Running out of grenades mid-firefight? Need bandages but forgot to stock up before deploying? The Traveling Tinkerer skill solves one of ARC Raiders‘ most frustrating problems: being stuck topside without essential gear. This survival-focused ability transforms you from a resource-dependent Raider into a self-sufficient field operative who can craft critical items wherever danger strikes.
But here’s the catch—unlocking Traveling Tinkerer requires strategic skill point investment and careful progression planning. Let’s break down exactly how to unlock this game-changing ability and maximize its potential.
Table of Contents
ARC Raiders Traveling Tinkerer: Skill Overview
| Skill Detail | Information |
|---|---|
| Skill Tree | Survival |
| Total Points Required | 36 skill points |
| Unlock Method | Progressive unlock through Survival tree |
| Primary Function | Field crafting without Workshop access |
| Craftable Items | 13 unique items (traps, consumables, utilities) |
| Respec Available | No (skill points are permanent) |
| Best For | Solo players, extended expeditions, tactical flexibility |
How to Unlock Traveling Tinkerer: Step-by-Step

ARC Raiders features a comprehensive Skill Tree system divided into three branches: Conditioning, Mobility, and Survival. Traveling Tinkerer sits deep within the Survival branch, requiring significant investment before access.
Unlock Process:
Step 1: Navigate to the main menu and select the Raider tab
Step 2: Click the Skill Tree icon at the bottom of your screen (first icon)
Step 3: Select the Survival skill tree branch
Step 4: Progress through prerequisite skills leading to Traveling Tinkerer
Step 5: Once you’ve invested 36 total skill points in the required path, unlock Traveling Tinkerer
Critical Warning: Skill points are non-refundable. Once spent, you cannot reallocate them. Plan your build carefully before committing to the Traveling Tinkerer path. For comprehensive build strategies, check our ARC Raiders skill tree optimization guide.
Why 36 Skill Points Matters
Since you earn one skill point per level, reaching Traveling Tinkerer requires hitting at least level 36—assuming you invest exclusively in the Survival path. Realistically, most players unlock it around levels 40-45, as optimal builds require spreading points across multiple trees for balanced gameplay.
This significant investment makes Traveling Tinkerer a mid-to-late game unlock rather than an early advantage. New players should focus on foundational skills first, then work toward field crafting once they understand resource management better.
Complete Craftable Items List
Once unlocked, Traveling Tinkerer grants access to 13 different field-craftable items covering tactical, defensive, and survival needs:
Tactical Equipment:
- Noisemaker Devices (enemy distraction)
- Blaze Grenade Trap
- Smoke Grenade Trap
- Lure Grenade Trap
- Gas Grenade Trap
- Light Impact Grenade
- Li’l Smoke Grenade
- Flame Spray
Survival Items:
- Herbal Bandages (health restoration)
- Adrenaline Shots (combat enhancement)
- Fruit Mix (sustenance)
- Agave Juice (hydration)
Utility:
- Raider’s Hatch Key (access restricted areas)
Each item requires the same crafting materials you’d use at Speranza’s Workshop, but now you can create them anywhere topside. This flexibility transforms inventory management—carry raw materials instead of finished products, then craft what you need when situations demand it.
Strategic Applications in Combat
The true power of Traveling Tinkerer reveals itself during extended missions where returning to base isn’t viable. Imagine you’re deep in hostile territory, shields broken, and bandages depleted. Instead of extracting prematurely, you craft Herbal Bandages from collected materials and continue pushing objectives.
Combat Scenarios:
Ambush Recovery: Craft Smoke Grenades mid-engagement to break line of sight and reposition safely.
Enemy Manipulation: Deploy Noisemaker Devices to draw ARC patrols away from critical paths.
Resource Optimization: Convert excess materials into tactical equipment rather than leaving inventory space unused.
Sustained Operations: Enable multi-quest runs without returning to Speranza for resupply.
For more tactical approaches, explore our ARC Raiders combat strategies.

Material Requirements Stay Identical
Traveling Tinkerer doesn’t reduce crafting costs—you still need the exact same materials required for Workshop crafting. The advantage lies purely in location flexibility, not resource efficiency.
Smart Raiders farm materials during low-risk exploration phases, then craft equipment when danger escalates. This approach maximizes inventory efficiency while maintaining combat readiness. Visit the Embark Studios website for official material gathering guides and crafting recipes.
Frequently Asked Questions
Should I prioritize Traveling Tinkerer over other Survival tree skills?
It depends on your playstyle. Solo players benefit enormously from field crafting since they lack squadmates for resource sharing. If you regularly run extended missions without frequent extractions, Traveling Tinkerer becomes essential around level 30-35. However, squad players who coordinate loadouts beforehand might extract more value from other Survival skills like enhanced healing efficiency or improved loot detection. Consider your typical mission duration and solo versus squad ratio before committing 36 points to this path.
Can I craft ammo or weapons using Traveling Tinkerer?
No, Traveling Tinkerer exclusively unlocks the 13 items listed in this guide—primarily consumables, traps, and tactical equipment. Weapon crafting and ammunition production remain Workshop-exclusive activities. This limitation prevents the skill from becoming overpowered while still providing significant survival advantages. You cannot craft shields, repair equipment durability, or create advanced augments in the field. The skill focuses on immediate tactical needs rather than full gear replacement.






