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To unlock every skill that directly expands crafting during a raid, build through the Survival branch in this order: buy In-round Crafting, continue to Traveling Tinkerer, then reach the final Survival large node and select Nomadic Crafting. These perks expand the items you can make Topside; they do not unlock every Workshop recipe.
The current Frozen Trail 2.0 tree also creates an important limitation: Nomadic Crafting is a choice against Road Warrior and Field Repair. You can reach the node and make a second choice after the branch threshold, but the current skill listing does not support selecting all three options. If your goal is the broadest crafting access, reserve the final choice for Nomadic Crafting and learn Workshop recipes separately through stations and blueprints.
What “every crafting skill” means in ARC Raiders
ARC Raiders has two progression systems that are easy to confuse:
- Raider skills spend Skill Points in the Conditioning, Mobility and Survival branches. The three skills that directly add field-crafting capability are all in Survival.
- Workshop progression covers station construction, station upgrades and blueprints for the larger catalog of weapons, gear, gadgets and consumables.
In-round Crafting, Traveling Tinkerer and Nomadic Crafting control what appears in the field-crafting menu while you are Topside. Traveling Tinkerer also adds grenade-trap recipes at the Hideout Workbench. Spending Survival points does not automatically teach every Workshop recipe, and learning a blueprint does not replace the Survival perks.
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This distinction matters because a player can have Nomadic Crafting and still be unable to make a particular weapon or gadget at the Workshop. Conversely, a player can upgrade Workshop stations and learn blueprints without having the field recipes that make emergency supplies during a raid.
The shortest route to all three field-crafting skills
| Skill | Where it appears | Cost and gate | What it adds |
|---|---|---|---|
| In-round Crafting | Initial Survival node | 1 Skill Point; buy the preceding Survival node if the path is not already open | Basic field crafting Topside, including healing, shields, stimulants, food, grenades and a Flame Spray |
| Traveling Tinkerer | Later Survival node | 1 Skill Point; follow the connected Survival path | Additional field items and grenade-trap crafting at the Hideout Workbench |
| Nomadic Crafting | Final Survival large node | Reach the branch threshold, then select Nomadic Crafting instead of the other option(s) offered there | Field ammunition, explosives, a mobility item and a medical item; the exact disputed item is discussed below |
The tree’s general rule is that a point in a preceding small node opens the next node on that path. Large nodes require both the preceding small node and enough points invested in that branch. The first large node opens at 10 points in the branch. At the later large node, the first choice is available at 30 branch points and a second choice is reported at 40.
How Survival branch thresholds work
Small nodes open the path
Do not look only at the name of a desired perk. If a node is greyed out, buy the connected preceding small node first. A point spent elsewhere in Conditioning or Mobility does not substitute for the prerequisite on the Survival path.
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The current skill listing places the first large-node gate at 10 points in Survival. You must meet that branch total and own the preceding small node before the large node can be selected. In-round Crafting is the initial Survival crafting perk, so it is normally the first target once its path is available.
The late large-node choices
The second major choice point is where the “unlock every crafting skill” wording becomes misleading. At 30 Survival points, the node offers a first choice. At 40 points, the listing reports that a second choice becomes available. The node contains Nomadic Crafting, Road Warrior and Field Repair, so a player should not assume that reaching 40 grants all three. Select Nomadic Crafting if field ammunition and emergency utilities are more valuable to your squad than the alternatives.
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Step-by-step route
- Open the Raider skill tree and select Survival. Spend points only on the connected Survival route until the next required node is visible. The tree is branch-gated, so an apparently cheap perk can still require earlier nodes.
- Buy In-round Crafting for 1 point. This is the initial crafting expansion. After purchase, the listed field recipes become available when you are Topside, subject to the normal item and material requirements.
- Continue through the small Survival nodes. Keep enough Survival points for the first large-node threshold and buy each prerequisite node in sequence. The tree does not let you skip a preceding small node simply because you have spare points.
- Reach Traveling Tinkerer and spend 1 point. This adds the next group of field recipes and enables grenade-trap crafting at the Hideout Workbench. If the perk is unavailable, check the preceding node and your Survival-branch total before spending points elsewhere.
- Build toward 30 Survival points. The late large node’s first choice is reported at 30 points in the branch. Keep your planned route in Survival rather than diverting points to another branch if Nomadic Crafting is the priority.
- Select Nomadic Crafting at the large node. Do this instead of Road Warrior or Field Repair when you want the broadest field-crafting inventory. If you want a second choice at this node, continue to the reported 40-point threshold, but do not treat the node as an “all options” unlock.
- Verify the live tooltip before committing. Published lists disagree on one Nomadic Crafting item. The current community listing dated October 12, 2026 lists Defibrillator, while a PC Gamer guide dated October 8, 2026 lists Grappling Hook instead. Check the in-game skill description on your platform and patch before assuming which item you will receive.
Recipes added by each skill
In-round Crafting
The October 12, 2026 community skill listing lists these items under In-round Crafting:
- Flame Spray
- Shaker
- Li’l Smoke Grenade
- Light Impact Grenade
- Fruit Mix
- Shield Recharger
- Adrenaline Shot
- Agave Juice
- Bandage
These are field-crafting additions. The perk does not mean that every Workshop version of a weapon, gadget or consumable is now learned; Workshop recipes remain controlled by station access and blueprints.
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Traveling Tinkerer adds:
- Noisemaker
- Blaze Grenade Trap
- Smoke Grenade Trap
- Lure Grenade Trap
- Gas Grenade Trap
- Herbal Bandage
- Raider Hatch Key
Its distinctive extra effect is grenade-trap crafting at the Hideout Workbench. If you can craft a trap in the field but cannot find the corresponding Workbench recipe, confirm that Traveling Tinkerer is actually purchased and that you are using the Hideout Workbench rather than another station.
Nomadic Crafting
The current wiki listing lists:
- Heavy Ammo
- Light Ammo
- Medium Ammo
- Shotgun Ammo
- Shrapnel Grenade
- Defibrillator
- Zipline
A recent PC Gamer list instead names Grappling Hook and does not include Defibrillator. Because the two lists were published close together during the Frozen Trail 2.0 rework, neither disputed item should be treated as settled without reading the live tooltip. The four ammunition types, Shrapnel Grenade and Zipline are the items consistently represented in the two dated listings.
Nomadic Crafting versus Road Warrior and Field Repair
Nomadic Crafting is not a bonus awarded after completing every other Survival perk. It occupies one of the final branch choices. That makes the decision about play style rather than simple completionism.
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| Choice | Best fit | Trade-off |
|---|---|---|
| Nomadic Crafting | Players who want emergency ammunition, grenades, mobility and medical utility without returning to a station | You give up the benefit represented by the other final-node option unless the game lets you make the reported second choice at 40 points |
| Road Warrior | Players prioritizing the effect described by that combat-oriented branch choice in the live tooltip | You do not get Nomadic Crafting from the same first choice |
| Field Repair | Players who value the repair-focused effect shown in the live tree | You do not get Nomadic Crafting from the same first choice |
The names alone do not establish the exact effects of Road Warrior or Field Repair after the rework. Read their current tooltips before choosing them. The evidence establishes the opportunity cost and the branch thresholds, not a universal best build for every squad.
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Field crafting and Workshop crafting are separate
What the Workshop does
Embark’s Help Center describes the Workshop as the place to craft gear, weapons and utilities. Different tables specialize in different categories. The listed stations are:
- Explosives Station
- Gear Bench
- Gunsmith
- Medical Lab
- Utility Station
- Refiner
The basic Workbench becomes free after you play one round. Constructing and upgrading the other stations consumes their required materials, and station upgrades can expose additional recipes.
Why a station or blueprint can still be required
Advanced Workshop crafts may require both a station at the required level and a learned blueprint. The skill tree does not bypass either condition. You can therefore have enough Survival points and still receive a locked-recipe message because the station is underleveled or the blueprint has not been consumed.
The Research Station after Frozen Trail
The post-Frozen Trail Workshop listing also lists a Research Station. It requires an Outpost, and each Research Station level requires the matching Outpost level. Treat this as a separate Hideout progression requirement, not as another Survival skill.
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How to unlock Workshop recipes
- Find a blueprint Topside. Blueprints can come from scavenging, Trials, quests or projects. Their locations vary: some are tied to a map or condition, while broad categories may be more common in particular container types.
- Extract successfully with the blueprint. The Workshop instructions say a found blueprint must make it out with you before it can be learned. Losing the raid before extraction does not complete this step.
- Return to Speranza. Open the blueprint in the relevant Workshop interface.
- Choose “Learn and Consume.” This consumes the blueprint and unlocks its recipe. Keeping a blueprint in storage is not the same as learning it.
- Meet the station requirement. Build or upgrade the station named by the recipe, and check whether the recipe requires a particular station level.
- Gather the craft materials and build the item. A learned recipe still follows the normal material requirements. Field perks do not remove those costs.
Embark’s progression documentation also notes that players can find new recipes while Topside. That statement describes recipe discovery, not automatic learning: extraction, “Learn and Consume,” station access and materials remain separate steps.
Skill Point budget and reset costs
The current community listing reports one Skill Point per Raider level, 76 points available from leveling, and up to five additional points per completed Expedition. These are current game-system figures, not permanent guarantees; future patches can change level rewards or Expedition payouts.
A full skill-tree reset is reported to cost 2,000 Coins per Skill Point. The same listing says there is no individual skill reset and no branch-only reset. Plan the Survival route before spending heavily in other branches, because correcting a single mistaken purchase may require resetting the entire tree and paying the per-point cost.
A practical budgeting method
- Write down the Survival points needed for the next threshold before buying optional nodes.
- Keep a reserve for the 30-point Nomadic Crafting choice if that is your target build.
- Do not count Workshop blueprints as a reason to delay Survival points; they use a different progression track.
- Before a reset, confirm the live tree and tooltip. A reset cannot resolve a recipe that is actually controlled by a blueprint or station level.
Which route should you choose?
Choose the full field-crafting route
Choose In-round Crafting, Traveling Tinkerer and Nomadic Crafting if your group values self-sufficiency during a raid. This route covers emergency healing, shields, stimulants, traps, a hatch key, several ammunition types and additional combat utilities. It is the closest match to “unlock every crafting skill,” while still recognizing that the final node has competing choices.
Stop after Traveling Tinkerer
Stopping after Traveling Tinkerer can make sense for players who spend most of their time near established supply routes or who prefer a different final Survival choice. You still gain the field utility and grenade-trap Workbench access without committing to Nomadic Crafting.
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Prioritize Workshop progression instead
If your main goal is permanent access to weapons, gear or advanced gadgets in the Hideout, prioritize extracting blueprints and upgrading the required stations. Nomadic Crafting cannot substitute for that catalog. A balanced account usually needs both tracks: Survival perks for raid emergencies and Workshop progression for planned loadouts.
Troubleshooting locked or missing recipes
“The skill is visible but locked”
- Check that the preceding small node is purchased.
- Check your total points in Survival, not your overall Raider level.
- At a large node, verify that you reached the 10-, 30- or 40-point threshold relevant to that node.
“I bought the skill, but the item is not in the Workshop”
Open the field-crafting menu Topside first. In-round Crafting and Nomadic Crafting are primarily field skills. Traveling Tinkerer’s special Workshop effect is limited to grenade traps; it does not place every listed item into every station.
“The Workshop recipe is still locked”
- Confirm that you extracted with the blueprint.
- Use Learn and Consume in Speranza.
- Check the station name and required station level.
- For Research Station progression, check the required Outpost level.
“The Nomadic item list does not match a guide”
This is expected while the dated listings disagree. The community listing updated October 12, 2026 lists Defibrillator; PC Gamer’s October 8, 2026 guide lists Grappling Hook instead. Use the live in-game tooltip for the version installed on your platform before selecting the node.
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With In-round Crafting and Traveling Tinkerer purchased, you have the first two Survival perks that expand field crafting and the trap recipes tied to the Hideout Workbench. With Nomadic Crafting selected at the final large node, you add the late-game field list shown by the current tooltip, including ammunition, Shrapnel Grenade and Zipline, plus whichever of Defibrillator or Grappling Hook your live version grants.
Your Workshop will still need its own stations, upgrades and learned blueprints. Treat the two systems as complementary: Survival skills determine what you can improvise Topside, while Workshop progression determines what you can manufacture from the Hideout before deployment.
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