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ARC Raiders · Guides
ARC Raiders currency guide: how credits work, which vendors to prioritize, crafting vs. buying, and how to build vendor relationships for better stock.

Reviewing
ARC Raiders
Embark Studios
This ARC Raiders currency guide untangles the five vendors and two currency tracks the game never explains on a single screen. The game assumes you'll work it out. Some players do quickly. A lot don't, and they spend their first 15 hours buying mid-tier weapons outright while never leveling the relationships that would have made everything cheaper. Below: how credits work, how vendor relationship XP works, and which spending order actually builds your progression fastest.
TL;DR: Credits come from selling extracted materials to the matching Speranza vendor (Celeste for raw materials, Tian Wen for weapons), completing contracts, and scrapping gear you won't use. The highest-leverage spend is vendor relationship XP, not gear: leveling Tian Wen unlocks cheaper weapon recipes that pay back over every run. Run the free Standard loadouts for your first 20 hours and pour credits into relationships instead of one-off purchases.
ARC Raiders released October 30, 2025 at $39.99. This guide covers the progression and currency systems as they exist in the current build (April 2026).
What this guide covers: how credits are earned, how vendor relationship XP works, the five-vendor Speranza economy, and the spending priority order for the first 30 hours.
Prerequisites: basic familiarity with the extraction loop. If you're still figuring out how raids work fundamentally, start with the ARC Raiders beginner guide first. The currency system only makes sense once the extraction loop clicks.
Time investment: vendor relationships take 15-25 hours to reach the meaningful unlock tiers for the vendors that matter most.
The Speranza base is where credits convert to gear. Credits persist across failed runs; vendor relationship XP persists and never resets.
ARC Raiders has two progression tracks that feel separate but connect through vendor interactions:
Credits: The primary currency. Earned by selling materials and weapons to vendors, completing quests, and scrapping gear. Used to buy gear, ammunition, deployables, and crafting supplies. Credits are per-run fungible: lose a run, lose your carried gear, but credits in Speranza stay.
Vendor Relationship XP: A secondary track, per vendor, that unlocks stock tiers. Relationship XP comes from buying AND selling with a specific vendor. The higher the relationship, the better the items that vendor offers. Relationship XP persists across all runs: it never resets.
Players who treat vendors as shops rather than relationship tracks spend more credits overall. The early investment in relationship XP reduces effective item costs permanently.
Celeste: raw materials, farming supplies, and basic crafting components. The correct vendor for selling Common and Uncommon materials you extracted. Relationship XP with Celeste unlocks better raw material stock and farming tool upgrades.
Tian Wen: weapons and weapon parts. Sell intact weapons here for the best return. Tian Wen's relationship track unlocks new weapon recipes and higher-tier weapon stock. This is the most important vendor relationship for combat-focused progression.
Apollo: gadgets and deployables (sensors, grenades, trip wires, and tools). Relationship XP opens better deployable options. Less urgent than Tian Wen or Lance early, but the Smoke Grenade and Motion Sensor are two of the strongest utility items in the mid-game and both require Apollo relationship investment.
Lance (armor and medical supplies. Lance unlocks better armor pieces and healing gear through relationship progression. The survivability gear available at higher Lance tiers meaningfully changes how much punishment you can take, and his medical supply stock improves too) relevant if you're running any content where healing is the limiting factor.
Shani: Hatch Keys and reconnaissance tools. Shani doesn't have a traditional stock to unlock. Her relationship track improves Hatch Key availability and adds a few reconnaissance items. She's less critical to level early than the others.
Match material type to vendor for every sale:
Selling to the wrong vendor gives the same credit value (roughly) but builds zero relationship XP with the correct vendor. This is the most common mistake in the first 20 hours: players dump everything on Celeste because she's first in the hub layout.
First: Tian Wen to level 2. Unlocks the Ferro battle rifle recipe: the strongest consistent craftable weapon in the game. The recipe requires 2 rubber parts and 5 metal parts, both Common tier materials. Running the Ferro for the cost of Common materials rather than buying weapons outright saves hundreds of credits per session.
Second: Lance to level 2. Unlocks better armor pieces and an improved medical and healing stock, which raises how much punishment you can take per run. The ARC Raiders armor guide covers how armor tiers interact with detection and noise, but the short version is: Lance's survivability gear keeps you alive long enough to extract, which matters more than a marginal weapon upgrade early on.
Third: Safe Pocket expansion via Survival skill tree. Not technically a vendor relationship: this is the skill tree. But it uses the same progression resources (credits fund the vendor steps that produce the crafting materials that unlock skill tree nodes). The Safe Pocket keeps quest items and rare blueprints on death. Expand it before spending on any pure combat upgrade.
Fourth: Apollo to level 2 for the Motion Sensor and Smoke Grenade. These are the two highest-utility deployables for squad play. The Motion Sensor reveals enemy positions through walls at close range: more useful than almost any weapon upgrade in information-limited situations.
Fifth: Celeste to level 2 and Tian Wen to level 3. Celeste level 2 opens better raw material stock. Tian Wen level 3 unlocks weapon upgrade recipes you'll want for the mid-game. Shani's relationship can wait until everything else is leveled.
The general rule: craft anything you'll use more than three times, buy anything you need once.
Craft: The Ferro battle rifle (2 rubber parts, 5 metal parts). Any augment with a recipe you have materials for. Medical supplies when you have the parts rather than the credits.
Buy: One-time situational weapons for a specific run goal. Hatch Keys from Shani (these are single-use; buying makes more sense than the recipe complexity of crafting them). Any loadout item where you're testing whether you actually want to commit to crafting it.
The Ferro is worth emphasizing. Players who buy a weapon outright at 400-600 credits per run, four times per session, are spending 1,600-2,400 credits on something that could cost 40 credits worth of Common materials with the recipe unlocked. The cost difference across 20 runs is several thousand credits: enough to fully level two vendor relationships.
Standard loadouts are borrowed: they cost zero credits. A Standard loadout player running a Ferro-crafted weapon is functionally competitive with anyone in the first 30 hours. The mistake is investing heavily in crafted personal loadouts before understanding which maps you actually run well.
Save personal loadout investment for maps where you know the patrol routes, the loot room locations, and the extraction timing. For the ARC Raiders extractions guide covering extraction point types and timing: knowing that before you invest a crafted loadout matters.
GODEEPER: Credits flow faster when contracts are running in parallel (the contracts guide covers how to stack vendor objectives across a single raid for double the relationship XP. ARC Raiders Contracts Guide) Rewards and Stacking Tips →
Every raid ends one of two ways: you extract with loot, or you die without it. The Safe Pocket guarantees a minimum return regardless. Quest items go in first, always. After quest items: exotic blueprints, rare materials, and (when running crafted gear) one high-value weapon component.
A Safe Pocket that's never empty means every run has a floor. Even a failed raid produces something.
Damaged weapons return more in component parts than in credits when sold in standard condition. At Tian Wen, choose the scrap option rather than sell for damaged weapons: the component parts go back into crafting, which is more efficient than credits for weapons you'll recreate anyway.
Intact weapons above your current equipped tier: sell for credits and relationship XP. The hierarchy is important: don't scrap weapons you haven't replaced yet.
Raider Hatch Keys from Shani open a silent extraction point: no alarm radius, no broadcast to other players. The window is 15 seconds. Use them when you have a full inventory and a clean line to the hatch location. Don't use them in the middle of an active engagement.
They're disabled during electromagnetic storm conditions. If the storm is active, fall back to a cargo elevator or airshaft rather than burning a Hatch Key that won't work.
Some players hoard credits to "afford better gear later." This is backwards. Credits sitting unspent in Speranza are not generating vendor relationship XP. Spend them on relationship-building items: even low-tier purchases with the right vendor build the track. The vendor relationship unlocks are what make future gear cheaper; the credits themselves are the payment, not the prize.
Vendor stock in ARC Raiders updates between sessions. Items available one session may not be available the next. When you see a Rare blueprint or augment you want, buy it immediately rather than waiting: it may not be there when you come back. This is especially true of Shani's Hatch Key supply, which has a limited per-session count.
Post-run loot sorting: sell materials to Celeste, weapons to Tian Wen, components to Jax. The 90-second sort saves hours of relationship XP grind later.
Mistake 1: Selling everything to one vendor
It's faster to dump all loot at one vendor, but the relationship XP loss over 20 hours is substantial. Sort your post-run loot into the correct vendor category before selling. It takes 90 extra seconds per session and saves hours of regrinding later.
Mistake 2: Buying weapons instead of crafting the Ferro
Buying a decent weapon costs 400-600 credits per run. Crafting the Ferro costs Common materials worth about 40 credits. Players who haven't unlocked the Ferro recipe are spending 10x more per run on the same function. Tian Wen level 2 is the single most valuable early unlock in the game.
Mistake 3: Ignoring the Survival skill tree
Credits spent on gear are temporary: the gear gets used and consumed. Credits (indirectly) spent on Survival skill tree nodes, including Safe Pocket expansion, are permanent. They change every run thereafter. Players who skip the Survival tree and invest everything in one-time gear purchases stall out around the 30-hour mark when they realize their run efficiency hasn't improved despite high credit spending.
Mistake 4: Running crafted loadouts before understanding the map
A crafted loadout disappears when you die. Dying in a map you don't know is how most early credits evaporate. Run Standard loadouts in any new map until you understand the patrol patterns and extraction geometry. The ARC Raiders maps guide has the per-map breakdown.
Mistake 5: Using Hatch Keys on White zone runs
Hatch Keys are valuable. White zone loot doesn't justify them. Save Raider Hatch Keys for runs where you've hit Orange or Red zone containers and have a full inventory you can't afford to lose. Using a Key to skip the alarm on a low-value run is a poor credit investment.
GODEEPER: The armor you run changes your detection radius (and that affects which zones you can realistically reach safely to fill your Safe Pocket. ARC Raiders Armor Guide) Best Sets by Zone →
How do you earn credits in ARC Raiders? Sell extracted materials to matching vendors after successful runs, complete quests, and scrap gear you don't need.
What is vendor relationship XP in ARC Raiders? A per-vendor track that unlocks better stock tiers through buying and selling with that vendor. More valuable than the credit return from any individual sale.
Should I buy gear or craft it in ARC Raiders? Craft gear you'll use repeatedly: especially the Ferro battle rifle. Buy gear for one-off situations or when you need something immediately.
What vendors are in ARC Raiders Speranza? Celeste (raw materials), Tian Wen (weapons), Apollo (gadgets), Lance (armor and medical), and Shani (Hatch Keys).
What is the Safe Pocket? A protected inventory slot that keeps contents on death. Expand it through the Survival skill tree: it's among the highest-value progression investments in the early game.
How do I get better weapons without spending heavily on credits? Unlock Tian Wen level 2 for the Ferro recipe. Craft the Ferro from Common materials. Run it consistently. Reinvest credits into vendor relationships instead of weapon purchases.
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Disclaimer
This article is published for informational and entertainment purposes. It does not constitute professional financial, legal, or technical advice. Game performance, online services, patch schedules, and store listings change. Verify critical details (pricing, system requirements, regional availability) with publishers and storefronts before you buy. Affiliate links, where present, help support our editorial work and are labelled in our affiliate disclosure.
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Games Critic
Games writer and reluctant optimist who has reviewed over 400 titles across 9 years. Irish, currently in Berlin. Has strong opinions about tutorial design.