01 · The Raid Loop
Drop, gather, fight, extract. Lose everything if you die.
- PMC raids: full risk Bring custom kits; lose everything in your bag and on your body if you die. The standard mode and the only one that progresses traders and quests at full speed.
- Scav raids: safer entry Spawn with a randomized kit. Loot freely; extract or die with less to lose. Scav raids are the EFT economy’s lifeline.
- PvE mode: separate progression Same maps, no other players. Mandatory wipe at 1.0 launch; separate stash and traders from PvP. For players who want the simulation without the PvP stress.
- Raid duration: 20–50 minutes Map-dependent. Watch the timer; extractions stay open only during specific windows on most maps.
- Conditional extractions Many extracts are conditional — specific time of day, with a specific item, or after a specific task. Memorize which extracts work for your kit.
- Death drops everything Bag, rig, weapon, armor, all gone. Insurance through Therapist or Prapor recovers gear that other players did not take.
- Multi-currency economy Roubles, Dollars, and Euros all exist in-game. Convert between them via traders; each currency favors different vendors.
02 · Map Reference
Ten maps as of 1.0. Each rewards a different style.
| Map | Size | Style |
|---|---|---|
| Customs | Medium | The default learning map. Mixed combat distances, military base, gas station. Heavy PvP and quest-dense. |
| Woods | Large | Open forest with Sniper Rock and lumberyards. Long sightlines; the sniper map. |
| Shoreline | Large | Resort and beach. Long distances, dynamic events at the Health Resort. Cultist activity at night. |
| Interchange | Medium | Indoor mall with parking lots. CQB-heavy; the close-range classroom. |
| Reserve | Medium | Soviet-era military base with bunkers, tunnels, and Raiders (AI hostiles). High-value loot. |
| The Lab | Small | TerraGroup research facility. High loot, high PvP, no insurance. Demands the best gear. |
| Lighthouse | Large | Coastal map with the Rogues faction. Dense PvP near the lighthouse and Water Treatment Plant. |
| Streets of Tarkov | Large | Urban downtown. Dense buildings, complex vertical play, the most performance-heavy map. |
| Ground Zero | Small | TerraGroup HQ. Designed as a starter map for low-level PMCs (up to level 20). |
| Terminal | Large | Cargo logistics hub added in 1.0. Endgame quest location; the climactic story map. |
03 · Weapons by Class
Caliber matters more than weapon model in EFT.
| Class | Effective Range | Best For |
|---|---|---|
| Pistol | 0–30m | Backup and emergency. Some (Glock, M9, FN 5-7) are surprisingly competent at close range. |
| SMG | 0–50m | Indoor and tight spaces. 9mm and .45 ACP common. Faster fire rate at the cost of penetration. |
| Shotgun | 0–25m | One-shot kills inside 15m with the right ammo. Slug rounds extend the range to 50m+. |
| Assault Rifle | 25–200m | The standard. 5.56, 5.45, and 7.62 calibers cover most engagement ranges. |
| Battle Rifle | 50–300m | Heavy-caliber semi or full-auto rifles (M1A, SR-25, AKM variants). High recoil, high penetration. |
| Marksman Rifle | 100–400m | Mid-to-long range. Mosin, SVD, M14. Bolt-action and semi-auto options. |
| Sniper Rifle | 200m+ | Long-range work. AXMC and similar high-caliber rifles. One-shot kill territory at most distances. |
| Light Machine Gun | 50–200m | High mag capacity, sustained fire. Rare in standard rotation; expensive to feed. |
04 · Ammunition & Armor
The most important system in the game.
- Ammo over gun The same weapon with different ammunition has wildly different effectiveness. Choose ammo first; the weapon is secondary.
- Armor classes 1–6 (and beyond) Higher class absorbs more rounds. Same class with more durability points absorbs longer. Both matter; durability degrades during fights.
- Penetration ratings per round Pen 50+ defeats Class 4 armor; Pen 60+ defeats Class 6. Match your ammo to the armor you expect the enemy to wear.
- Armor covers hitbox zones Thorax, stomach, legs, and arms each have separate health pools. Most armor covers thorax and stomach; helmets cover specific head zones.
- Helmet zones differ Specific helmet zones (nape, ears, jaws) may not be covered by every helmet. A face shield closes more gaps at the cost of visibility.
- Flesh damage versus penetration A round that penetrates armor with low flesh damage takes more shots than one that penetrates with high flesh damage. Both metrics matter.
- Ammo cost scales with effectiveness The best ammo is the most expensive. Budget kits use mid-tier ammo; meta kits invest in top-pen rounds.
05 · Loadout Strategy
Match the kit to the raid you are willing to lose.
- The Big Three: weapon, ammo, armor Get these right; everything else is incremental. A great weapon with bad ammo is a worse loadout than a budget weapon with great ammo.
- Helmet plus face shield Blocks more headshot zones at the cost of visibility. Worth it on high-stakes raids; skippable on Scav runs.
- Backpack vs no-backpack Large backpacks let you loot more but make you slower and a bigger target. Match the bag to the raid plan.
- Medical: IFAK plus tourniquets At least one IFAK or CMS, tourniquets, painkillers, splints. Dying to a leg break in raid is entirely preventable.
- Throwables F-1 frags clear corners; smoke grenades break line of sight. Flashbangs disorient at close range. Carry at least one of each on serious raids.
- Secondary weapon slot A small SMG or pistol fits in a holster. Useful in tight spaces or when the primary is empty.
- Insurance everything worth insuring Therapist or Prapor returns lost gear that other players did not take. Insure good kits; skip insurance on throwaway Scav loot.
06 · The Hideout & Crafting
Your offline base, your long-term economy.
- The Hideout is the offline base Upgrades unlock crafting, healing, and stash bonuses. Time spent on the Hideout compounds across every raid.
- Critical early upgrades Stash, Heating, Generator, Workbench, Medstation, Lavatory. These five gate most of the early-wipe economy.
- Crafting saves money Most crafted items cost less than vendor prices. Ammo, meds, food, and high-value items all become discounted to the Hideout owner.
- Bitcoin Farm: passive income Late-game farm that produces Physical Bitcoin (PB) on a timer. Requires GPU components and Generator levels. Long-term return on investment.
- Scav Case: item lottery Spend rubles or items on the Scav Case; receive randomized items on a timer. The most reliable late-wipe income engine.
- Quest-gated upgrades Most Hideout upgrades require trader loyalty levels and specific quest completion. Plan upgrades around what you actually need next.
- Stash space is the best upgrade For new players, larger stash = more options. Prioritize Stash levels early; the loot you keep is the loot you can use.
07 · Traders & Quests
NPCs gate the economy.
- Eight-plus traders Prapor, Therapist, Skier, Fence, Peacekeeper, Mechanic, Ragman, Jaeger, Lightkeeper. Each sells different gear at different loyalty levels.
- Trader loyalty unlocks gear Loyalty rises with spending, quests, and reputation. Higher loyalty = better gear available, often at lower prices.
- Quests drive progression Most rewards (loyalty, XP, gear, Hideout unlocks) come through quests. A quest-first approach outpaces a loot-first one at every level.
- Quest conditions vary Some are time-gated, location-gated, or kill-condition-gated. Read carefully before committing the raid.
- Flea Market unlocks at level 15 Player-to-player trading at market prices. The economy widens dramatically once you reach Flea access.
- Insurance returns gear Therapist (faster, more expensive) or Prapor (cheaper, slower). Always insure raids you bring kit to; the cost pays for itself over time.
- Fence is the trash-and-treasure vendor Sells PMC drops at low value; buys back at higher value than other traders. Useful for dumping low-tier loot fast.
08 · Movement & Stealth
Sound is information. Stealth wins raids.
- Walk gradient Hold C to crouch, hold Shift to walk. The speed slider is graded — walking quietly is faster than crouching but louder than full stop.
- Stamina governs everything Sprint, ADS hold, weapon handling, and certain medical actions all draw from stamina. Manage it like ammo.
- Audio is everything Footsteps, magazine checks, inventory rustles, and zipper sounds all carry across rooms. EFT players hear actions you do not realize you made.
- Lean Q and E Combined with high-ground positioning, lean is a top-tier mechanic. Master both directions.
- ADS sway and headbob are real Movement during aim reduces accuracy. Brace against cover for the cleanest shots.
- Doors broadcast position Open quietly when you need to be silent; close behind you when the cost is low. Audio cues from doors give away rooms.
- Night raids reward NVGs Day raids reward optics and visibility. Match your kit to the time of day; do not bring day-only gear into night raids.
09 · Combat & Engagement
Most fights end in one to three shots.
- Thorax first, head second Thorax shots are reliable; head shots are situational. Aim center mass, then transition to head if the first burst stuns.
- Pre-aim corners EFT rewards positioning more than reaction time. Most fights are won by the player who already had the gun pointed at the door.
- Bursts at distance, full-auto up close Recoil patterns demand discipline. Long-range engagement is two-round bursts; CQB is full-auto until the threat ends.
- Boss patterns are learnable Tagilla, Killa, Glukhar, Reshala — each has unique behavior. Learn the pattern before the engagement; bosses kill careless players.
- Trade kills with squad Solo pushes in EFT end the same way they do in any extraction shooter. Push for trades, not solo glory.
- CMS surgical kit is a reset Restores blacked limbs to functional. Not a heal; a reset. Use it when a limb is destroyed and you need to keep moving.
- Disengage when a third squad arrives A 1v1 turning into a 1v1v3 is not your fight. Break contact, reset position, pick the next engagement.
10 · Audio & Settings
EFT audio is the deepest in the genre.
- Headphones, not speakers EFT directional audio is among the most precise in any shooter. Stereo headphones beat any speaker setup for survival.
- In-game tactical headsets Compress dynamic range, suppress loud sounds, enhance footsteps. Some players prefer no headset for natural sound; others swear by ComTacs.
- Master volume around 50 percent Leaves headroom for distant footsteps and gunfire to register over local sounds. EFT’s dynamic range demands the volume buffer.
- Field of view 65–75 Lower than other shooters; immersive at the cost of peripheral vision. Most pros run 75; 65 is the realism choice.
- Disable post-processing Saves frames and improves clarity. Off in the video menu; competitive players run minimum cinematic effects.
- Custom keybinds for inspect and fire mode Inspect, switch fire mode, equipment slots, and quick-use slots all need bindings. Defaults are slow under pressure.
- Verify settings after every patch Battlestate ships updates that occasionally reset preferences. Five minutes of review beats one ranked raid of unfamiliar sensitivity.
11 · Pro Tips
Compound habits over the wipe cycle.
- Run Scav raids between PMC raids Risk-free loot fills the stash and keeps the economy moving. Most veterans run 2-3 Scav raids for every PMC raid.
- Quest first, loot second Quest XP outpaces loot XP at every level. The traders pay better than the floor.
- Bring an offline loadout Match the kit to the raid you are willing to lose. A bad kit with the right mindset beats a great kit with bad decisions.
- Insurance compounds Half the items you "lose" come back via insurance. Always insure raids you bring kit to; the math favors you over many raids.
- Daily Hideout time Ten minutes per day on Hideout upgrades compounds over a wipe. Crafting and Bitcoin Farm pay back many times their setup cost.
- Watch streamers Pestily, LVNDMARK, and others teach mechanics faster than experimentation. Two hours of footage saves twenty hours of trial and error.
- Take the L on bad raids Wipe progress is the long game; one bad raid is one bad raid. Reset, queue up, learn from the death cam.