Gaming Guide

ARC Raiders: All Nomadic Crafting Items and Their Recipes

Nomadic Crafting adds nine topside recipes, including all four ammo types and the Defibrillator, at the end of the Survival branch.

Nomadic Crafting adds nine topside recipes, including all four ammo types and the Defibrillator, at the end of the Survival branch.

Running dry on ammo halfway through a raid used to mean two choices: loot or leave. Nomadic Crafting, an end-of-branch Survival skill added in the Frozen Trails skill tree overhaul, gives you a third. It lets you build ammunition, grenades, a Zipline, and Defibrillators from materials you carry topside, with no trip back to Speranza.

Quick answer: Nomadic Crafting unlocks nine field recipes. Reach 30 points in Survival to take it, and make sure you own each item’s blueprint, or that recipe won’t show up.

Image credit: Embark Studios via YouTube/@TheViperian

Nomadic Crafting items and recipes

These nine items are what Nomadic Crafting adds to the in-round crafting menu. The costs listed are the ones shown on the field recipe cards, which is what you pay while topside.

ItemMaterialsOutputRarity
Heavy Ammo3 Metal Parts, 2 Chemicals10 rounds—
Light Ammo2 Metal Parts, 2 Chemicals25 rounds—
Medium Ammo3 Metal Parts, 2 Chemicals20 rounds—
Shotgun Ammo2 Metal Parts, 3 Chemicals5 shells—
Blaze Grenade1 Explosive Compound, 2 Oil1Rare
Shrapnel Grenade1 Crude Explosives, 2 Steel Spring1Uncommon
Defibrillator8 Plastic Parts, 4 Moss1Rare
Zipline1 Rope, 1 Mechanical Components1Rare
White Flag3 Plastic Parts, 10 Fabric1—

The field Defibrillator recipe uses 8 Plastic Parts and 4 Moss, which is much heavier on Moss than the workbench version (9 Plastic Parts and 1 Moss). Gather Moss accordingly if revives are the reason you picked this skill.

Ammunition

All four ammo types draw from the same two materials, Metal Parts and Chemicals, so one stash covers whatever weapon you bring. The menu shows every ammo recipe even when it doesn’t match your current guns. It tags those as incompatible, so check the label before you spend materials on the wrong caliber.

Medium Ammo stacks to 80 and weighs 0.025 per round, so a 20-round craft adds 0.5 to your load. Shotgun Ammo stacks to 20 at 0.085 per shell, so each 5-shell craft adds 0.425. Tian Wen sells both for 900 Coins if you’d rather stock up before deploying.

Medium Ammo
Medium Ammo. Image: Embark Studios
Shotgun Ammo
Shotgun Ammo. Image: Embark Studios

Grenades

The Blaze Grenade bursts on impact and sets a 10m area on fire, dealing 5 damage per second for 10 seconds. The Shrapnel Grenade uses a fuze and throws out fragments for 60 damage across a 6m radius. Those fragments do poorly against ARC armor plating, so it works better on Raiders than on armored machines. Apollo sells the Shrapnel Grenade for 2,400 Coins, and it sells back for 800.

Shrapnel Grenade
Shrapnel Grenade. Image: Embark Studios

Defibrillator, Zipline, and White Flag

The Defibrillator is an injection that brings a downed squadmate back up with 50 health, and it takes 1.5 seconds to use. The Zipline is a deployable line that links two points up to 80m apart, so you can get across gaps and up to high ground quickly. The White Flag is the niche pick of the group. You use it to show other Raiders you don’t want a fight.

White Flag
White Flag. Image: Embark Studios

How to unlock Nomadic Crafting in the Survival branch

Nomadic Crafting sits at the far end of the Survival branch. It belongs to a three-way choice with Road Warrior and Field Repair, and you can own only two of the three.

Open the Skill Tree and put your first point into In-Round Crafting, the starting skill of the Survival branch. That skill opens up field crafting for you in the first place.
Keep spending in Survival until you reach the 10-point choice node, pick one of its options, and continue down the path. Traveling Tinkerer comes after this node and adds its own set of field recipes.
Bring Survival to 30 invested points to open the final node. Spend a point on Nomadic Crafting there, either as your first pick at 30 or your second pick at 40.
Image credit: Embark Studios via YouTube/@TheViperian

Your choice also decides which of the other two end-of-branch skills you give up.

  • Road Warrior: more ammo and ARC Powercells from ARC, plus full-efficiency recycling in a round.
  • Field Repair: repairs weapons, shields, and gadgets in a round, up to 30% durability.
  • Nomadic Crafting: the nine field recipes listed above.

Changing your mind later costs 2,000 Coins per skill point, and resets wipe the whole tree. You can’t reset a single branch or skill.

You’ll know the unlock worked when Nomadic Crafting shows as owned in the Survival branch. In your next raid, the ammo, grenade, and Defibrillator recipes appear in the Crafting tab of the in-round menu. A recipe card displays a CRAFT button when you have the materials and “Not enough resources” when you don’t.


Field crafting items from In-Round Crafting and Traveling Tinkerer

Nomadic Crafting adds to the field menu; it doesn’t replace anything. Because the path to it runs through both earlier crafting skills, a Raider with all three can build 25 items topside.

Traveling Tinkerer
Traveling Tinkerer. Image: Embark Studios

In-Round Crafting recipes

ItemMaterialsRarity
Flame Spray1 Air Freshener, 1 Fireball BurnerUncommon
Shaker1 Canister, 7 Assorted SeedsUncommon
Li’l Smoke Grenade1 Plastic Parts, 5 ChemicalsCommon
Light Impact Grenade2 Plastic Parts, 3 ChemicalsCommon
Fruit Mix1 Lemon, 1 Apricot, 1 Prickly PearUncommon
Shield Recharger1 ARC Powercell, 1 Rubber PartsUncommon
Adrenaline Shot3 Plastic Parts, 4 ChemicalsCommon
Agave Juice1 Agave, 1 Empty Wine BottleCommon
Bandage5 FabricCommon

The Shield Recharger restores 4 shield per second for 10 seconds after a 2-second use, and Lance sells it for 1,560 Coins. The Light Impact Grenade hits for 30 damage in a 2.5m radius and sells for 270.

Shield Recharger
Shield Recharger. Image: Embark Studios

Traveling Tinkerer recipes

ItemMaterialsRarity
Noisemaker1 Speaker Component, 2 Plastic PartsCommon
Blaze Grenade Trap1 Blaze Grenade, 1 WiresRare
Smoke Grenade Trap1 Smoke Grenade, 1 WiresRare
Lure Grenade Trap1 Lure Grenade, 1 WiresUncommon
Gas Grenade Trap1 Gas Grenade, 1 WiresCommon
Herbal Bandage14 Fabric, 1 Great MulleinUncommon
Raider Hatch Key3 Advanced Electrical Components, 1 SensorsRare

Each trap is a laser tripwire that sets off the grenade you built it from, so every trap costs you one grenade of that type plus Wires. The two skills also work together here. With Nomadic Crafting, you can build a Blaze Grenade in the field and then turn it straight into a Blaze Grenade Trap.

Blaze Grenade Trap
Blaze Grenade Trap. Image: Embark Studios

Why a Nomadic Crafting recipe is missing from the menu

Owning the skill opens the category, but every item still needs its own blueprint. If you’ve unlocked Nomadic Crafting and the Defibrillator, Zipline, or another recipe isn’t in the field menu, you haven’t learned that blueprint yet. Once you learn it, the recipe shows up in the Crafting tab on your next deploy.

Dark skill tree menu with three branches and locked nodes; a tooltip lists Road Warrior, Nomadic Crafting and Field Repair skills.
The Skill Tree screen shows the Conditioning, Mobility and Survival branches, with a tooltip for Road Warrior, Nomadic Crafting and Field Repair that requires 30 points in Survival.

Also check which skill a missing item belongs to. Traps, Herbal Bandages, and the Raider Hatch Key come from Traveling Tinkerer, not Nomadic Crafting. Grabbing one end-of-branch skill won’t fill gaps left by a skill earlier in the path.