ARC Raiders Traders, Full Reference
Every trader in Speranza, Celeste, Shani, Tian Wen, Lance, Apollo, and Ermal, what each one sells, what currency they use, and what to bring them.
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Speranza runs on six traders, and each one runs on a different currency, so "which trader" is really the first question every loot-sorting decision in this game answers. Quests are also trader-issued: completing a trader's line unlocks deeper stock from that same trader, which is why building a relationship with one or two traders early beats spreading thin across all six.
| Trader | Role | Currency | Sells |
|---|---|---|---|
| Celeste | Settlement lead, materials | Seeds | Basic and topside crafting materials |
| Shani | Security, ARC intel | Cred | Augments, weapon mods, medical items, the Raider Hatch Key |
| Tian Wen | Gunsmith | Coin | Weapons, ammunition, weapon mods |
| Lance | Clinic | Coin | Augments, shields, medical items |
| Apollo | Grenades and gadgets | Coin | Quick-use items: explosives, gadgets |
| Ermal | Nomadic envoy | Resources | Stash space, Expedition Vault slots, cosmetics |
Why the currency split matters
Coin is the general-purpose currency and covers the widest spread: Tian Wen, Lance, and Apollo all price in it, so Coin is what you'll bottleneck on across a normal raid rotation. Celeste's Seed economy and Ermal's Resource pricing are narrower lanes: Seeds mostly come back around into crafting materials, and Ermal's stock (stash space, Expedition Vault slots) is a longer-horizon spend you're not making every raid. Selling a Seed-priced item's components straight to Tian Wen or Lance for Coin is usually the wrong move if you're actually working toward a Celeste-gated upgrade. Check which currency the thing you want actually costs before you liquidate for the wrong one.
The Raider Hatch Key is worth knowing where it lives
It's Shani's stock, not world loot. See All Keys and What They Open for what it does and why it's worth keeping Cred in reserve for.
Ermal and the Expedition Vault
Ermal is the trader to know before you're anywhere near your first Expedition reset. Vault slots bought from Ermal are what let you carry a handful of items or blueprints across a Caravan departure instead of losing everything. See Expedition Explained for how that reset actually works.
Common misconception
Treating every trader interaction as "sell for the best price" misses that quests, not raw sell value, are what actually unlock a trader's better stock. A trader with thin, unimpressive inventory early on is frequently just gated behind quests you haven't done yet, not a permanently weak vendor.
Related reading
For which loot to route toward which trader's currency instead of selling on sight, see What to Sell, Keep, or Recycle. For the Workshop side of the same economy, see Workshop Upgrades: Priority Order and Materials.
Sources
The Forge’s one room today is EU5/Paradox. There is no ARC room yet.
The Embriters there are glad to talk ARC Raiders too. Drop in.