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ARC Raiders · Guides
ARC Raiders vendor leveling guide: five vendors, one priority order. Tian Wen 2 for the Ferro, Lance 2 for augments, Apollo 2 for sensors. Fastest route.

Reviewing
ARC Raiders
Embark Studios
ARC Raiders vendor leveling is where most players stall out. Not because it's hidden, but because the game gives you five vendors, two currency tracks, and no clear explanation of why selling to the right one matters. Players who treat vendors as shops spend more credits, unlock worse gear, and hit a wall around 20 hours that more careful players cleared at 12.
This guide is specifically about the fastest route from zero to the unlocks that matter, with the exact priority order and run-by-run approach that gets you there.
TL;DR: Level Tian Wen to 2 first (Ferro rifle recipe, worth 400+ credits per run in savings). Then Lance to 2 (survival augments). Then Apollo to 2 (Motion Sensor, Smoke Grenade). Stack contracts from your target vendor while selling matching materials to them in the same run. Vendor relationship XP never resets. Shani and Celeste above level 2 can wait.
ARC Raiders vendor leveling runs on two mechanics: selling to the matching vendor builds relationship XP, and completing contracts from that vendor adds XP on top. Do both in the same run and you're getting double the relationship progress per raid.
The five vendors in Speranza:
Each has a separate relationship track. Higher tracks unlock better stock and crafting recipes. The relationship XP never resets, even across deaths.
GODEEPER: Full explanation of how vendor relationship XP interacts with credits, crafting costs, and the two-track progression system. ARC Raiders Currency and Credits Guide →
The most important vendor track to build in the first 20 hours.
Level 2: Ferro battle rifle recipe (2 rubber parts, 5 metal parts, both Common). The Ferro is functionally the strongest consistent weapon you can run for the cost. Buying a weapon outright costs 400-600 credits per run. Crafting the Ferro from Common materials runs about 40 credits in effective material cost. The math compounds. At 20 runs post-unlock, you're looking at 7,000+ credits saved versus buying.
Level 3: Weapon upgrade recipes for mid-game loadouts. Less immediately transformative than level 2, but the upgrade recipes matter once you're in higher-difficulty zones.
Tian Wen should reach level 2 before anything else. It's not close.
Level 2: Detection Radius Reduction augment and medical supply upgrades. The Detection Radius Reduction augment changes your engagement geometry in a way weapons don't: smaller detection radius means getting closer to patrol routes without triggering, which opens different approaches in Orange and Red zones. Lance also improves his medical supply stock, which matters if healing is your limiting factor in extended runs.
Lance is second because the augments compound with everything else you're doing. A combat-spec player with Detection Radius Reduction can farm zones that would otherwise require precise timing.
Level 2: Motion Sensor and Smoke Grenade. The Motion Sensor reveals enemy positions through walls at close range; the Smoke Grenade creates cover during extraction or revives. Both are among the highest-utility deployables in the game. Against ARC machines specifically, knowing position through a wall before committing to an engagement is worth more than most weapon upgrades.
Apollo is third because the gadgets improve run quality but don't change the credit efficiency picture the way Tian Wen level 2 does.
Level 2: Better raw material stock. Useful once you're deep enough in crafting that the raw material supply matters. Not urgent in the first 20 hours unless you're running into material shortages for specific recipes.
Celeste is often the first vendor players over-invest in because she's closest to the Speranza hub entrance. That's the wrong call. Get Tian Wen and Lance up first.
Level 1-2: Hatch Key stock availability and recon tool variety. Shani doesn't unlock essential recipes. Her relationship track increases how often Hatch Keys are in stock per session (limited count, resets between sessions) and adds some recon items.
Shani can be last. Her unlocks are useful, not essential.
For a player starting fresh:
Runs 1-5: Don't worry about vendor optimization. Learn the maps, learn the extraction loop, establish which materials you naturally collect. Run Standard loadouts to avoid burning credits on gear you'll lose.
Runs 5-10: Start sorting loot before selling. Every run, weapons and weapon parts go to Tian Wen. Every raw material goes to Celeste. Get the selling discipline locked in. Check Tian Wen's contract board every session and run any weapon-use contract that fits your normal run.
When Tian Wen hits level 2: Immediately craft the Ferro. Use it for every run going forward. This is the inflection point: your credit efficiency improves permanently.
After Tian Wen level 2: Shift contract focus to Lance. Run Lance medical contracts alongside your normal raids. Sell augment components to Lance. Get Lance to level 2 for the augment unlocks.
After Lance level 2: Apollo. Run Apollo sensor contracts, sell electronics to Apollo. The Motion Sensor unlock at level 2 changes how you approach Orange zone encounters.
After Apollo level 2: Celeste and Tian Wen level 3. By this point you have the Ferro, the key augments, and the core deployables. Everything from here is optimization rather than unlocking essential capabilities.
Raids are where vendor relationship XP accumulates. Every run where you sell to the right vendors and complete a contract builds two XP sources simultaneously.
The core technique: pick one vendor as your primary target for a session, accept their available contracts before deploying, and sell matching materials to them after extracting. One run that includes both a completed contract and a matching-category material sell builds relationship XP twice.
Stacks that actually work:
The simplest: accept a Tian Wen weapon-use or weapon-extraction contract, engage normally during the run, extract any intact weapons you find, then sell those weapons to Tian Wen on return. Contract completes, selling XP lands, two sources from one raid.
Tian Wen and Celeste are compatible in the same raid since their objectives don't overlap. You're fighting ARC machines and looting materials on every run regardless. Run a Tian Wen weapon contract and a Celeste material contract together and both track simultaneously without any extra effort.
Lance contracts typically involve surviving zone encounters or using medical items during a run. These fit naturally into your harder sessions. Don't go out of your way to manufacture the conditions; just run them when the session is already going to be difficult.
Some contract combinations conflict: a Tian Wen "extract from Zone X" contract on the same session as an Apollo "use deployables in Zone Y" contract may require two different maps. Check zone requirements before deploying with both active.
GODEEPER: Full contract stacking guide: which objectives are compatible per map, what the reset cadence looks like, and how to run multiple vendor contracts in parallel without wasting runs. ARC Raiders Contracts Guide: Rewards and Stacking Tips →
Tian Wen level 2: reachable in 8-12 dedicated runs if you're selling matching materials every session and running contracts. Without contracts, closer to 15-20 runs.
Lance level 2: 10-15 runs from when you start dedicating contract and selling focus to Lance after Tian Wen levels.
Apollo level 2: Similar to Lance. 10-15 focused runs.
Total to get the three core vendors to level 2: 30-40 runs with efficient play, 50+ without the contract stacking method. That's the difference the technique makes.
These numbers assume dedicated runs targeting one vendor at a time. Players who spread selling across all vendors randomly (selling everything to whoever's closest) take significantly longer because relationship XP isn't accumulating efficiently on any single track.
The loadout screen is where pre-raid decisions happen: kit composition for the zone type determines whether the run is efficient or a wipe.
Selling to Celeste by default. She's the first vendor in the hub layout. Players who haven't thought about it sell everything there. Result: decent credits, zero Tian Wen or Lance relationship XP. This is the single most common vendor leveling mistake and the most fixable one.
Ignoring contracts. Contracts are at vendor boards before every deployment. They're optional, which means a lot of players skip them until later. That's leaving half your vendor relationship XP per run on the table.
Trying to level all five vendors simultaneously. Spreading focus means no vendor reaches the meaningful unlock tiers quickly. You need Tian Wen at level 2 before Celeste at level 2. Pick one primary target, get it to the unlock, then move to the next.
Buying weapons instead of crafting the Ferro. Players who don't have Tian Wen level 2 yet and are buying weapons outright are paying 400-600 credits for something the Ferro handles at 40 credits in materials. The Ferro unlock is the single best credit efficiency improvement in the game. Everything should point at getting it.
Not checking stock rotation. Vendor stock updates between sessions. A rare blueprint you passed on may not be there next session. When you see a useful Rare item in stock, buy it immediately. This is especially true of Shani's Hatch Keys, which have limited per-session counts.
What is the fastest way to level vendors in ARC Raiders? Stack a contract from your target vendor before each raid, then sell matching materials to that vendor after extracting. Contracts reward relationship XP on top of selling XP. For Tian Wen specifically, combine a weapon-use contract with extracting and selling intact weapons: both complete in the same run.
Which vendor should I level first? Tian Wen, to level 2. The Ferro rifle recipe unlocks there. Crafting the Ferro costs 40 credits in Common materials versus 400-600 credits to buy an equivalent weapon. That credit efficiency improvement compounds across every subsequent run and nothing else comes close to it for early game ROI.
How do you earn vendor relationship XP? Buying and selling with the matching vendor builds relationship XP for that vendor. Completing contracts from that vendor also awards XP. Vendor relationship XP persists permanently and never resets, including after deaths.
Does vendor XP reset when you die? No. Vendor relationship XP never resets. Credits in Speranza also persist. Only the gear you were carrying is lost on death. Every run builds your vendor track regardless of extraction outcome.
What does Tian Wen level 2 unlock? The Ferro battle rifle recipe: 2 rubber parts and 5 metal parts, both Common tier. The Ferro is the most efficient craftable weapon for the first 30 hours. Tian Wen level 3 adds weapon upgrade recipes for mid-game loadouts.
How long does it take to fully level all vendors? 15-25 hours to reach meaningful unlock tiers on the three core vendors (Tian Wen, Lance, Apollo). Full investment across all five vendors takes longer but isn't necessary for most content. Shani's relationship improves Hatch Key stock availability rather than unlocking essential recipes, so she can be last.
Can you stack vendor contracts? Yes. Multiple contracts can be active simultaneously. Compatible contracts, like a Tian Wen weapon-use contract and a Celeste material-extraction contract, satisfy in the same run without interfering. Check zone requirements before deploying with both active since some contracts are map-specific.
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Senior Critic & Analyst
Former game data analyst turned critic with 11 years covering indie and mid-tier games. Based in Austin. Runs spreadsheets on games most people just play.