Expedition 4 Timing
The departure window opens on July 7th at 13:00 CEST / 11:00 UTC / 04:00 PT and runs for 14 days. Everyone who has signed up departs automatically on July 21st at 10:00 CEST / 08:00 UTC / 01:00 PT.
Key Dates
- Window Opens: July 7 — 13:00 CEST / 11:00 UTC / 04:00 PT
- Departure: July 21 — 10:00 CEST / 08:00 UTC / 01:00 PT
- Duration: 14 days to sign up and complete the challenge
As always, completing your Caravan does not count as signing up — you still have to sign up manually once the window opens. The Caravan can be built between windows, but finishing the Expedition can only be done during the scheduled window. The Last Call safety net returns this time too, giving a final chance to sign up if you miss the window.
How to Complete Expedition 4
- Complete the Caravan — You can contribute as soon as you finish your previous Expedition, or right away if this is your first.
- Wait for the Expedition Window — Opens July 7th, closes July 21st.
- Sign Up — You must sign up during the window. It is not automatic.
- Complete the Challenge — Deal damage to hit the reward thresholds (details below).
- Catch Up — Players on their 2nd, 3rd or 4th Expedition can catch up on missed Skill Points (max 5 per Expedition).
- Depart — Everyone who signed up departs automatically on July 21st.
The Big Change: Mystery Rewards
This is the headline of Expedition 4. Raiders embarking on their fourth Expedition will no longer earn Skill Points from the Expedition Challenge. Instead, the new Mystery Reward system delivers Blueprints and Raider Tokens after departure, scaled to the damage you deal during the window.
"Complete your fourth Expedition to earn the first level of the new Zenith Outfit. Prove yourself with the Expedition Challenge and instead of Skill Points, you'll earn Blueprints to jumpstart your Topside adventures and Raider Tokens to keep you looking sharp every step of the way."
The damage thresholds are identical to Expedition 3, so if you cleared the last damage challenge you already know the pace. Note that, unlike Skill Points, these Mystery Rewards have no catch-up mechanic — you only get what you earn during the window.
Damage Thresholds for Each Reward
Damage Requirements
- Reward 1: 5,000 total damage
- Reward 2: 10,000 total damage
- Reward 3: 30,000 total damage
- Reward 4: 50,000 total damage
- Reward 5: 100,000 total damage
Each completed objective rewards one Blueprint and 150 Raider Tokens. Hit all five thresholds and you walk away with 5 Blueprints and 750 Raider Tokens.
Blueprints
Blueprints from the challenge are temporary — they reset when you depart on your next Expedition. The good news: the Damage Challenge rewards are protected against duplicates, so you won't receive the same Blueprint twice (though this protection does not extend to Blueprints already carried over in Ermal's Vault). The potential pool:
- Heavy Gun Parts Blueprint
- Complex Gun Parts Blueprint
- Padded Stock Blueprint
- Extended Barrel III Blueprint
- Muzzle Brake III Blueprint
- Stable Stock III Blueprint
- Vertical Grip III Blueprint
- Venator Blueprint
- Rascal Blueprint
- Osprey Blueprint
- Trailblazer Blueprint
- Anvil Blueprint
- Bettina Blueprint
- Hullcracker Blueprint
- Tempest Blueprint
- Vulcano Blueprint
- Dolabra Blueprint
- Aphelion Blueprint
- Combat Augment Mk 3 Flanking Blueprint
- Tactical Augment Mk 3 Defensive Blueprint
- Looting Augment Mk 3 Safekeeper Blueprint
- Looting Augment Mk 3 Survivor Blueprint
- Wolfpack Blueprint
- Powered Descender Blueprint
- Snap Hook Blueprint
Raider Tokens
Each completed departure objective grants 150 Raider Tokens. Unlike Blueprints, Raider Tokens are permanent and do not reset with your next Expedition — so the 750 tokens from a full clear are yours to keep.
Permanent Rewards & the Zenith Outfit
With the Patchwork Outfit now complete, your fourth Expedition unlocks the first step of the new Zenith Outfit. Permanent bonuses continue to stack as well:
Cosmetics
- First step of the new Zenith Outfit
- Expedition Indicator icon (evolved)
Permanent Bonuses
- +12 stash space (48 extra total at 4th Expedition; maxes at 60 with the 5th)
- Skill Point bonus from Expeditions caps at 15
- Catch-up on missed Skill Points still available (tied to stash value)
Skill Point catch-up becomes available with your second Expedition and remains tied to stash value. Once you've collected the maximum 15, catch-up is no longer offered.
Consecutive Expedition Buffs
Consecutive buffs reward Raiders who keep departing in a row. The XP boost, Scrappy materials boost and repair value increase are capped at three levels — so a fourth consecutive Expedition maintains your third-level values rather than increasing them:
- XP Boost: 5% → 10% → 15% (capped)
- Scrappy Materials Boost: 6% → 12% → 18% (capped)
- Repair Value Increase: 60% → 70% → 80% (capped)
Missing an Expedition window doesn't remove your progress, but the buffs won't increase for that period and the buff itself is inactive during a missed window. You need two Expeditions in a row to increase the buffs.
Ermal's Vault & Trials
You can still purchase up to five Expedition Vault Slots through Ermal to store items you want to bring with you on your Expedition. And just like last time, the new Trials Season starts as soon as the Expedition window opens — so you can chip away at both at the same time.
Embark also acknowledged the frustration of newer players who are only now starting their Expeditions, saying they're working to balance rewarding veterans with fair catch-up paths for newcomers, with more to share later.
Our Take: A System That Respects Your Time
Why this is a genuinely good change
This is the first Expedition reward shake-up that actually ties into the game's mechanics. Skill Points were never a huge part of the experience — handing out Blueprints is what players have been asking for since launch.
The timing matters more than it looks. Blueprints give you a real head start in a new wipe: up to 5 from Ermal's Vault and 5 more from the Expedition challenge. That stacks into a meaningful jump-start Topside rather than yet another cosmetic-only reward. For the first time, the Expedition feels like a system that respects your time — you put in the work, you get tools that change how your next run actually plays.
Pinning rewards to damage dealt is also simply the better way to gauge progress, because dealing damage is the game. When the metric was inventory value, it quietly incentivized players to hoard and avoid bringing their best gear into raids — which is the opposite of fun. Tying rewards to combat means the optimal play is to actually play: fight ARC, take fights, use your good loadout. That alignment between "what the game rewards" and "what's fun to do" is exactly what these systems should be aiming for.
The Mystery Reward system is brand new and Embark has said it'll be watching closely. But as a direction, this is a clear step in the right direction.
Build your caravan and sharpen your aim, Raiders. The window opens July 7th.
— Arc Raiders Hub