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Arc Raiders
ARC Raiders is a multiplayer extraction adventure, set in a lethal future earth, ravaged by a mysterious mechanized threat known as ARC. Enlist as a Raider and…
After grinding through Expedition 2 and almost missing my bonus rewards, I promised I wouldn’t repeat the same mistakes for Expedition 3. The Expedition wipe in Arc Raiders is optional, permanent once you commit, and easy to misunderstand if you just skim the in-game text. This guide is everything I wish I’d known before I signed up the first time: exact timing for Expedition 3, what gets wiped, what you keep, how rewards stack, and how to prep materials and credits efficiently so the wipe actually feels worth it.
Expeditions run on roughly a 60‑day cycle with three clear phases. For Expedition 3, the in-game timers line up like this:
If you don’t sign up or you fail to finish all project phases in time, nothing dramatic happens. Your Expedition project progress is saved and carried into the next ~8‑week cycle. So there’s no penalty for taking more than one cycle to finish the caravan build; the only irreversible step is signing up to actually leave.
Important detail I learned the hard way: you can still play normally between signing up and the actual departure day. The wipe only triggers on the departure date, not when you press the sign-up button. But once you sign up, there’s no way to cancel it.
The Expedition wipe is tied to a special “Expedition Project” you build over several phases. Here’s how it works in practice.
On a fresh account this is how it unfolds:
Hub → Projects → Expedition to view the six phases and their material requirements.You don’t have to commit to wiping just because you start the project. For my first run I began contributing materials around level 12 and didn’t actually sign up until near the end of the cycle when I felt ready.
The Expedition Project is split into six phases. In each of the first five, you build part of the caravan and donate specific resources from your inventory. Phase 6 is effectively the “ready to depart” state.
For Expedition 3, the phases lean heavily on:
The exact numbers are shown in-game on each phase, and they do differ if you started an earlier Expedition cycle but didn’t finish. In that case some requirements get swapped out. Always double‑check your current phase list under Projects → Expedition before you start selling or salvaging anything.
One crucial thing I learned: once you donate an item to the project, it’s gone forever. Don’t make my early mistake of dumping everything on day one and then realizing you can’t finish a weapon craft. Prioritize building your combat setup first, then start feeding surplus into Expedition goals.
Expedition wipes are not full account nukes, but they’re pretty close. Before you even think about signing up, make sure you actually understand what’s being reset.

When your Raider departs at the end of Expedition 3, you effectively start over in terms of normal progression. These are the big things that are reset:
Think of it as a soft account wipe: anything that directly affects your current Raider’s power or economy is basically gone.
On the flip side, quite a lot of account-level progress does carry over. After my first wipe I was surprised how fast I got back on my feet because of this list:
This is why the wipe can actually be worth it: each successful Expedition permanently nudges your account forward with more stash space, extra skill points, and other perks, even though your character itself restarts.
Another thing that confused me at first: Expedition rewards are based on how many Expeditions you personally have completed, not which cycle the game is on.
Doesn’t matter whether that happens during Expedition 3, 4, or 10 – the count is per player.
Each completed Expedition gives you permanent upgrades that carry into all future runs, such as:
These never go away once earned. The more Expeditions you finish, the more front‑loaded your new characters become.
You also earn temporary buffs – stuff like enhanced gains or combat bonuses that last only while you’re on a streak of successful Expeditions. The key rules:

For Expedition 3’s specific reward list, not everything is revealed yet, but we already know you’ll be able to bump your temporary buffs one more step and secure additional permanent advantages like more stash capacity. Keep an eye on your in‑game Expedition screen as the cycle progresses for the final details.
This is where I wasted the most time during Expedition 2. I chased blueprints I was about to lose anyway and barely scraped together the required mats. Here’s how I’m handling Expedition 3 prep.
Across Expedition 3’s phases, the repeat offenders are:
My rule of thumb now: until I’ve completed my current Expedition phase, I never sell these categories unless I’m absolutely drowning in them. Instead, I craft around what I already have and avoid “just for fun” builds near the end of the cycle.
For raw materials, some locations are way better than others. The most consistent run I’ve found for Expedition prep is:
Run this loop with a squad and you’ll stockpile Metal Parts and Chemicals fast. I can usually knock out a project phase’s common-material requirements in a couple of focused evenings just repeating this route.
Don’t forget to aggressively salvage unwanted gear at the workbench (Hub → Workbench → Salvage). Early on, I made the mistake of hoarding “maybe one day” guns instead of breaking them down into mats I actually needed for the caravan.
Patch 1.18.0 quietly changed loot priorities. First Wave Caches now drop fewer blueprints but more high‑quality materials. This shift is actually perfect for Expedition prep:
This mindset change alone saved me a ton of grind time in Expedition 3 compared to how I approached Expedition 2.

Expeditions also convert part of your economic progress into Bonus Skill Points for your next run. Right now the key thresholds are:
This is why I try to lock in my Expedition project materials early, then spend the rest of the cycle focused on high‑value loot and money‑making so I don’t end up short of that 3M mark.
This is the step where most people panic – and for good reason. Once you hit Sign up for Expedition during the departure window, there’s no “undo” button for that cycle.
My current rule set for Expedition 3:
I personally sign up late in the departure window – usually a day or two before wipe day. That gives me maximum time to pad my credits and clean up any last gear crafts, while still leaving some buffer in case servers go down or life gets in the way.
Starting over sounds brutal on paper, but with Expedition rewards it’s closer to a “New Game+ in disguise.” On my second run I noticed:
If you go into Expedition 3 with a plan – materials lined up, credits stacked, and clear expectations about what you’ll lose and gain – the wipe stops feeling like a punishment and more like a strategic reset. That’s the sweet spot Arc Raiders is aiming for between hardcore and casual players.
Use this cycle to build your caravan calmly, farm the key materials in efficient loops, and only hit that sign‑up button once you’re genuinely ready. If I can drag myself through a botched first Expedition and still come out enjoying the wipe loop, you can absolutely make Expedition 3 work in your favor.
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