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U4GM Covers Arc Raiders Permanent Expedition Progress
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There's a point near the end of an Expedition window when loot stops being the main thing on your mind. With the Fourth Expedition leaving on July 21, 2026, at 8:00 UTC, players have to decide what's worth risking before the reset hits. For anyone sorting through ARC Raiders Items, the useful question isn't "What's rare?" It's "What helps me recover after departure?" The sign-up period opened on July 7 and runs for fourteen days. If you registered, departure happens automatically when that window closes. Completing the Caravan by itself won't get you on the ship, which has caught out more than a few players.

The damage challenge is where the pressure really sits. Damage dealt during the window unlocks Expedition rewards, and a quiet farming run can be more useful than a flashy extraction if it pushes you over the next mark. The first targets come quickly, but the jump from 50,000 to 100,000 damage can eat up a lot of runs. Don't chase it blindly. If your stash is set, your Vault choices are made, and you're close to a reward, then sure, keep going. If not, one bad raid right before departure can feel pretty rough.

Damage milestones and what they add.Total damage Reward progress Practical view
5,000 1 Blueprint and 150 Tokens Easy early target
30,000 3 Blueprints and 450 Tokens Good stopping point for many players
100,000 5 Blueprints and 750 Tokens Needs steady raid time

Veterans tend to look at those numbers a little differently. Blueprints from this Expedition are useful, but they're temporary and reset when you leave on the next Expedition. Raider Tokens stick around, as does the first Zenith Outfit level unlocked through the fourth departure. The same goes for the wider Expedition benefits: the fourth completion adds 12 stash spaces, bringing the Expedition bonus to 48. Consecutive buffs for XP, Scrappy materials, and repair value can stay at their top level if you keep the chain alive. Miss a window and you haven't lost everything, but that active streak takes a hit.

Ermal's Vault is where sensible preparation pays off. You only get up to five slots, so don't fill them with stuff that merely looks expensive. Carry over materials that make the opening days easier, gear that gets you back into raids without a long rebuild, or resources you know you'll burn through straight away. Cosmetics, Raider Deck progress, map unlocks, Trials, Codex entries, Tokens, and Trophy Display progress aren't wiped, so there's no need to panic about those. If you're still weighing whether to buy ARC Items for the next cycle, focus on pieces that support a clean restart rather than one last reckless run.
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U4GM Covers Arc Raiders Permanent Expedition Progress - by luissuraez798 - 7 hours ago

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