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Looting Navezgane is rarely a peaceful activity. Zombies tend to ruin the mood, and the gear you scavenge is often worse than what you started with. That is where traders come in. These NPCs run small fortified outposts where you can buy useful items, offload junk for Dukes, and pick up paying quests that beat aimless wandering through ruined cities.
This guide covers every trader in 7 Days to Die, the kinds of goods each one specializes in, the full quest list with rewards, and the perks worth picking up before knocking on a trader's door.

Since Alpha 21, traders can spawn almost anywhere in Navezgane instead of sitting predictably at the edge of every town. Outposts are still walled compounds with turrets, friendly NPCs, and a clearly marked vendor, but their location now depends on the world seed. Pinning each one on your map early saves a lot of running once nightfall hits.
The roster itself has stayed consistent. Five named traders are currently in the game, and each one leans into a specific category of goods.
Every trader carries a rotating stock, so checking back regularly is the only way to spot the rare items. Their thematic specialties, however, do not change.
If you are scraping by on cracked corn and rotten meat, Rekt is your stop. If your shotgun is louder than your gunfire, Hugh has what you need. The inventory itself is randomized, so two visits to the same trader can produce wildly different shopping trips.
Beyond buying and selling, traders also post jobs. Completing one rewards you with experience and Dukes, and the payouts scale up with the tier. Higher tiers mean harder targets, stronger zombie spawns, and significantly better loot at the end. Below is the full breakdown by quest type.
You are sent to a designated building to recover a hidden Courier Satchel. Opening it produces White River Supplies, which you then deliver back to the trader.
Clear quests do exactly what the name suggests. Wipe out every zombie inside the marked location, then return to the trader. These get loud fast, so bring more ammo than you think you need.
A hybrid of the two above. You must clear the area and recover the White River Supplies before reporting back.
The trader marks a spot on your map. Travel there, dig up the White River Supplies, and bring them back. Light combat, decent pay.
A glorified delivery run. Visit a different trader, talk to them, and return to the one who issued the quest. The payout is modest, but it doubles as a free map reveal for nearby outposts.
Night-only contracts. You travel to a building, kick a generator back to life, and brace for the noise to attract every nearby zombie. Hold the line, survive, then return.
A couple of perks directly affect how much you gain from doing business with NPCs. They are worth investing in once you are running multiple traders on rotation.
Stack both, focus on higher-tier contracts, and a single quest run can fund days of survival. Whether you would rather farm dukes or just leave Rekt's terrible attitude behind is your call.
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