Running dry on tools mid‑raid slows everything down. Traveling Tinkerer expands your on‑the‑spot crafting in Arc Raiders, adding traps, utilities, heals, and the Raider’s Hatch Key so you can adapt without returning to base.
Traveling Tinkerer: items you can craft
Traveling Tinkerer adds a second tier of field‑crafting options on top of basic In‑Round Crafting. Availability always depends on what materials you’re carrying.
| Item | What it’s for | Materials pattern (where known) |
|---|---|---|
| Noisemaker devices. | Distract AI or mask movement. | Standard components used at the workshop. |
| Blaze Grenade Trap. | Area denial, forces repositioning. | Grenade + Wire. |
| Smoke Grenade Trap. | Break line of sight to disengage or cross open ground. | Grenade + Wire. |
| Lure Grenade Trap. | Pull enemies into a held angle or away from an objective. | Grenade + Wire. |
| Gas Grenade Trap. | Soft crowd control on chokepoints. | Grenade + Wire. |
| Light Impact Grenade. | Light damage/utility throwable when supplies run low. | Standard components used at the workshop. |
| Li’l Smoke Grenade. | Quick, compact smoke for repositioning. | Standard components used at the workshop. |
| Flame Spray. | Short‑range pressure in tight spaces. | Standard components used at the workshop. |
| Fruit Mix. | Light sustain on the move. | Foraged plants/consumables. |
| Agave Juice. | Stamina/utility refresh during long traversals. | Foraged plants/consumables. |
| Adrenaline Shots. | Emergency recovery in fights. | Chemicals + medical components. |
| Herbal Bandages. | Stronger healing than basic bandages. | Fabrics + a moss/plant found topside; e.g., 14 Fabrics + 1 moss‑type plant. |
| Raider’s Hatch Key. | Open specific hatches/extracts or high‑value doors. | High‑tier electronics; e.g., 1 Advanced Electrical Components + 3 Sensors. |
Note on tiers: In‑Round Crafting (the earlier Survival node) covers basics like bandages and shield rechargers for “free” loadouts. Traveling Tinkerer adds the items above once you meet its prerequisites.
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Add to Google Preferences →Unlock Traveling Tinkerer (shortest, point‑efficient path)
Traveling Tinkerer sits mid‑tree in Survival. You must unlock two nodes that open after you’ve placed enough points in Survival, then you can take Traveling Tinkerer.
You can shuffle non‑prerequisite points to taste while you reach the 15‑point threshold; the critical gates are Good As New and Suffer In Silence before Traveling Tinkerer becomes available.
Craft topside or at the workshop (same materials)
Everything unlocked by Traveling Tinkerer uses the same recipes whether you’re crafting topside or at a workbench in town. Use field crafting when it saves a run or reduces downtime.
Grenade + Wire, which makes quick area denial simple when you find a Wire.Skill pairings that work well with Traveling Tinkerer
- In‑Round Crafting: your baseline for bandages and shield rechargers; Traveling Tinkerer builds on this foundation.
- One Raider’s Scraps: small chance to find additional field‑crafted items in Raider containers, turning looting routes into extra supplies.
- Looter’s Luck: chance to reveal twice as many items while searching, accelerating material gathering for on‑the‑fly crafting.
- Broad Shoulders: more carry weight while topside, helpful when stockpiling components before converting them to traps and keys.
- Security Breach: if you plan to go deeper into Survival, this unlocks Security Lockers for high‑tier loot later on.
Traveling Tinkerer turns found materials into immediate options, keeping raids on schedule and letting you extract on your terms.






