BattlePass: Season 3
The third BattlePass season, “Morbus Imperium”, has started in EFT: Arena, featuring new rewards:
- FN P90 (Scourge) submachine gun with a unique setup;
- New weapon mods and paint kits;
- New tactical clothing;
- New gear: helmets, body armor, chest rigs, and plate carriers;
- Blue Force Gear PLATEminus V2 plate carriers in various configurations;
- Unique MSA Millennium Riot Control gas mask;
- New “Morbus” and “Panacea” Ref Crates.
BattlePass rewards are unlocked as you level up and purchased with Battle Points, a seasonal currency unique to each season.
Unused Battle Points from the previous season were automatically converted into “Echo Belli” crates at a 1:30 ratio. Players receive an additional crate for any remaining balance over 15 Battle Points. 14 or fewer Battle Points are lost.
Battle Pass levels can be purchased on theEFT: Arena andEscape from Tarkov websites, as well as in theEpic Games Store.
The Lab Tactical Map
A new Tactical Map “The Lab” has been added, featuring more than 50 points of interest, three floor levels, and unique rewards:
- Tactical clothing;
- Weapon paint kits;
- New helmet covers;
- Gear, including new variations of Blue Force Gear PLATEminus V2 plate carriers;
- “Morbus” and “Panacea” crates;
- Battle Points for the third BattlePass season.
Rewards are unlocked using Tactical Tokens, which players earn for certain actions in combat. Tokens are only valid on their corresponding map. You can select the desired map on the BattlePass screen using the button in the upper-right corner.
The Lab Tactical Map also features currency exchange points where you can exchange currency for crates from the new season and Tactical Tokens.
The Lab Tactical Map can be purchased on theEFT: Arena andEscape from Tarkov websites, as well as in theEpic Games Store.
New “Morbus” and “Panacea” crates
Two new reward crates, “Morbus” and “Panacea”, have been added to EFT: Arena, each containing a set of unique rewards.
They can be obtained as BattlePass rewards, on The Lab Tactical Map, or by exchanging Battle Points from the current season.
“Echo Belli” Crate
- The “Echo Belli” crate is no longer available for purchase with Battle Points.
- Unused crates remain in the player's inventory and aren't removed after a game progress reset or upon reaching Prestige in EFT.
- A limited number of crates can still be obtained on the Factory Tactical Map.
Post-match rewards
During the third BattlePass season, “Morbus” and “Panacea” crates are awarded for completing matches as post-match rewards. The “Echo Belli” crate is no longer awarded for completing matches.
Reworked BlastGang mode
BlastGang has received a major overhaul of its core mechanics:
- An in-match economy has been introduced.
- The Device activation system has been reworked. The Device now explodes when its activation timer reaches zero.
- Presets have been replaced with an in-match gear shop.
When we created BlastGang, we thought weapon customization alone would provide the mode with enough depth and variety. Over time, it became clear that we'd underestimated one of its most important components: the in-match economy.
With this rework, we decided to return to the mode's roots and take another look at how players make decisions throughout a match: when to save, when to take risks, and what to spend their hard-earned resources on.
Gear shop
Players no longer need to select a preset before the match. Everyone starts on equal footing and purchases weapons, armor, and helmets at the beginning of each round using money earned during the match.
Grenades have also been moved to the shop, with purchase limits applying to both the team and individual players.
At the same time, we've preserved the deep customization players are used to: the shop's inventory can be changed, and weapons can be customized to suit your playstyle.
Device
The Device, the mode's key element, has also undergone major changes. The Device now explodes when its timer expires: no player can survive within the blast radius, and the shockwave deals damage across a significant portion of the map.
Device activation is now split into two three-second stages. Both stages can still be completed in a single interaction, but if activation is canceled after the first three seconds, the first stage is counted as completed, and only the second stage needs to be completed.
Mode balance
- Rounds are now shorter.
- More rounds per match.
- Increased Device activation time.
- Mode's locations have been updated.
New location - The Lab Replica
As part of the Preliminary Survey task, Ref received blueprints of the TerraGroup Lab testing area. Using these blueprints and photographs obtained earlier, Ref's people created a detailed model of a small section of The Lab.
The Lab Replica map is available to all players in Last Hero mode.
New Achievement
- Added an achievement for completing the third BattlePass season “Morbus Imperium”.
New Weapon Tasks
- A new W-Task and paint ability have been added for the FN P90 Scourge.
Improved hit feedback
The damage feedback system has been reworked. New visual effects have been added and audio effects have been improved to make hits more noticeable and help players determine the direction of incoming fire more quickly.
Audio
- Added separate sound effects for eliminating an opponent with a body shot or a headshot;
- Reworked the sound effects played when taking damage;
- Increased the volume of hit sounds on the character.
UI
- Added a red indicator around the edges of the screen showing the direction of incoming fire;
- Improved the visual feedback when the character is hit.
The effects have been tuned to make hits more noticeable without overwhelming the screen during combat.
Location changes
Based on statistics on team victories from different spawn points, heat maps, and data from internal playlists, we've adjusted map balance and reworked several problematic areas:
Fort
- Upper spawn was strengthened;
- Positions that allowed players to attack opponents directly at spawn have been closed off;
- Added a new route to mid;
- Removed the ability to shoot through the spawn from the stairs at Point A;
- Mine zones were reworked.
Iceberg
- Interior layout was reworked and the number of hard-to-check corners were reduced;
- Cover shape and placement at the objectives have been changed;
- Added a new route from the street for the team starting the round near the cable car;
- Cover throughout the location was reworked.
Ref task changes
We're monitoring player progress through Ref's task chain in EFT: Arena and reviewing your feedback. Tasks involving eliminating opponents with grenades turned out to be too difficult and too situation-dependent.
That's why we've reworked the “All for the Show - Pyrotechnics” and “All for the Show - Major Sponsor” tasks, making their objectives more predictable and less dependent on the actions of other players.
All for the Show - Pyrotechnics
Win a match on the following locations:
- Win a match on Fort;
- Win a match on Equator;
- Win a match on Bowl;
- Win a match on Chop Shop;
- Win a match on Bay 5.
All for the Show - Major Sponsor
- Eliminate 5 enemies in one life 10 times;
- Eliminate 2 or more enemies with headshots within one round 10 times.
Updated DevTac Ronin helmet
The DevTac Ronin ballistic helmet model has been completely reworked.
The helmet can now be customized with mandibles and two types of crown plates: standard and reinforced.
The updated helmet is available in Escape from Tarkov and EFT: Arena.
Balancing changes
Armory
The approach to calculating Meta Score has been changed: weapon modifications can now account for up to 40% of the preset's total cost.
- Weapon modification costs were significantly increased.
- Weapon, ammunition, and magazine costs were reduced.
- Meta Score for plate carriers, helmets, and additional mods were reworked: protection zones and penalties now have a greater impact on the final score.
- Base medical item costs were reduced.
These balance changes are designed around the idea that a weapon's build and stats will determine how many magazines, protective items, and medical supplies a player can bring in their preset.
We hope to create a system where players have to balance firepower, protection, and medical supplies, making it impossible to build the best weapon without giving up some of their gear or medical supplies.
Experience on locations
PMC and weapon progression XP gained on Fort and Iceberg has been increased by 35% in all available modes;
Experience in game modes
PMC and weapon progression XP gained in the following modes has been increased:
- BlastGang by 35%;
- TeamFight by 30%;
- ShootOut by 20%;
Fixes
- Fixed an issue that caused players to hear sounds from the Shooting Range if the group leader started matchmaking while loading into the Shooting Range.
- Fixed an issue that caused an extra white outline to appear when painting certain M4A1 parts.
- Fixed an issue that prevented grenade kills after a player's death from counting toward tasks.
- Fixed an issue that prevented players from returning to the match after the game froze while they were dying.
- Fixed an issue where dead players wouldn't fall over in Spectator Mode and were displayed with an incorrect outline color.
- Fixed an issue that could cause players to return to the main menu instead of the post-match screen after completing a match.
- Fixed an issue that caused the character's hands to be displayed incorrectly when replenishing ammunition from a crate if the pistol had previously been moved into a chest rig.
- Fixed an issue that prevented players from transferring roubles from Arena to Seasons if the transfer limit reset during a match.
- Fixed an issue where players who had disconnected from the match were displayed in the preset purchase window.
- Fixed an issue where the detailed preset view would open instead of the player list after death if it had been open during the match.
- Removed the confirmation window that appeared when attempting to drop an item during a match.
- Various other minor fixes.





