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Traders are the central economy hub in 7 Days To Die. Each trader has a different specialty inventory, gives quests, and operates as a fortified safe haven during day cycles (closed at night, locked behind kill-zone gates). Quest rewards drive the trader-loop economy that mid-to-late game builds depend on.
The 1.0 release added 1 new trader (Trader Joel) and rebalanced the inventory specialties so each trader fills a distinct role. As of 7DTD 2.x there are 5 traders in vanilla, with Trader Hugh, Bob, Jen, Joel, and Rekt forming the canonical set.
| Trader | Specialty | Best buys (cheap) | Best sells (high prices) | Personality |
|---|---|---|---|---|
| Trader Jen | Medical, food | First aid kits, antibiotics, painkillers, splints | Animal meat, vegetables, plants, herbal supplies | Practical, plain-spoken — the most "normal" trader voice |
| Trader Rekt | Plants, food, seeds | Seeds (especially blueberry), plants, harvested crops | Trash items, scrap, basic resources | Hostile, swears, calls you names in dialogue. Don't take it personally — it's the lore |
| Trader Bob | Tools, materials, vehicles | Mining tools, crafting components, vehicle parts | Iron, steel, brass, lead, vehicle scrap | Mechanical, methodical — the "tinkerer" trader |
| Trader Hugh | Weapons, ammo | Firearms, ammunition, weapon parts, scopes | Empty cans, brass casings, weapon scrap | Veteran, gruff, knowledgeable about weapons |
| Trader Joel (1.0+) | Books, schematics, reading material | Skill books, recipe schematics, magazines | Old paper, books in poor condition | Bookish, refined — references The Fun Pimps founder |
Trader spawn rules in vanilla 1.0+:
The trader-loop is the dominant mid-game progression strategy in 7DTD 1.0+. The pattern:
| Quest tier | Reward range | Notes |
|---|---|---|
| Tier 1 | 200–400 dukes + minor item | Days 1–7 progression. Loot, fetch, scout missions |
| Tier 2 | 500–800 dukes + item | Day 7+. POI clears with multiple sleeper rooms |
| Tier 3 | 900–1,500 dukes + good item | Day 14+. Heavy POIs (military bases, factories) |
| Tier 4 | 1,800–2,500 dukes + tier-4 item | Day 21+. Ranger station, nuclear silo, large-scale POIs |
| Tier 5 | 3,500–5,000 dukes + rare loot | Day 28+. Hospital, prison, casino, tier-5 megastructures |
| Tier 6 | 6,000–9,000 dukes + tier-5/6 weapon | 1.0 addition. Largest POIs in the game |
Quest rewards scale with the The Daring Adventurer perk (Perception tree). Maxed Daring Adventurer multiplies rewards by ~1.5x. Combined with Better Barter (cheaper buy prices in Intellect), the trader-loop carries a 4-player group through level 80+ without needing to mine or craft beyond essentials. See the best perks tier list for build details.
| Overhaul | Trader change |
|---|---|
| Darkness Falls | Adds 4 new traders + faction system. Some traders gate quests behind class progression. |
| Undead Legacy | Trader inventory entirely rebalanced; new "junk" trader for crafting components. |
| Ravenhearst | Trader prices tripled, quest difficulty up. Dukes economy is harsh. |
| War3zuk | Massively expanded weapon trader inventory. |
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