ARC Raiders field crafting — unlock, use, and item list

Unlock In‑Round Crafting and Traveling Tinkerer to make heals, traps, and utilities on the surface without a trip back to town.

By Pallav Pathak 4 min read
ARC Raiders field crafting — unlock, use, and item list

Field crafting lets you turn found materials into supplies mid‑raid. You’ll start with a basic set of items via In‑Round Crafting, then expand the catalog with Traveling Tinkerer on the Survival tree. Here’s how to unlock both, use the menu, and what you can make.


Enable field crafting (Survival skill path)

Unlock In‑Round Crafting

Step 1: Open your Raider skill tree from the main menu and select the Survival path. This tree controls looting, movement, and field utility perks.

Step 2: Spend one point in Agile Croucher to start the branch. This is a prerequisite node that opens the route to crafting.

Step 3: Place one point in Revitalizing Squat. With these two nodes taken, you can unlock In‑Round Crafting.

Step 4: Take In‑Round Crafting. This unlocks the ability to craft a basic set of items while topside during a raid.

NVG Nedyx_x • youtube.com
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Upgrade to Traveling Tinkerer

Step 1: Continue investing points in the Survival tree to reach the next tier. You’ll need to meet the tier threshold before Traveling Tinkerer becomes available.

Step 2: Take Looter’s Instincts and Silent Scavenger on the upper branch as you progress toward the tier gate. These are common prerequisites along the route.

Step 3: After reaching the tier threshold, pick Good As New and Suffer In Silence. These sit directly before Traveling Tinkerer in the tree.

Step 4: Unlock Traveling Tinkerer. This adds a second tier of field‑craftable items such as traps, utilities, and specialty keys.

NVG Nedyx_x • youtube.com
Video thumbnail for 'Upgrading In-Round Crafting into Traveling Tinkerer | ARC Raiders. #arcraiders'

Craft items while topside (controls and menu)

Step 1: During a raid, open the pause menu with Esc (or open the map screen). You’ll see an Inventory panel with multiple tabs.

Step 2: Go to the Crafting tab in your inventory. This tab appears only when In‑Round Crafting is unlocked. It lists recipes you can currently build based on materials you’re carrying.

Step 3: Select an item to see its requirements, then confirm to craft. The crafted item is added to your inventory so you can equip or use it immediately.


Field‑craftable items (what you can make)

The catalog you see depends on which Survival node you’ve unlocked (In‑Round Crafting vs. Traveling Tinkerer) and the materials you’re carrying. The table below summarizes the items players commonly craft on the surface and the typical material patterns they use.

Tier Item Purpose Materials pattern
Basic Bandage. Restores health during fights or after engagements. Fabric components.
Basic Shield Recharger. Restores shields to keep you in the fight longer. Standard workshop components.
Basic Light Impact Grenade. Light explosive for pressure or finishing targets. Standard workshop components.
Basic Li’l Smoke Grenade. Quick smoke to break line of sight or reposition. Standard workshop components.
Basic Flame Spray. Short‑range tool to force enemies off angles. Standard workshop components.
Basic Fruit Mix. Light heal/sustain while moving between fights. Foraged plants and consumables.
Basic Agave Juice. Stamina/utility refresh for long traversals. Foraged plants and consumables.
Basic Adrenaline Shot. Emergency recovery for quick turnarounds. Chemicals plus medical components.
Expanded Noisemaker Device. Distracts AI or covers movement noise. Standard workshop components.
Expanded Blaze Grenade Trap. Area denial; punishes pushes through a chokepoint. Grenade + Wire.
Expanded Smoke Grenade Trap. Creates a persistent screen to disengage or cross. Grenade + Wire.
Expanded Lure Grenade Trap. Pulls enemies into prepared angles. Grenade + Wire.
Expanded Gas Grenade Trap. Soft crowd control on doors and ladders. Grenade + Wire.
Expanded Herbal Bandage. Stronger heal than a basic bandage. Fabric + a moss/plant found topside.
Expanded Raider’s Hatch Key. Opens certain hatches/doors for extracts or loot. High‑tier electronics (e.g., advanced components + sensors).

Notes:

  • Ammo, weapons, and attachments are not part of field crafting. These are handled at the workshop in town.
  • Availability is dynamic; recipes only appear when you have the required materials in your bag.

Materials and cost notes (what to bring and convert)

Carry materials that convert cleanly into useful tools. Wires pair with grenades to create multiple trap types. Fabric, common herbs, and medical chemicals turn into heals and stims. Mid‑tier electronics are worth keeping for keys and utilities.

In prior tests, some players noticed bandages cost more when built in the field compared to crafting at base. Expect field convenience to trade a bit of efficiency for flexibility, and plan your runs accordingly.


When to craft in the field vs. at the workshop

Step 1: Convert spare grenades into traps when you need to hold a corridor or control a push. The consistent Grenade + Wire pattern makes this quick as soon as you find a Wire.

Step 2: Turn Fabric and foraged plants into stronger bandages before long fights. This reduces downtime and lets you stay topside longer.

Step 3: If you loot sensors and advanced electrical parts, craft a Raider’s Hatch Key immediately to open a hatch or shortcut rather than detouring to town.

Step 4: When weight or space becomes an issue, convert bulky raw materials into compact tools you know you’ll use this raid. This frees inventory while preserving value.

Step 5: Save town workshop crafting for ammo, weapons, attachments, and bulk stockpiles. Field crafting is best for saving a run or adapting to unexpected fights.


Skills that pair well with field crafting

  • In‑Round Crafting. Foundation node that enables the basic topside recipes.
  • Looter’s Instincts. Speeds up reveals while searching, helping you find materials faster.
  • Silent Scavenger. Quieter looting that reduces risk while you gather components.
  • Broad Shoulders. Extra carry weight to hold more components before converting them.
  • One Raider’s Scraps and similar loot‑boosting perks. Small chances to find extra field‑crafted items in Raider containers.

Set up In‑Round Crafting early, add Traveling Tinkerer when your build allows, and you’ll cut wasted trips by making exactly what you need on the surface.