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Countdown to Reset! ARC Raiders Essential Expedition 4 Vault Checklist You Can't Afford to Skip

Category: ARC Raiders Posted: Jun 23, 2026 Views: 19

Raiders, although ARC Raiders Expedition 4 departure window is now open, because of the eventual data reset, we need to quickly select our most valuable items and blueprints to add to our Expedition Vault.

Our choices should be carefully weighed and planned. With Expedition 4 departure window just opened, we still have time to make decisions. A well-designed gear setup can help us quickly restore our account's progress and rebuild our resource accumulation system.

Looting Mk. 3 (Survivor) Blueprint

If you have many gear options, adding Looting Mk. 3 (Survivor) blueprint to your Expedition Vault is almost undoubtedly a priority.

During the early game, having Safe Pockets, storage capacity, and medium shield provided by Looting Mk. 3 (Survivor) gives us a significant advantage in terms of basic attributes.

A more crucial and unique mechanic is that even after being knocked down, your character can still crawl to Raider Hatch and successfully evacuate. This is particularly crucial in PvE, as it effectively reduces the probability of gear loss when exploring high-risk areas.

Considering these advantages, making Looting Mk. 3 (Survivor) blueprint a fixed requirement in Expedition Vault is definitely a reasonable decision.

Countdown to Reset! ARC Raiders Essential Expedition 4 Vault Checklist You Can't Afford to Skip

Obtaining Augment blueprints in ARC Raiders isn't as difficult as one might imagine, as they exhibit a clear tiered drop rate system.

Tactical Mk. 3 (Revival), Combat Mk. 3 (Flanking), and Tactical MK. 3 (Defensive) Augment blueprints appear frequently, while Tactical MK. 3 (Smoke), Looting Mk. 3 (Safekeeper), and Looting Mk. 3 (Survivor) Augment blueprints are designated as rare drops.

One effective strategy is to continuously farm Augment blueprints at the preferred location Blue Gate in the near term, but the competition is fierce.

Looting Mk. 3 (Safekeeper)

Next, we can consider Looting Mk. 3 (Safekeeper), not its blueprint.

This is chosen because if our PvE lobbies are active, the core strategy should focus on quickly completing the workbench.

During the post-Expedition account progression rebuild, the collection and preparation of materials needed for workbench upgrades is the main obstacle. Whether crafting basic weapons like Renegade early on or requiring advanced materials like Advanced Mechanical Components, complete workbench support is essential.

This is where Looting Mk. 3 (Safekeeper) comes in handy, as it provides a Max Loadout Weight of 65, eliminating concerns about the bumpy process of upgrading Workbench.

Of course, in the initial stages of the game, you can still use currency to unlock Looting Mk. 2 to collect basic lootable items like Rusted Tools, Power Cables, and Motors. If you need to carry heavier loads to move ARC parts, you should consider using Looting Mk. 3 (Safekeeper) stored in the vault.

Jupiter

During account rebuilding, it often takes five or six hours to collect most of the basic parts, but the process becomes extremely slow when using Anvil or Renegade to fight ARC enemies and acquire parts like Bombardier Cells, Leaper Pulse Units, and Rocketeer Drivers.

However, if you have Jupiter available, eliminating ARC enemies in the early game will be a breeze.

In addition, with Jupiter's suppressive fire, we can obtain Energy Clips in Harvester map conditions simply by entering and picking them up, with no need to complete complex puzzles, thus gaining sufficient ammunition for combat against ARC enemies.

If the situation becomes dangerous or other players attempt an ambush, Jupiter can be placed in Safe Pocket provided by Looting Mk. 3 (Safekeeper), ensuring the weapon is preserved and usable again even in unforeseen circumstances.

Therefore, the combination of Looting Mk. 3 (Safekeeper) and Jupiter allows players to efficiently upgrade their workbench very early in the game, laying a solid equipment foundation for later progress.

Heavy Gun Parts Blueprint and Bettina Blueprint

Finally, the two blueprints that can be placed into your Expedition Vault are Heavy Gun Parts blueprint and Bettina blueprint.

Bettina's performance in ARC Raiders is undeniable.

An even more important reason for choosing Bettina blueprint is its relatively low crafting cost compared to other epic weapons, requiring only three Canisters, three Advanced Mechanical Components, and three Heavy Gun Parts.

While Heavy Gun Parts blueprint and Bettina blueprint themselves aren't particularly rare, the pool of Raider-style blueprints is enormous, making the probability of obtaining both at the start of Expedition quite low.

Specifically, nine other blueprints share the same drop pool, making it difficult to precisely acquire Heavy Gun Parts and Bettina blueprints from such a large pool. Placing them in Expedition Vault is a wise choice.

Buy ARC Raiders Expedition 4 materials and blueprints at IGGM to better prepare for your Expedition

Many players might consider keeping Anvil blueprint in Expedition Vault instead of Bettina, arguing that Anvil has lower ammo consumption and might be more practical in the early game.

However, a deeper analysis reveals that Anvil appears quite frequently on the map, and even without Anvil blueprint, it's easy to unlock Anvil weapon directly.

Compared to Anvil, Bettina blueprints are almost never dropped if we don't unlock Security Breach skill, making them quite rare in the early stage of ARC Raiders.

Therefore, carrying both Heavy Gun Parts blueprint and Bettina blueprint ensures you have an efficient farming weapon immediately after completing Gunsmith bench 3, avoiding delays because of unlocked blueprints.

If you save your equipment as suggested above during ARC Raiders Expedition 4 departure window, you should be able to restore your pre-expedition account status in a relatively short time!

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