ARC Raiders Expedition 5 requires 485 fixed item units across 16 item types, 750,000 total category value, and five ARC-damage milestones. Here is the stage-by-stage checklist, followed by the timing, registration, reset, and reward details you need before departing.
Expedition 5 requires 485 named item units across 16 item types, 750,000 total Load Stage value, and five ARC-damage thresholds. The named requirements are divided across four caravan stages, followed by the category-based Load Stage and the final departure challenge.
This checklist reflects the current Expedition 5 cycle as of August 12, 2026. The reported preparation period runs from July 21 through September 21, 2026, but the Expedition tab in your game should take priority if it displays different dates or eligibility information.
ARC Raiders Expedition 5 requirements at a glance
| Stage | Requirement |
|---|---|
| 1. Foundation | 150 Metal Parts, 100 Plastic Parts, 80 ARC Alloy, 15 Magnets |
| 2. Core Systems | 30 Durable Cloth, 25 Duct Tape, 20 Mechanical Components, 10 Voltage Converters |
| 3. Framework | 20 ARC Circuitry, 15 Speaker Components, 5 Bastion Cells, 3 Magnetic Accelerators |
| 4. Outfitting | 2 Radios, 5 Advanced Mechanical Components, 2 Lance’s Mixtape (5th Edition), 3 Rocketeer Drivers |
| 5. Load Stage | 200,000 Combat-item value, 100,000 Survival-item value, 150,000 Provisions value, 300,000 Materials value |
| 6. Departure | Complete the Expedition challenge, then register and depart during the active Expedition Window |
The first four stages contain the fixed item checklist. Their quantities add up to 485 item units. The Load Stage is separate: it checks the value of eligible items in four categories rather than asking for a fixed list of objects.
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Stage 1: Foundation
- 150 Metal Parts
- 100 Plastic Parts
- 80 ARC Alloy
- 15 Magnets
Metal Parts and ARC Alloy have appeared as recurring Expedition materials, but Expedition 5’s Plastic Parts and Magnet requirements are important differences from several earlier cycles. Do not rely on an older Expedition checklist just because some of its materials look familiar.
Stage 2: Core Systems
- 30 Durable Cloth
- 25 Duct Tape
- 20 Mechanical Components
- 10 Voltage Converters
Mechanical Components deserve special protection. They are also used by other progression systems, so avoid selling, recycling, or consuming the entire quantity before completing this Expedition stage. Older guides may list Cooling Fans, Industrial Chargers, or other components from Expeditions 1–4; those are not substitutes for the Expedition 5 list above.
Stage 3: Framework
- 20 ARC Circuitry
- 15 Speaker Components
- 5 Bastion Cells
- 3 Magnetic Accelerators
Bastion Cells and Magnetic Accelerators are among the more specialized ARC-related requirements. Treat both as high-priority reserve items rather than ordinary loot. Their relatively small quantities can make them easy to overlook until the Framework stage is ready to be submitted.
Stage 4: Outfitting
- 2 Radios
- 5 Advanced Mechanical Components
- 2 Lance’s Mixtape (5th Edition)
- 3 Rocketeer Drivers
Lance’s Mixtape (5th Edition) is an exact named requirement. Another mixtape edition, a generic audio item, or a different Radio-related item should not be assumed to count. Check the item name in the Expedition interface before selling or using it.
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After the fixed caravan items, Expedition 5 asks for value in four separate categories:
| Category | Required value |
|---|---|
| Combat Items | 200,000 |
| Survival Items | 100,000 |
| Provisions | 150,000 |
| Materials | 300,000 |
| Total | 750,000 |
What the four categories generally include
- Combat Items: weapons, ammunition, weapon modifications, grenades, and similar combat equipment.
- Survival Items: healing items, shields, augments, and other survival or utility equipment.
- Provisions: keys, nature items, trinkets, and other loot classified as provisions.
- Materials: basic, refined, recyclable, advanced, or topside materials.
These categories are distinct. An item’s value only helps the category shown by the Expedition interface, so a surplus of Combat value cannot normally compensate for a shortage in Materials or Provisions. Check the live Load Stage screen to confirm an item’s current category before committing it.
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How to prepare for the Load Stage
- Prioritize Materials first. At 300,000 value, Materials are the largest requirement and account for 40% of the total Load Stage value.
- Keep a separate Combat reserve. Combat Items are the second-largest category at 200,000 value.
- Do not combine all of your sellable loot into one pool. Maintain separate reserves for Combat, Survival, Provisions, and Materials.
- Verify category eligibility before selling or recycling. The in-game Expedition screen is more reliable than a general item-value list, especially after an update.
Stage 6: ARC-damage departure challenge
The Expedition 5 challenge uses five cumulative ARC-damage thresholds:
- 5,000 ARC damage
- 10,000 ARC damage
- 30,000 ARC damage
- 50,000 ARC damage
- 100,000 ARC damage
The thresholds total 195,000 damage when added together, but the important figures are the individual milestones displayed by the challenge. Complete the challenge according to the current in-game objective panel rather than assuming that every threshold grants the same reward as an earlier Expedition.
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How registration and departure work
Finishing the caravan does not automatically register your Raider for departure.
- Reach at least Raider level 20 to unlock the Expedition Project.
- Complete the required caravan stages, including the Load Stage and any required challenge shown in the Expedition interface.
- Wait for, or enter, the active Expedition Window.
- Open the Expedition tab and explicitly register or sign up for departure.
- Read the final reset warning and confirm that the listed losses and retained progress match your expectations.
Embark’s Expedition rules have allowed caravan progress to be completed between windows, but registration must occur during the designated window. Players who have signed up depart automatically when that window closes. Expeditions are completed in each Raider’s personal progression order, so another player’s departure timing does not necessarily determine yours.
The current community-maintained schedule places Expedition 5’s preparation cycle between July 21 and September 21, 2026. Because dates and registration rules have changed between cycles, use the live Expedition tab for the exact deadline, countdown, and eligibility state shown for your account.
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What an Expedition resets
Expeditions are voluntary progression resets, not mandatory wipes. Completing the Expedition Project makes a reset available; you choose whether to register and depart.
When the Raider departs, the reset has historically affected Raider-specific progression such as:
- Raider level and related level progression
- Inventory and carried resources
- Coins
- Blueprints
- Workshop progress
- Quests
- Other Raider-specific progression listed on the final confirmation screen
Items contributed to the caravan are committed permanently and cannot be retrieved after contribution. Before confirming departure, use the reset-warning screen as the final authority: the exact list can change with updates, and older guides may describe a previous cycle’s rules.
What normally persists
Account-level and platform-linked progression is generally protected from the Raider reset. Embark’s later Expedition information specifically identified the following as persisting:
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- Raider Tokens
- Unlocked maps
- Codex entries
- Trials
- Raider Deck progress
- Other account-level progression
Persistence rules can be adjusted in later updates. If the current confirmation panel disagrees with an older list, follow the confirmation panel.
Expedition rewards: permanent versus temporary benefits
Expedition rewards have changed over time and should not be inferred from the first four cycles. Depending on the cycle, rewards have included:
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- Permanent stash-space increases
- Cosmetic progression
- Raider Tokens
- Temporary buffs for consecutive Expeditions
- Blueprint mystery rewards
By Expedition 4, the bonus skill-point pool was capped at 15, stash bonuses could continue increasing through the fifth Expedition, and consecutive-Expedition buffs were capped after three levels. Expedition 4 also introduced Zenith Outfit progression, Blueprint mystery rewards, and Raider Tokens in place of its previous skill-point challenge payout.
Those details do not automatically define Expedition 5. Check the current reward panel before deciding whether to complete optional challenge milestones or commit to departure.
Expedition 5 preparation checklist
Why older ARC Raiders Expedition guides may disagree
Expedition requirements and rewards are cycle-specific. General guides and older Atlas-style pages may combine requirements from Expeditions 1–4, use different totals, or describe an earlier reward system. For Expedition 5, the dedicated current checklist is the useful reference for item quantities, while the live game interface is the final authority for category values, registration, dates, rewards, and the reset-warning list.
Frequently asked questions
What level unlocks the Expedition Project?
The Expedition Project becomes available at Raider level 20.
Is the Expedition reset mandatory?
No. Expeditions are voluntary. Completing the caravan makes a reset available, but you still have to register during the active Expedition Window and confirm departure.
How many fixed items does Expedition 5 require?
The first four stages require 485 total item units across 16 unique item types. The Load Stage then adds category-value requirements rather than another fixed item count.
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What is the total Expedition 5 Load Stage value?
The total is 750,000: 200,000 Combat, 100,000 Survival, 150,000 Provisions, and 300,000 Materials.
Can I register as soon as I finish the caravan?
Not necessarily. Caravan completion and registration are separate. You must sign up during the active Expedition Window, and the game’s Expedition tab should show whether registration is currently available.
Does another mixtape edition satisfy the Outfitting requirement?
Do not assume so. The listed requirement is specifically Lance’s Mixtape (5th Edition). Match the exact item name shown in the Expedition interface.
Do the ARC-damage milestones award skill points?
Do not rely on that assumption. Reward structures changed in Expedition 4, which used mystery-reward objectives and Raider Tokens rather than the previous skill-point challenge payout. Check the live Expedition 5 reward panel for the current rewards.
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Frequently Asked Questions
What are all the ARC Raiders Expedition 5 requirements?
The fixed requirements are 150 Metal Parts, 100 Plastic Parts, 80 ARC Alloy, 15 Magnets, 30 Durable Cloth, 25 Duct Tape, 20 Mechanical Components, 10 Voltage Converters, 20 ARC Circuitry, 15 Speaker Components, 5 Bastion Cells, 3 Magnetic Accelerators, 2 Radios, 5 Advanced Mechanical Components, 2 Lance’s Mixtape (5th Edition), and 3 Rocketeer Drivers. The Load Stage additionally requires 200,000 Combat-item value, 100,000 Survival-item value, 150,000 Provisions value, and 300,000 Materials value.
How much Load Stage value is needed for Expedition 5?
The total Load Stage value is 750,000: 200,000 Combat, 100,000 Survival, 150,000 Provisions, and 300,000 Materials.
Does completing the caravan automatically register me for departure?
No. Completing the caravan makes departure available, but you must still register during the active Expedition Window.
What level unlocks Expeditions in ARC Raiders?
The Expedition Project unlocks at Raider level 20.
The Bottom Line
For Expedition 5, protect the 16 named item types, reserve 750,000 of correctly categorized Load Stage value—especially 300,000 Materials—and complete the ARC-damage challenge. Finishing the caravan is not the final step: register during the active Expedition Window, then use the live reset-warning screen before confirming departure.
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