Arc Raiders Expedition System Explained – Requirements and What you keep / Lose

Expeditions are Arc Raiders' prestige system, allowing players to reset their character in exchange for permanent rewards and temporary buffs. Understanding what each expedition requires and planning your resource gathering ahead of time is essential for a smooth departure. This guide covers everything you need to know about Expedition 1 and Expedition 2 requirements, rewards, and the best strategies to complete them efficiently.

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Arc Raiders Expedition Requirements

Unlock Level: 20 | Cycle Duration: 69 Days | Stages: 6 | Max Skill Points: 5 per Expedition | Max Stash Slots: +12 per Expedition

The Expedition project unlocks at Level 20 and runs on a 69-day cycle. Players have until the departure window opens to gather all required materials, then approximately one week to register their Raider for departure. Missing a departure window means losing any temporary buffs from previous expeditions, so plan your contributions carefully. To access the Expedition, go to Raider, Projects, then Expeditions.

All Expedition Requirements

The tables below summarize all items needed for Expeditions 1 and 2. Some of these items have dedicated guides on this site with detailed farming locations and tips.

Expedition 1 Requirements

You can complete this even during Expedition 2’s window and obtain rewards from the first Expedition.

StageItems Required
1. Foundation150 Metal Parts
200 Rubber Parts
80 ARC Alloy
15 Steel Springs
2. Core Systems35 Durable Cloth
30 Wires
30 Electrical Components
5 Cooling Fans
3. Framework5 Light Bulbs
30 Batteries
20 Sensors
1 Exodus Module
4. Outfitting5 Humidifiers
5 Advanced Electrical Components
3 Magnetic Accelerators
3 Leaper Pulse Units
5. Load StageRegister during the departure window + stash value for Skill Points (5 Million Coins needed for 5 Skill points)
6. DepartureRegister during departure window + stash value for Skill Points (5 Million Coins needed for 5 Skill points)

Expedition 2 Requirements

You can complete this even after Expedition 2’s window, but you can only depart/complete the project in the next available window.

StageItems RequiredChanges From Exp 1
1. Foundation150 Metal Parts
200 Plastic Parts
80 ARC Alloy
15 Steel Springs
Plastic Parts replaces Rubber
2. Core Systems35 Durable Cloth
25 Wires
20 Electrical Components
4 Cooling Coils
Reduced counts, Cooling Coils replace Fans
3. Framework4 Light Bulbs
30 Batteries
10 Shredder Gyros
1 Exodus Module
Shredder Gyros replace Sensors
4. Outfitting5 Frequency Modulation Boxes
5 Advanced Electrical Components
3 Ion Sputters
3 Leaper Pulse Units
New Exodus items replace Humidifiers and Magnetic Accelerators
5. Load Stage250k Combat Items
100k Survival Items
180k Provisions
300k Materials
No change
6. DepartureRegister during departure window (3M stash value for max Skill Points)Reduced from 5M to 3M

Expedition Schedule

Expedition WindowDeparture WindowDeparture Date
22 Dec 2025 – 23 Feb 202624 Feb – 28 Feb 20261 March 2026
30 Oct 2025 – 16 Dec 202517 Dec – 22 Dec 202529 Dec 2025

Why Do Expeditions

Expeditions offer significant advantages that make the reset worthwhile. Each completed expedition grants permanent rewards, including extra stash space, bonus skill points, and exclusive cosmetics. You also receive temporary buffs that stack with consecutive departures, giving your new Raider meaningful advantages from the start.

The key benefit is earning up to 5 bonus Skill Points based on your stash value at departure. These points carry over permanently, allowing you to unlock more skills faster on your next character. Combined with +12 Stash Slots per expedition, veterans gain substantial quality-of-life improvements over time.

Info

You do not have to participate in every expedition. However, missing a departure window will reset your temporary buffs. Permanent rewards like Stash Slots and Skill Points are kept forever once earned.

What You Keep And Lose

Understanding exactly what resets and what carries over is crucial before committing to an expedition. The system is designed to give you a fresh start while preserving account-wide progress and cosmetic unlocks.

Pro Tip

The Trophy Display project does not reset after expeditions. If you are planning to depart, complete Phase 4 of the Trophy Display but leave one item undelivered. Your new Level 1 Raider will be close to claiming all those rewards immediately.

Resets (You Lose)Carries Over (You Keep)
Stash Upgrade ProgressUnlocked Maps
Inventory ItemsCodex Entries
BlueprintsRaider Tokens (Premium Currency)
Raider CoinsCred (Account Currency)
Player LevelMerits
Skill Points (spent)Raider Decks Progress
Raider Den UpgradesActive Leaderboards
Workshop LevelsTrials Progress
Quest ProgressCosmetics (Skins, Outfits)
Personal Event Progress
Trophy Display Progress
Bonus Skill Points (from Expeditions)
Bonus Stash Slots (from Expeditions)
Info

Your expedition rewards (Bonus Skill Points and Bonus Stash Slots) are permanent account unlocks. These carry over through all future expeditions, making each completed expedition a lasting investment in your account.

Expedition Rewards

Each expedition grants both permanent unlocks and temporary buffs. Permanent rewards are yours forever once earned, while temporary buffs stack with consecutive departures but reset if you skip an expedition window.

Permanent Rewards

Expedition 1 grants the Patchwork Raider outfit, the Scrappy Janitor Cap, an Expedition 1 Indicator icon, and +12 Stash Slots. You also earn 1 Skill Point per 1,000,000 stash value up to a maximum of 5 Skill Points at 5,000,000 total value.

Expedition 2 grants the Patchwork Raider outfit (evolved) with 4 additional toggles and 2 new color options, a new Scrappy cosmetic, an upgraded Expedition Indicator icon, and another +12 Stash Slots (24 total). The skill point requirement is reduced to 1 Skill Point per 600,000 stash value, with a maximum of 5 Skill Points at 3,000,000 total value.

Temporary Buffs (Stacking)

These buffs last until the next expedition departs. Missing a departure window resets them to zero. Consecutive departures stack these buffs up to 3 times.

Temporary Expedition Buffs

Maximum buff percentages after 3 consecutive departures

MAX % BUFF
Repair Value Increase 30%
XP Boost 15%
Scrappy Materials Boost 18%

At maximum stacks, weapon repairs restore significantly more durability than standard, you earn noticeably more XP from all sources, and Scrappy returns more materials when recycling items. These buffs make early progression on a new Raider considerably smoother.

Info

The repair buff applies to repaired points, not total durability. Example: A 0/130 durability weapon with 10% buff first repairs to 65 (50% base), then adds 10% of 65 (6.5 points) for 72 total. This is an effective ~55% repair, not 60%. The buff is meaningful but smaller than the percentage suggests.

Stash Value And Skill Points

Your bonus Skill Points are determined by the total value of items in your stash plus your Raider Coins at departure. For Expedition 1, you need 5,000,000 total value for maximum points. For Expedition 2, you only need 3,000,000 total value thanks to the reduced requirement.

Pro Tip

Expedition 2 introduced a Catchup Mechanic. If you missed Skill Points from Expedition 1, you can reclaim them at a discounted rate of 300,000 per missed point during Expedition 2. Coins contribute to current expedition points first, then to catchup points. Note: You cannot reclaim Skill Points for expeditions you did not participate in (did not register during the departure window). Only missed points from expeditions you actually departed on can be reclaimed.

Expedition 1 Requirements

Expedition 1 consists of 6 stages that must be completed in order. Each stage requires donating specific items that cannot be retrieved once committed. Plan your inventory carefully and only start donating when you are certain you want to depart.

Stage 1: Foundation

Building the base structure and frame of the caravan requires common crafting materials. These are the easiest items to gather and most players will have them already.

Foundation Requirements
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Metal Parts and Rubber Parts are Common rarity base materials used across nearly all crafting recipes in Arc Raiders. You will accumulate large quantities of both through normal gameplay and recycling unwanted items at Scrappy.

ARC Alloy is a Common material that drops from defeated ARC enemies. Any ARC you destroy has a chance to drop Alloy when looted, making this a passive collect as you play.

Steel Springs are Uncommon mechanical components used in weapon crafting and workbench upgrades. They weigh 0.1 kg each and stack to 30, making them easy to stockpile. Celeste sells 10 per day if you need to supplement your supply.

Stage 2: Core Systems

Connecting wiring, ventilation, and essential power systems requires slightly rarer materials. The Cooling Fans are the bottleneck item in this stage.

Core Systems Requirements
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Durable Cloth is an Uncommon fabric material used in medical crafting and expedition projects. It weighs 0.05 kg and stacks to 20. You can also craft Durable Cloth at the Refiner using Fabric if you are short on supply.

Wires are Uncommon electrical components essential for crafting and upgrades. They weigh almost nothing and stack generously, so collect them whenever you see them. Celeste sells 10 per day as a backup option.

Electrical Components are Uncommon crafting materials. Rather than hunting for them, you can craft Electrical Components at the Refiner using Plastic Parts and Rubber Parts, both of which are abundant.

Cooling Fans are Rare technological items and the main bottleneck in Stage 2. They weigh 0.3 kg each and stack to 10. These require dedicated farming runs to collect all five.

Stage 3: Framework

Building walls and roof, installing core systems, and defining the interior layout requires your first Epic item: the Exodus Module.

Framework Requirements
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Light Bulbs are Uncommon trinket items classified under Electrical loot. They weigh 0.1 kg and stack to 10. Despite being trinkets, they serve a practical purpose in expedition projects.

Batteries are Uncommon power components used in crafting Energy Clips and various electrical items. They weigh 0.15 kg and stack to 20. Celeste sells 10 per day if you need extras.

Sensors are Uncommon technological components weighing 0.1 kg each. They stack to 20 and Celeste stocks 5 per day. You will likely accumulate these naturally through regular looting.

Exodus Modules are Epic rarity items tied to Exodus faction technology. They weigh 0.5 kg and stack to 5. This is your first Epic requirement and may take several raids to find. Celeste sells one per day for 55 seeds if you prefer a guaranteed option.

Stage 4: Outfitting

Adding storage, workbenches, utilities, and personal touches requires the rarest items in the expedition. Leaper Pulse Units require killing Leaper ARCs.

Outfitting Requirements
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Humidifiers are Uncommon household items found in living spaces. They weigh 0.4 kg and stack to 10. These are common enough that five should not take long to collect.

Advanced Electrical Components are Rare crafting materials. Rather than searching for them, craft them at the Refiner (Level 3 required) using Wires and Electrical Components. This is often faster than finding them in the field.

Magnetic Accelerators are Rare ARC-tech components weighing 0.4 kg each. You can craft them at the Refiner using Advanced Mechanical Components and ARC Motion Cores, or find them while looting ARC-related areas.

Leaper Pulse Units are Epic items that drop exclusively from Leaper ARCs. Each Leaper can drop between 1-3 units, so you may only need to kill one or two. They weigh 0.8 kg and stack to 5. Bring a Safe Pocket when hunting Leapers to protect your find.

Stage 5: Load Stage

Loading the caravan with vital supplies is the most resource-intensive stage. You must donate items based on their Raider Coin value across four categories.

Load Stage Requirements

Coin value needed per category

VALUE CATEGORY
Materials 100%
Combat Items 83%
Provisions 60%
Survival Items 33%

Combat Items (250,000) include Ammo, Grenades, Traps, Weapons, and Weapon Mods. Survival Items (100,000) include Shields, Gadgets, Utilities, Augments, and Regenerative items. Provisions (180,000) include Nature items, Miscellaneous, Trinkets, Old World items, and Keys. Materials (300,000) include all crafting materials from basic to advanced.

Warning

Items donated to the Load Stage are permanently consumed. Do not donate your best gear. Instead, use the buying method: purchase cheap items from vendors (Stitcher pistols at 2,400 coins give 800 credit, Defibrillators at 3,000 coins give 1,000 credit) and donate those.

Stage 6: Departure

Once all previous stages are complete, you must register for departure during the 7-day departure window. Simply completing the stages does not automatically send your Raider. You must actively choose to depart.

At departure, your stash value (items plus coins) determines your bonus Skill Points. Aim for 5,000,000 total value to earn the maximum 5 Skill Points. After departure, create a new Raider and enjoy your permanent rewards.

Expedition 2 Requirements

Expedition 2 follows the same 6-stage structure but with different item requirements in several stages. Players who completed Expedition 1 will notice some items have been swapped for alternatives.

Stage 1: Foundation (Expedition 2)

Foundation Requirements (Exp 2)
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Plastic Parts replace Rubber Parts in Expedition 2. Like Rubber Parts, these are Common base materials obtained through recycling and looting. You will have plenty from normal gameplay.

Stage 2: Core Systems (Expedition 2)

Core Systems Requirements (Exp 2)
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Cooling Coils replace Cooling Fans in Expedition 2. These are Rare industrial components weighing 0.25 kg each and stacking to 10. While still a bottleneck item, they spawn in different areas than Cooling Fans, so adjust your farming routes accordingly.

Stage 3: Framework (Expedition 2)

Framework Requirements (Exp 2)
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Shredder Gyros are the major change in Expedition 2’s Framework stage, replacing Sensors entirely. These are enemy drop items obtained exclusively from Shredder ARCs, floating mechanical enemies that resemble hovering trash containers. Shredders emit a high-pitched whine when alerted and will charge toward players before detonating. Target their thrusters from behind cover to destroy them safely. Each Shredder drops one Gyro, meaning you need at least 10 kills across multiple raids.

Warning

Shredders only appear on Stella Montis. Bring weapons with good accuracy like the Anvil, and watch for Ticks that often spawn in the same areas. Use cover to avoid their explosive charge attack.

Stage 4: Outfitting (Expedition 2)

Outfitting Requirements (Exp 2)
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Frequency Modulation Boxes are Rare Exodus-faction items weighing 0.3 kg and stacking to 5. They replace Humidifiers in Expedition 2 and require searching Exodus-themed areas to find.

Ion Sputters are Epic-rarity Exodus components that replace the Magnetic Accelerator requirement. They weigh 0.5 kg and stack to 3. As Epic items, these will take dedicated farming to collect all three. You can also obtain them by recycling certain rare items like the Geiger Counter or the Spectrum Analyzer.

Stage 5-6: Load Stage And Departure

The Load Stage and Departure requirements are identical to Expedition 1. The only difference is the reduced stash value requirement for maximum Skill Points: 3,000,000 instead of 5,000,000.

Pro Tip

The Research and Administration building on Dam Battlegrounds is the best trinket farming location. The upstairs area has dozens of lockers and drawers that spawn watches, music albums, snow globes, and other high-value trinkets. One run can net 50,000-70,000 in provisions.

Friendly Lobby Strategy

High-value areas, such as Medical Research on Stella Montis, can be heavily contested. To get placed in friendly lobbies, run several free loadout raids without shooting other players. Let hostile players kill you if necessary. Eventually, the matchmaking will place you with cooperative players who loot together peacefully.

Frequently Asked Questions

Related Item Guides

These guides cover specific expedition items in detail with exact spawn locations, container types, and farming strategies:

This guide is based on over 130 hours of in-game experience and data from the Arc Raiders Wiki, official Embark Studios announcements, and community resources. Expedition requirements were verified against Patch 1.15.0 and may change in future updates. The farming strategies and locations have been personally tested across multiple expedition cycles.

Found an error or have updated information? Let us know in the comments below.

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Thomas has been writing game guides for over a year, covering whatever he's currently sunk into. He doesn't write about anything he hasn't actually played, which usually isn't a problem since he plays too much of everything anyway. Rocket League ate enough of his life to get him to Grand Champion, and he's got several max-level, fully geared characters sitting in World of Warcraft from various binges over the years. Recent obsessions include ARC Raiders, Battlefield, For Honor, and Rainbow Six Siege, with plenty of others in rotation. He's also worked behind the scenes for a well-known gaming creator on video production and editorial pieces, so the guides here are shaped as much by that side of the industry as by the hours logged in-game. Every tip, build, and location in his guides comes from his own playthroughs. If he hasn't tested it, it doesn't get published.
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