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How to Unlock Every Crafting Skill in Arc Raiders (Frozen Trail 2.0 Guide)

By Freedom251 Team · · 10 min read

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To unlock every skill that directly expands crafting in Arc Raiders, invest in the Survival branch in this order: In-round Crafting, then Traveling Tinkerer, then Nomadic Crafting at the final large Survival node. The first two open field recipes Topside; Nomadic Crafting adds a late set of ammunition, explosives, medical and traversal recipes.

That route does not unlock the entire crafting catalog. Workshop stations, station levels and learned blueprints remain a separate progression system. You also cannot treat the final Survival node as an automatic reward: Nomadic Crafting competes with Road Warrior and Field Repair, so your final choice depends on whether you value field-made supplies or another Survival specialization.

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What “every crafting skill” means in Arc Raiders

The current Frozen Trail 2.0 skill-tree rework places all three skills that directly expand field crafting in Survival:

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  • In-round Crafting opens the first set of items you can make while Topside.
  • Traveling Tinkerer adds more field recipes and enables grenade-trap crafting at the Hideout Workbench.
  • Nomadic Crafting is a choice at the final large Survival node and adds high-value ammunition, explosive, medical and mobility recipes.

“Every crafting skill” therefore means unlocking those three Survival skills. It does not mean learning every weapon, gadget or consumable recipe in the game. Those Workshop recipes are controlled by stations and blueprints, not by spending Survival points.

How the reworked Raider tree gates skills

A small node must be purchased before the next node on that path becomes available. Large nodes have two requirements: the preceding small node and a point threshold in that branch. The first large node in a branch opens at 10 points. At the later large node, the first choice becomes available at 30 points and a second choice at 40 points. The exact tree can change with a patch, so read the node labels in your current game before confirming a purchase.

Progression rule What it means for the crafting route
One point per purchased node Put points in Survival to advance toward all three crafting skills.
Preceding small node required You cannot skip a connector node just because you have enough branch points.
First large-node threshold: 10 branch points This is the first major gate in a branch; it is not the Nomadic Crafting gate.
Later large-node choice: 30 branch points The first option at the final Survival node becomes selectable.
Second choice: 40 branch points The tree reference reports another choice at this node, but there are still only three options and you cannot select all three.

The community skill reference used for the current item lists was edited on October 12, 2026. Embark’s general progression information predates the Frozen Trail 2.0 rework, so use the live in-game node text when it differs from an older guide.

Step 1: Buy In-round Crafting

Where it appears

In-round Crafting is the initial Survival node and costs one Skill Point. Select Survival in the Raider tree, choose the opening crafting node and confirm the point. Once purchased, the relevant recipes appear in your field-crafting interface while you are Topside.

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Recipes unlocked

Category Items listed for In-round Crafting
Offensive and tactical Flame Spray, Shaker, Li’l Smoke Grenade, Light Impact Grenade
Recovery and boosts Fruit Mix, Shield Recharger, Adrenaline Shot, Agave Juice, Bandage

These are field recipes, not Workshop blueprints. Having the skill does not place finished items in your stash; it only makes the recipes available when you have the required materials and are in a situation where field crafting is allowed. Check the item’s on-screen ingredient list rather than assuming that a material used for a similarly named Workshop recipe will work here.

Step 2: Buy Traveling Tinkerer

Reaching the node

Continue along the Survival path through its required small node. Traveling Tinkerer is a later one-point Survival node, so it is not available immediately at the start of a new Raider. Follow the connector nodes shown in your tree and keep enough Survival points invested to satisfy the branch gate.

Recipes and Workbench effect

New field recipe Use case
Noisemaker Creates a distraction or sound lure during a run.
Blaze Grenade Trap Deployable fire-based trap.
Smoke Grenade Trap Deployable concealment trap.
Lure Grenade Trap Deployable lure trap.
Gas Grenade Trap Deployable gas trap.
Herbal Bandage Additional field recovery option.
Raider Hatch Key Craftable key for the relevant hatch interaction.

Traveling Tinkerer also enables grenade-trap crafting at the Hideout Workbench. That is a narrow exception to the simple “field skill versus Workshop” split: the skill unlocks the trap recipes, while the Workbench is the place where those recipes can be made in the Hideout. It does not replace station construction, station upgrades or blueprint learning for the rest of the catalog.

Step 3: Reach the final Survival node and choose Nomadic Crafting

Point requirement

Nomadic Crafting is a final large-node option, not an automatic third reward for buying the first two skills. Build the Survival branch to the node’s prerequisite and reach the 30-point threshold for the first choice. If you want a second option at that same large node, the current reference reports a 40-point requirement. The options are Nomadic Crafting, Road Warrior and Field Repair; the tree does not let one purchase all three choices.

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Recipes currently listed for Nomadic Crafting

Item Why it matters in a run
Heavy Ammo Lets you replenish heavy-ammunition needs without relying entirely on a Workshop loadout or found supplies.
Light Ammo Supports weapons that consume light ammunition during a longer expedition.
Medium Ammo Provides an in-run option for medium-ammunition weapons.
Shotgun Ammo Maintains shotgun ammunition when scavenged supplies run short.
Shrapnel Grenade Adds a direct explosive option to the field-crafting menu.
Defibrillator The current community reference lists this medical item under Nomadic Crafting.
Zipline Provides a craftable traversal tool.

Ammo recipes are especially valuable for squads that plan to stay Topside for a long time, because they turn collected materials into a direct answer to an ammunition shortage. The mobility and medical recipes can be more important for teams that prioritize extraction routes, rescues or repositioning over sustained firefights.

Nomadic Crafting has a live-list discrepancy

Published lists do not agree on one part of Nomadic Crafting. The current community reference lists Defibrillator and Zipline. A PC Gamer guide dated October 8, 2026 lists the four ammo types, Shrapnel Grenade, Zipline and Grappling Hook, but does not list Defibrillator.

Because the two lists were published after the skill-tree rework and conflict on a specific item, do not assume that Grappling Hook or Defibrillator is settled from an external guide. Open the Nomadic Crafting node in your current build and read its tooltip before spending the point. Treat the live tooltip as the authority for your platform, patch and account state. The uncontested part of the route is the node’s role: it is the late Survival choice that adds field ammunition and several high-value utility recipes.

Why these skills do not unlock every Workshop recipe

The Workshop is the larger crafting system. Embark’s progression help describes it as the place to craft gear, weapons and utilities, with different tables specializing in different types. The listed stations are:

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Station General specialization
Explosives Station Explosive equipment and related recipes.
Gear Bench Gear and equipment recipes.
Gunsmith Weapon-related crafting.
Medical Lab Medical and recovery items.
Utility Station Utility gadgets and tools.
Refiner Material processing and refinement.

The basic Workbench becomes free after you play one round. Building and upgrading the specialized stations requires materials, and higher station levels can reveal additional recipes. Advanced crafts may require both the station at the required level and a learned blueprint. A Research Station is also part of the post-Frozen Trail Workshop setup; it requires an Outpost, and its levels require the matching Outpost level.

Blueprints use a separate unlock action

  1. Find a blueprint while scavenging or receive one through Trials, quests or projects.
  2. Extract successfully with the blueprint. A blueprint found during a failed run is not available to learn.
  3. In Speranza, select Learn and Consume. The blueprint is consumed and its recipe is added to the appropriate Workshop station.
  4. Meet the station and level requirements when you attempt to craft the item.

Blueprint locations are not uniform. Some are tied to a map or condition, while broad blueprint categories may be more common in particular container types. Do not spend Survival points expecting a blueprint to appear, and do not confuse a recipe visible at a station with a recipe already learned on your account.

A practical point-spending route

For the fastest access to field crafting

  1. Open the Raider tree and select Survival.
  2. Purchase the opening small nodes required to reach In-round Crafting.
  3. Spend the one point on In-round Crafting.
  4. Continue through the next required connector nodes toward Traveling Tinkerer.
  5. Purchase Traveling Tinkerer when it becomes available.
  6. Keep advancing Survival until the final large node’s prerequisite and point threshold are met.
  7. At 30 Survival points, choose Nomadic Crafting if field ammunition, explosives, medical support or traversal tools are your priority.
  8. Read the Nomadic tooltip before confirming, especially if you need to know whether your current version lists Grappling Hook or Defibrillator.

This is the shortest sensible route to all three crafting-expansion skills, but it is not necessarily the strongest first build for every player. Connector nodes and branch thresholds mean that reaching Nomadic Crafting requires a substantial Survival investment, so you give up points that could have gone into Conditioning or Mobility during the same leveling period.

For a squad support player

Prioritize In-round Crafting and Traveling Tinkerer first. Bandage, Herbal Bandage, Shield Recharger and Adrenaline Shot provide recovery options, while traps and the Noisemaker help control encounters. Take Nomadic Crafting when your group regularly runs out of ammunition or needs the medical and traversal option shown in your live tooltip.

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For an ammunition-focused fighter

Reach Nomadic Crafting as soon as your Survival threshold allows, then verify which ammo types are shown in the node. The four ammo types listed by the current reference cover heavy, light, medium and shotgun ammunition. This route has a large opportunity cost: Road Warrior and Field Repair remain unavailable as your first choice at that node.

For a mobility or repair specialist

Do not select Nomadic Crafting automatically just because it is the crafting option. Compare the tooltip for Road Warrior and Field Repair with your normal squad role. A player who rarely crafts in the field may gain more from one of those alternatives, while another player may value Zipline or the disputed mobility/medical item enough to accept the Survival investment.

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Skill-point budget, resets and long-term planning

The current skill reference reports one Skill Point per Raider level, 76 points from leveling, and up to five additional points for each completed Expedition. Those figures describe the current system and can change with a patch or Expedition rebalance; they are not a permanent promise of the game’s progression model.

A full skill-tree reset is reported to cost 2,000 Coins per Skill Point. The reset applies to the full tree: there is no individual-skill reset or branch-only reset option in the current reference. Before confirming an expensive reset, write down the Survival nodes you need, inspect the live Nomadic tooltip and compare the final-node alternatives. Resetting simply to correct a mistaken assumption about Grappling Hook or Defibrillator can be avoided by checking the node first.

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Planning question Recommended check
Do I need items during a run or only in the Hideout? Choose Survival crafting skills for field access; use Workshop stations and blueprints for the broader catalog.
Can I afford the Survival thresholds? Count your available points and include every required connector node, not only the named crafting nodes.
What do I sacrifice at the final node? Compare Nomadic Crafting with Road Warrior and Field Repair before selecting the first option at 30 points.
Will my route change after an update? Read the current tree and tooltips; the Frozen Trail 2.0 layout is patch-sensitive.

Common mistakes and how to fix them

“I bought In-round Crafting, but the Workshop recipe is still locked.”

That is expected when the item belongs to a Workshop station or requires a blueprint. In-round Crafting changes the Topside field-crafting menu; it does not construct stations or learn blueprints.

“I cannot see Traveling Tinkerer.”

Check that you are in the Survival branch, have purchased the preceding small node and have met the branch requirement shown by the tree. A point in Conditioning or Mobility does not substitute for a Survival point.

“I reached 30 Survival points, but Nomadic Crafting is not selectable.”

Large nodes also require their preceding small node. Follow the visible path and buy any missing connector. If the node still does not match an older guide, use the current in-game label rather than a pre-rework screenshot.

“I selected Nomadic Crafting and expected every final-node perk.”

The node is a choice among Nomadic Crafting, Road Warrior and Field Repair. A second choice is reported at 40 branch points, but the tree still has only three options; selecting Nomadic Crafting does not grant the other two automatically.

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“My list shows Grappling Hook while another list shows Defibrillator.”

This is the documented post-rework discrepancy. Inspect the live Nomadic Crafting tooltip for your version and use that list when planning materials. Do not infer the answer from a third-party list dated for a different patch.

“I found a blueprint but cannot craft it.”

Extraction is only the first requirement. In Speranza, use Learn and Consume, then verify that the correct station has the required level. A blueprint left unlearned, an under-leveled station or a missing material can each keep the recipe unavailable.

What to check after unlocking the skills

  • Open the field-crafting menu Topside and confirm that the In-round Crafting recipes are visible.
  • Check for Traveling Tinkerer’s Noisemaker, traps, Herbal Bandage and Raider Hatch Key.
  • At the Hideout Workbench, verify that grenade-trap recipes are now available.
  • Inspect the Nomadic Crafting tooltip in the live tree before gathering materials for its disputed item.
  • Review each Workshop station separately; a field skill does not replace station upgrades.
  • After extracting with a blueprint, go to Speranza and use Learn and Consume.
  • Before a reset, compare the 2,000-Coins-per-Skill-Point full-reset cost with the value of rebuilding the entire tree.

Final answer: the complete crafting route

Spend Survival points on In-round Crafting first, follow the branch to Traveling Tinkerer, then reach the 30-point final large node and choose Nomadic Crafting if you want the full set of field-crafting expansions. Verify the last node’s live tooltip because published lists conflict over Grappling Hook and Defibrillator. Separately build and upgrade Workshop stations, extract blueprints and learn them in Speranza; those systems are required for the rest of the game’s crafting catalog.

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ARC RaidersBlueprintscrafting skillsFrozen Trail 2.0Survival skill treeWorkshop

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