Stash Value Lowered from 5 Million to 3 Million Coins

In what may be the most impactful change for the ARC Raiders second expedition, Embark Studios has officially reduced the required Stash value for maximum Skill Point rewards from 5 million Coins down to 3 million Coins. The reward itself remains the same — 5 Skill Points — but the threshold is now far more achievable for the average Raider.

⚡ Key Change

Stash value for max rewards: 5,000,000 Coins (1M per Skill Point)3,000,000 Coins (600K per Skill Point)

This change comes in direct response to community feedback. During the first expedition, many players voiced frustrations about the 5 million coin target being unrealistic for anyone without dozens of hours to dedicate to stash farming. The reduced requirement of 600,000 Coins per Skill Point (down from 1,000,000 per point) makes the maximum reward genuinely attainable for dedicated but time-limited players.

Detail Expedition 1 Expedition 2
Max Stash Requirement 5,000,000 Coins 3,000,000 Coins
Cost per Skill Point 1,000,000 Coins 600,000 Coins
Max Skill Points 5 Skill Points 5 Skill Points (same)
Catch-Up System Not available 300K per missed SP
Stash Slots Reward +12 slots +24 slots (stacked)
Load Stage (Stage 5) 830,000 total 750,000 total

Remember: your total value for Skill Point calculation includes both your stash item value and your wallet (Coins balance). Sell items, hoard coins, or do both — whatever suits your playstyle.

New Skill Point Catch-Up System

One of the most welcome additions to the second expedition is a brand-new Skill Point catch-up mechanic, designed specifically for Raiders who couldn't reach the full 5 million stash value during the first expedition cycle.

How the Catch-Up System Works

For each Skill Point you missed during the first expedition, you can now earn it back at a heavily discounted rate of 300,000 Stash value per missed Skill Point — half the standard cost of 600K per point in the current expedition.

When you depart, your Coins will first contribute to second expedition Skill Points, then roll over to cover any missing Skill Points from the first expedition.

This means a Raider embarking on their second expedition can potentially earn up to 85 total Skill Points when accounting for both the new points and the catch-up points.

Embark does note that rewards, requirements, and the catch-up system may change for future expeditions, and bonus Skill Points won't be available indefinitely for those who continue to depart. So don't count on catching up forever — it's best to take advantage of the system while it's available.

All Second Expedition Rewards

The second expedition builds on the first, with returning Raiders earning upgraded versions of previous rewards plus entirely new cosmetics. First-time expedition players will also receive the original first expedition rewards automatically.

Permanent Rewards

These stay on your account forever, even if you skip future expeditions.

Permanent
Stash Space
+24 Stash slots total (up from 12 in expedition 1). These additional slots are permanent and stack.
Permanent
Skill Points
Up to 5 new Skill Points at 600K Coins each, plus catch-up on missed first expedition points. 85 total possible. See our Skill Tree Guide for the best build allocation.
Permanent / Cosmetic
Patchwork Outfit (Evolved)
Upgraded version with 4 additional toggles and 2 new color options exclusive to second expedition participants.
Permanent / Cosmetic
New Scrappy Outfit + Icon
A brand new Scrappy cosmetic set, plus an upgraded Expedition Indicator icon that evolves with each completed expedition.

Consecutive Expedition Buffs

These buffs stack for Raiders who depart on consecutive expeditions, but reset entirely if you skip one.

Consecutive Buff
XP Boost
5% → 10% XP boost (applies to Raider Level and Trader Reputation).
Consecutive Buff
Scrappy Materials
6% → 12% boost to Scrappy materials drops.
Consecutive Buff
Repair Value
60% → 70% repair value increase on weapons and gear.

What Carries Over (And What Doesn't)

Departing on an expedition resets the majority of your Raider's progress, but several account-level elements are completely safe. According to Embark's announcement, the following items are not affected by the expedition:

✓ Trophy Display Project ✓ Cosmetics ✓ Raider Deck Progress ✓ Unlocked Map Regions ✓ Leaderboard Position ✓ Trials ✓ Codex Entries ✓ Raider Tokens

Everything else — your stash items, workshop upgrades, quest progress, Raider level, and coins — will be consumed by the expedition. Your items and coins are converted into Stash value which determines your Skill Point rewards, and then your next Raider starts fresh with the permanent bonuses and any consecutive buffs you've earned.

Expedition 2 Stage Requirements

Like the first expedition, the second expedition project has 6 stages that must be completed sequentially — 5 construction/supply stages plus a final Departure stage. Each stage requires you to commit specific materials that cannot be retrieved once donated. The expedition project unlocks at Level 20 for new players, or is available immediately for those who have already completed a previous expedition.

Several material requirements changed from the first expedition — notably, Rubber Parts were replaced with Plastic Parts in Stage 1, Cooling Fan with Cooling Coils in Stage 2, Shredder Gyro and Exodus Modules were added in Stage 3, and Magnetic Accelerator and Humidifier were replaced with Frequency Modulation Box, Advanced Electrical Components, Ion Sputters, and Leaper Pulse Units in Stage 4.

Stage 1 Foundation — Base Structure & Frame
  • Metal Parts ×150
  • Plastic Parts ×200
  • ARC Alloy ×80
  • Steel Spring ×15

Note: Plastic Parts replaced Rubber Parts from Expedition 1. Found in breachable cabinets, drawers, and lockers throughout the map. Metal Parts can be found in breachable cabinets, metal crates, car hoods, and lockers.

Stage 2 Core Systems — Wiring, Ventilation & Power
  • Durable Cloth ×35
  • Wires ×25
  • Electrical Components ×20
  • Cooling Coils ×4

Note: Cooling Coils replaced the Cooling Fan requirement from Expedition 1.

Stage 3 Framework — Walls, Roof & Interior Layout
  • Light Bulbs ×4
  • Battery ×30
  • Shredder Gyro ×10
  • Exodus Modules ×1

Shredder Gyros only drop from Shredder enemies on Stella Montis — focus on northern and eastern areas including Lobby entrance, Business Center, Sandbox corridor, Assembly Workshop, Cargo Docks, and Cultural Archives. You need 10 kills minimum.

Stage 4 Outfitting — Storage, Workbenches & Utilities
  • Frequency Modulation Box ×5
  • Advanced Electrical Components ×5
  • Ion Sputter ×3
  • Leaper Pulse Unit ×3

Frequency Modulation Boxes and Ion Sputters are exclusive to Stella Montis — check Exodus POIs, Medical Research, and Assembly Workshop containers. Leaper Pulse Units drop from Leaper enemies. These items replaced Magnetic Accelerator and Humidifier from Expedition 1.

Stage 5 Load Stage — Vital Supplies
  • Combat Items 200,000 valueAmmo, Grenades, Traps, Weapons, Weapon Mods
  • Survival Items 100,000 valueShields, Gadgets, Utilities, Augments, Regenerative
  • Provisions 150,000 valueNature, Miscellaneous, Trinkets, Old World, Keys
  • Materials 300,000 valueAll crafting materials

Total: 750,000 Coins value across all categories. You don't need to donate everything at once — the total 750,000 Coin value across all categories can be spread across regular play sessions over the expedition window.

Stage 6 Departure

Your caravan is stocked and ready to depart. Once the departure window opens, you can choose to send your Raider beyond the borders of the Rust Belt forever. All items remaining in your Raider's stash will be contributed to the Expedition, and your next Raider can earn up to 5 Skill Points based on the total value of your stash + wallet (now 600K per Skill Point, max 3 million).

After completing all 6 stages, your caravan is ready. Once the departure window opens on March 2, 2026, you can choose to send your Raider beyond the Rust Belt. All remaining stash items and coins at departure are converted into your Stash value for Skill Point calculation.

Key Dates & Timeline

Dec 22, 2025
Expedition 2 construction and supply phases opened (project became available)
Feb 5, 2026
Embark announces reduced stash requirement (3M) and catch-up system
Feb 25, 2026
Sign-ups open — Raiders can register for the second expedition departure
Mar 2, 2026
Departure day — registered Raiders leave the Rust Belt and reset their characters

Is the ARC Raiders Second Expedition Worth It?

With the stash value requirement cut by 40%, the calculus has shifted significantly in favor of participating. Here's the bottom line: if you plan to play ARC Raiders long-term, the expedition is almost certainly worth doing. The permanent Stash slots alone remove one of the game's biggest quality-of-life bottlenecks, and the bonus Skill Points give your next Raider a meaningful head start — allowing you to unlock critical perks on day one of your reset.

The new catch-up system also eliminates the FOMO around the first expedition. If you didn't hit 5 million last time (or skipped it entirely), you can recover those missed Skill Points at half the current rate. That makes the second expedition a natural on-ramp for players who were previously on the fence.

The consecutive buff stacking is where things get really interesting for committed players. A 10% XP boost, 12% Scrappy materials boost, and 70% repair value increase are substantial quality-of-life upgrades that make the early re-leveling grind noticeably smoother. Just be aware: skipping an expedition resets your consecutive buff stack entirely, so once you start, momentum matters.

For casual or newer players, consider this: the expedition project unlocks at Level 20, and you have the full 60-day window to accumulate materials at your own pace. Focused grinding takes roughly 10–20 hours for all 5 stages, with additional time needed for stash farming. If you spread it across regular play sessions over the two-month window, it's far less intense than it sounds.

Frequently Asked Questions

How much stash value do I need for max rewards in the second expedition?+
3 million Coins total (600,000 per Skill Point). This includes both your stash item values and your wallet balance at the time of departure. This is a significant reduction from the 5 million required in the first expedition.
Do my Coins (wallet balance) count toward stash value?+
Yes. Embark's community manager confirmed that Skill Points are calculated based on "stash + wallet at the time of departure." You can sell items for Coins or hoard high-value items — both contribute.
What if I missed Skill Points from the first expedition?+
The new catch-up system lets you recover missed points at a discounted rate of 300,000 Stash value per missed Skill Point. Your Coins contribute to second expedition points first, then roll over to cover any missing first expedition points.
What happens if I skip the second expedition?+
Your permanent rewards from the first expedition (Stash slots, cosmetics, Skill Points) are kept. However, your consecutive buff stack will reset — meaning you'd lose the XP boost, Scrappy materials boost, and repair value increase. You'd start fresh on consecutive buffs if you join a future expedition.
Is the Trophy Display Project affected by the expedition?+
No. The Trophy Display Project, along with all cosmetics, Raider Deck progress, unlocked map regions, leaderboard position, Trials, Codex entries, and Raider Tokens are all completely safe.
Where do I find Shredder Gyros and Ion Sputters?+
Shredder Gyros drop exclusively from Shredder enemies on the Stella Montis map — focus on the northern and eastern areas including the Lobby entrance, Business Center, Sandbox corridor, Assembly Workshop, Cargo Docks, and Cultural Archives. Ion Sputters and Frequency Modulation Boxes spawn in Exodus POIs on Stella Montis, primarily in Medical Research and Assembly Workshop containers.
Can I still do the expedition if I'm a new player?+
Yes. The expedition project unlocks at Level 20. First-time participants automatically receive the rewards from the first expedition as well. You have until the departure window to complete all 5 stages.
What changed in expedition 2 material requirements vs expedition 1?+
Several key changes: Rubber Parts replaced with Plastic Parts (Stage 1), Cooling Fan replaced with Cooling Coils (Stage 2), Shredder Gyro and Exodus Modules added as new requirements (Stage 3), and Magnetic Accelerator and Humidifier replaced with Frequency Modulation Box, Ion Sputters, Advanced Electrical Components, and Leaper Pulse Units (Stage 4). Stage 5 categories also changed — it now requires Combat Items (200K), Survival Items (100K), Provisions (150K), and Materials (300K).
Source: Official announcement from Embark Studios — Preparing for your second Expedition | ARC Raiders (February 5, 2026). Stage requirements additionally verified against the ARC Raiders community wiki at arcraiders.wiki/wiki/Expedition_2_(2nd_Journey).