Arc Raiders Traveling Tinkerer — unlock path and field‑crafting items

Unlock this Survival skill, see what it lets you craft, and learn when to use field crafting versus the workshop.

By Pallav Pathak 4 min read
Arc Raiders Traveling Tinkerer — unlock path and field‑crafting items

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.

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

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.

Step 1: Open the Raider menu from the main screen, then open the Skill Tree and select Survival.

Step 2: Put a point into Agile Croucher (faster crouch movement) to start the branch.

Step 3: Invest in Revitalizing Squat (crouch stamina regen) on the lower branch.

Step 4: Unlock In‑Round Crafting to enable basic topside crafting.

Step 5: On the upper branch, take Looter’s Instincts (loot reveals faster).

Step 6: Unlock Silent Scavenger (quieter looting).

Step 7: Accumulate a total of 15 points in Survival to open the next tier for both branches.

Step 8: Take Good As New (stamina regenerates faster while healing).

Step 9: Take Suffer In Silence (quieter movement when critically hurt).

Step 10: Spend one point on Traveling Tinkerer to unlock the additional field‑craft items.

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.

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

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.

Step 1: Prioritize components that convert cleanly into utility: Wires, grenades, Fabrics, common herbs, and mid‑tier electronics (Sensors, Advanced Electrical Components). This keeps your options open for traps, bandages, and keys.

Step 2: Convert spare grenades into traps when you need map control. Traps consistently follow the pattern Grenade + Wire, which makes quick area denial simple when you find a Wire.

Step 3: Turn Fabrics and foraged plants into Herbal Bandages for stronger sustain than the baseline bandage when you expect prolonged fights.

Step 4: When you loot Sensors and an Advanced Electrical Components unit, craft a Raider’s Hatch Key to enable an immediate hatch extract or access a locked opportunity without detouring.

Step 5: If encumbrance creeps up, convert bulky raw materials into compact tools you know you’ll use within the raid. This frees capacity without leaving value behind.


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.