where we explain why each of those steps will somehow still catch you off guard.
|
Feature |
Value |
|
Active Window |
5 Days |
|
Max Skill Points |
5 |
|
Stash Slots |
+12 |
|
Total SP (3rd Run) |
91 |
|
Repair Value |
80% |
|
XP Boost |
15% |
Here is the schedule, since Embark apparently treats announcement timing as a game mechanic in itself. The Expedition 3 departure window operates on a tight 5-day leash. Miss the sign-up and you will be crying into a pop-up notification. Every time zone is accounted for below, because unlike the developers, we planned ahead.
Critical reminder: Completing your Caravan does NOT count as signing up. These are two separate actions that require two separate moments of you remembering to open the game. Embark would like you to fail this. Do not oblige them.

The process of completing an ARC Raiders Expedition has been streamlined, which in practice means there are still enough steps to trip over. Here is the complete checklist for anyone who learns best by staring at bullet points and feeling mild dread.
This is the headline change, and it is genuinely a good one, which makes it all the more baffling that the ARC Raiders damage challenge was not announced until mere days before the window opens. For two previous Expeditions, players were incentivized to hoard loot like pre-apocalyptic economists, refusing to use anything good because it needed to count toward stash value. That era is over.
Now, all five Skill Points are earned by dealing damage. Any weapon counts. Any gadget counts. ARC enemies count. Other players count. Everything counts, except the practice range; because progress that is too easy would violate some unspoken law of extraction shooter design. The specific damage thresholds are not displayed until the Expedition window opens and your Caravan is complete, which means you will find out how much punishment the game expects from you at the exact moment you are supposed to be delivering it.
The actual good news: This change actively rewards bringing your best gear into raids rather than sitting on it. Use the good stuff. Shoot things with the expensive weapons. It will count. It will matter. This is what the game was supposed to feel like all along.
If you missed Skill Points in previous Expeditions, the catch-up mechanic has not abandoned you entirely. However, you must complete the damage challenge first before the catch-up panel even unlocks. The universe demands you prove yourself before it extends mercy.
|
Expedition Number |
Catch-Up Available? |
Cost Per Point |
Max Skill Points (Total) |
|
1st |
No |
N/A |
Up to 5 SP |
|
2nd |
Yes (from Exp.1) |
300,000 coins or stash value |
Up to 15 SP total |
|
3rd |
Yes (from Exp.1&2) |
300,000 coins or stash value |
Up to 91 SP total |
So yes, monetary grind still exists; just not for the current Expedition's five points. Those are yours through violence now. The catch-up points, however, still demand tribute in coins. Embark giveth with one hand and absolutely keeps the other one out.
After your Raider departs into the void, the rewards are permanent and will remain on your account through all future resets. This is the entire point of the Expedition rewards system: you give up your progress and receive permanent upgrades that compound over time. The numbers, at least, are not insulting.

|
Reward |
Details |
Cumulative Total |
|
Patchwork Outfit (Evolved) |
Helmet, Bandolier, Leg Accessories. White/Red and Black/Green color options. The last piece of this particular fashion nightmare. |
Full Patchwork set complete |
|
Scrappy Turban |
New cosmetic. Exclusive to 3rd Expedition. Whether you wanted it or not. |
Added to wardrobe |
|
Expedition Indicator Icon |
Upgraded version for Expedition 3. Visual proof that you have done this to yourself three times. |
Evolved (3rd tier) |
|
Stash Space |
+12 slots per Expedition. Base max is 280; three Expeditions brings you to 316. |
316 total (from 280 base) |
|
Skill Points |
Up to 5 from damage challenge. Additional via catch-up. 91 total is the max for 3rd-run completionists. |
Up to 91 total |
These buffs are the quiet threat hanging over every Expedition decision. They stack if you participate consecutively, and they reset entirely if you skip a window. Miss one Expedition and watch three seasons of compounding advantage disappear. The consecutive buffs are a remarkably effective psychological trap, and they work because they should.
|
Buff Type |
3rd Consecutive Expedition |
|
XP Boost |
15% |
|
Scrappy Materials Boost |
18% |
|
Repair Value Increase |
80% (from 60% base) |
The new Last Call feature exists for players who completed the Caravan but missed the 5-day sign-up window. Perhaps you were on holiday. Perhaps you forgot. Perhaps you are simply human, a condition Embark is now grudgingly accommodating. When you next log in after the window closes, a pop-up will offer you one final chance to depart.
The catch is appropriately punishing: you will not receive the Skill Points from the damage challenge. No damage means no points. You will, however, still receive cosmetic rewards, stash space increases, and; crucially; your consecutive buff streak will be preserved. Given that losing that streak is arguably the most painful outcome in the entire Expedition system, Last Call is not a shortcut. It is a lifeline. Use it grudgingly and be grateful it exists at all.
For the first time, Trials will run simultaneously with an Expedition window. Season 3 Trials end on April 28th at 10:00 CEST, minutes before the Expedition window opens. Season 4 Trials begin the same day and run until the May 4th departure. This overlap is new, and it is actually a meaningful improvement. Instead of choosing between your damage challenge and Trials, you can pursue both at the same time. Embark has discovered the concept of not making players choose between two mandatory activities. Progress.
Practical note: The 5-day window is already tight. Running Trials in parallel means your damage challenge progress will accumulate naturally during normal gameplay rather than requiring dedicated grinding sessions. This is what the system should have looked like from day one.
The third Expedition completes the Patchwork outfit cycle. Finishing it unlocks the full set in its final form. The fourth Expedition, whenever it arrives, will introduce an entirely new cosmetic line; meaning the Patchwork set will be complete and archived as the mark of someone who was there for the first three seasons. Future expeditions will also continue refining what carries over between resets, as Embark has acknowledged that full progression loss remains a sore point for the community.
The damage-based challenge is a genuine improvement. The late announcement is an embarrassment. The Last Call feature is a welcome safety net. The consecutive buffs remain the most effective motivation system in the game. The catch-up mechanic still requires coins, which means money was never fully out of the equation. Overall, Expedition 3 is the best-designed version of this system yet, unveiled at a time that guarantees at least some players will miss it. Perfectly on-brand.
No. Caravan completion and sign-up are entirely separate actions. Go to the Projects tab and sign up manually during the window.
No. Practice range damage is explicitly excluded. Use real targets out in the world like everyone else.
Consecutive buffs are preserved with Last Call. You lose Skill Points but keep your streak intact. Small mercy.
Yes. Damage challenge must be completed first. Catch-up for previous Skill Points unlocks only after that point.
Yes. The third Expedition grants the final evolved version, completing the full Patchwork set permanently on your account.