
ARC Raiders Update 1.34: Dupe Glitch Fixed & New Store Items
Expedition 4 is live July 7-21. Build your Caravan, sign up manually, deal 100K damage. No more Skill Points: you get Blueprints and Raider Tokens ins

The ARC Raiders 4th Expedition marks the first time the Expedition reward system drops Skill Points entirely for veterans on their fourth run. You have capped out at 15 points. Congratulations. Enjoy your Blueprints, which expire next cycle.
Embark's stated reasoning: the old damage-to-Skill-Point pipeline had issues, so they are iterating. What that actually means is the carrot got smaller and the stick (750,000 coin Load Stage) stayed the same size.
Completing your Caravan does NOT register you for the Expedition. Sign up manually once the window opens July 7. This trips up veterans every single time.
The Expedition Project is a voluntary wipe system. Your Raider sacrifices everything inventory-related for permanent account upgrades that stack across departures. It unlocks at Raider level 20 and runs in two phases: a preparation phase (build the Caravan) and a departure window (sign up, deal damage, depart).
The last call feature remains active in case you miss the initial sign-up window. Use it if you must, but do not rely on it as a strategy.
Five stages stand between you and departure eligibility. Stages 1–4 demand specific materials; Stage 5 demands coin value by category. All donations are permanent: nothing comes back.
Stage 5 is the one that breaks people. 750,000 total coin value across four item categories. Not a typo. Start hoarding now.
|
Stage |
Focus |
Spike Requirement |
Notes |
|
1 Foundation |
Basic materials |
15x Steel Spring |
Metal Parts and ARC Alloy cover most of this fast. Springs drop less reliably. |
|
2 Core Systems |
Electronics |
Advanced components |
Standard loot zones. Nothing painful yet. |
|
3 Framework |
ARC components |
ARC-derived parts |
Frequency Modulation Box, Ion Sputter, Leaper Pulse Unit: all require targeting specific enemy types. |
|
4 Outfitting |
Rare drops |
Enemy-gated items |
Turbine Compressor (ARC Turbine only), Vaporizer Regulator (Vaporizer only). If your loadout cannot farm these efficiently, fix that first. |
|
5 Load Stage |
Coin value |
750,000 total |
200K Combat, 100K Survival, 150K Provisions, 300K Materials. Sell consistently across runs, not all at once. |
The Caravan building guide logic is simple: do not hoard. Sell across all four Load Stage categories throughout your sessions. Players who bank everything for a single session consistently run short on time.
Damage is cumulative across the entire 14-day window. Expedition damage thresholds for Expedition 4 match the previous cycle. One solid run yields roughly 8,000–10,000 damage, so hitting 100,000 takes around 10–13 decent raids. It is not hard. It is just time.
100,000 damage is approximately equivalent to destroying 20 Bastions. Embark tested it internally and confirmed it is achievable. They are right. It is not the damage that is the issue.
No catch-up mechanic exists for Mystery Rewards. Miss the window, miss the Blueprints. Unlike Skill Points, nobody is coming to save you.

Rewards are split between permanent and temporary. The Expedition 4 Mystery Rewards sit firmly in the temporary column, which is the joke Embark did not intend to tell. The Raider Tokens expedition payout is at least permanent.
|
Reward |
Amount |
Persistence |
Notes |
|
Blueprints (Mystery) |
1 per damage threshold (5 max) |
TEMP |
Rare tier or higher. Resets next Expedition. Duplicate protection active, except for Ermal's Vault contents. |
|
Raider Tokens |
150 per threshold (750 max) |
PERM |
Carry over. The only honest reward in this list. |
|
Zenith Outfit (Step 1) |
1 cosmetic unlock |
PERM |
Multi-stage skin. Will presumably look less sad with future expeditions. |
|
Stash Space |
+12 slots (48 total) |
PERM |
Caps at 60 with Expedition 5. |
|
Consecutive Buffs (maintained) |
XP boost, Scrappy, Repair Value |
TEMP |
Capped at 3 levels. Fourth run holds, not increases. Miss a window and they go dormant. |
|
Skill Points |
0 |
— |
Capped at 15 total across all Expeditions. You are done here. |
The ARC Raiders blueprint rewards pool includes weapons (Venator, Rascal, Osprey, Trailblazer, Anvil, Bettina, Hullbreaker, Tempest, Volcano, Delabra, Aethilion), attachment blueprints, and survival prints (Survivor, Safekeeper, Defensive, Flanking, Wolfpack, Power Descender, Snapbook). The Hullbreaker normally drops from a quest. Getting it as a mystery reward is the highlight of this otherwise stingy list.
Blueprints you already have in Ermal's Vault are NOT protected from duplicate draws. Move them out or accept the waste.
The consecutive expedition buffs system rewards unbroken streaks. Three consecutive departures caps the bonuses: 15% XP boost, 80% Scrappy materials, 80% repair value increase. Miss one window and the buffs go inactive: but your streak level is preserved. One more departure restores them immediately. You do not restart from zero.
|
Category |
Resets on Depart |
Carries Over |
|
Raider level |
Yes: back to 1 |
— |
|
Stash items & coins |
Yes: donated to Expedition |
Ermal's Vault items (up to 5 slots) |
|
Skills / Skill tree |
Yes: rebuilt from your 15 permanent points |
All earned Skill Points |
|
Cosmetics |
No |
All of them |
|
Achievements |
No |
All of them |
|
Stash space (permanent) |
No |
All 48 slots from Expeditions 1–4 |
|
Consecutive buffs |
Go dormant if streak broken |
Restored next departure |
The ARC Raiders wipe mechanics are voluntary. Departing is opt-in. Completing the Caravan, signing up, even sitting inside the window does not force a wipe. Only confirming departure does. If you want to skip expedition and keep your permanent rewards, nothing is taken from you: except the dormant consecutive buffs until you return.
Players who missed points from Expeditions 1–3 can still recover them during Expedition 4: up to 5 per cycle. The catch-up is tied to stash value (300,000 coins per missed point). Once you hold all 15 Skill Points, the catch-up menu disappears permanently. There is nothing more to earn in that column.
This is Embark's concession to players who fell behind. It is also the last moment of generosity before the no more skill points era begins in full for Expedition 5 and beyond.
This depends entirely on why you play. If consecutive buffs: particularly the 80% repair value: matter to your playstyle, the answer is yes. Losing the streak costs more than the temporary Blueprints are worth.
If you have everything capped and no particular attachment to the Zenith Outfit's first stage, skipping is a reasonable decision. The ARC Raiders progression reset offers diminishing returns at this stage by design. Embark acknowledged the balance problem with new vs. veteran players and said they are working on it.
The 750 Raider Tokens are permanent. If you plan to engage with the cosmetic system at all, completing the damage challenge is the most efficient free token injection the game offers.

Expedition 4 is live July 7-21. Build your Caravan, sign up manually, deal 100K damage. No more Skill Points: you get Blueprints and Raider Tokens ins

Expedition 4 is live July 7-21. Build your Caravan, sign up manually, deal 100K damage. No more Skill Points: you get Blueprints and Raider Tokens ins

Expedition 4 is live July 7-21. Build your Caravan, sign up manually, deal 100K damage. No more Skill Points: you get Blueprints and Raider Tokens ins

No. Sign-up is a separate manual step once the July 7 window opens. This has never changed.
No. Skill Points are capped at 15. Fourth Expedition awards only Blueprints and Raider Tokens instead.
No. Blueprints are temporary and reset at your next departure unless stored in Ermal's Vault slots.
Buffs go dormant: not lost. Your streak tier is preserved and restored the moment you depart again next cycle.
No. Sign up first, then play. Pre-signup damage is not retroactively credited under any circumstances.


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