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.
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.
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.
Consecutive Expedition Buffs
These buffs stack for Raiders who depart on consecutive expeditions, but reset entirely if you skip one.
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:
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.
- 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.
- Durable Cloth ×35
- Wires ×25
- Electrical Components ×20
- Cooling Coils ×4
Note: Cooling Coils replaced the Cooling Fan requirement from Expedition 1.
- 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.
- 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.
- 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.
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
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.