Quick Answer: Death costs you everything you carried and wore. Three things survive, per player reports: your safe pocket (Pip's Pouch — 1 to 3 protected slots, expandable with better pouches), your keychain items, and your XP. A skull icon above another hunter means their gear outclasses yours, so read it as a cue to disengage. Nothing about how lobbies get assembled is officially documented: gear-score matchmaking is an open community argument with evidence against it, and the one thing the developers do confirm is that bots pad lobbies by design.
Extraction is the only way to convert a good raid into kept loot. (Screenshot: Bellring Games)
Version note: Written on the July 30 build, updated August 5, 2026. Death retention, the gear icons and matchmaking come from player reports; official statements (bots, ranked points) are labeled inline, and every source is linked in place.
What You Lose and What You Keep
The store page states the premise bluntly: die before extracting and your spoils are gone. Players filled in the fine print (main thread):
| On death | Fate |
|---|---|
| Carried loot (inventory) | Lost — lootable from your body |
| Equipped weapons & armor | Lost |
| Safe pocket contents (Pip's Pouch) | Kept — 1-3 slots depending on your pouch |
| Keychain items (keys, quest items) | Kept |
| XP earned in the raid | Kept (players report at least a partial award) |
What to do about it:
- Feed the safe pocket as you loot. Pouch every small valuable the moment you pick it up, not when you start heading for extraction. Deaths here are sudden.
- Upgrade the pouch when you can. Better pouches expand the safe pocket, and some upgrades arrive as time-limited vouchers: the developers mailed out a "Pip's Rare Pouch Voucher (3 Days)" as a launch reward, and players mention longer-duration versions.
- Consider the quiet extraction route. One player describes leaving without broadcasting it to the lobby, trading capacity for stealth and keeping equipped items plus a few chosen pieces (single report).
- Treat a crash as a death when you play solo. After a client crash, trio players report being able to reconnect; solo players re-enter to the death screen with carried gear gone. Your pouch is your crash insurance — the crash itself is tracked in Fixes & Performance.
- Don't wait for a buyback. There is no insurance system. Anything you didn't pouch is gone unless a surviving teammate carries it out, which is one more reason squads out-earn solos.
Gear you take off another hunter is yours to sell. Until August 6, kit looted from a defeated rival Gyldhunter could show up in your inventory flagged as bound, which reads as "cannot be listed or traded." That was a display bug and the August 6 patch fixed it. If you shelved PvP loot because it looked account-bound, update and check the stack again before writing it off — pricing guidance is in the Market & Warehouse Guide.
Diamond Icons: The Gear-Tier Ladder
The shapes above a hunter's head tell you their gear tier before you commit. A widely-endorsed August 4 community PSA decodes them (community-decoded, not official): a single diamond means green-tier gear or below, a diamond with a smaller diamond inside means blue-tier, and a diamond flanked by two small diamonds means purple-tier or above. One reply adds that it reflects the average of their equipped gear.
Learn the three shapes. It's the fastest fight-or-flight read in the game.
The Skull Icon: A Relative Gear Warning
The skull is a different signal, and the game explains neither. Per player reports (Steam thread, two independent confirmations), it appears when the opponent runs higher-rarity or higher overall gear score than you.
Read it like this:
- It's relative. The same enemy shows a skull to a fresh-kit player and nothing to an equally-geared one. It marks a mismatch, not an elite player.
- A skull means you're the underdog on stats. Take that as your clearest "don't take this duel" signal.
- No skull doesn't mean easy prey. Equal gear says nothing about skill, and bots can carry decent loot.
Cosmetics Don't Hide Your Gear — With One Exception
The diamond and skull reads above only work because of a rule the game never states: cosmetics are visible to you and your teammates, not to enemies. Whatever skin you are wearing, hostile players see your actual equipped gear. That is deliberate — as one player puts it, every skin is balanced so you can still size someone up before fighting.
There is exactly one exception, and it is expensive. Stardust Genesis is reported to be the only cosmetic that overrides what enemies see, replacing your real loadout's appearance for them. The community reaction is the practical read on it: "Pay $1500 to put a target on your head."
What it costs, per one player's breakdown on the subreddit — treat the chain as community-calculated, not official:
- It unlocks by taking the Stardust Altar to Level 4, which needs roughly four Star Silver Spindles at 7,200 Star Silver each — about 28,800 Star Silver.
- Star Silver is refined from Moonlight Nectar at 200 Soul Coins each, and community testing puts the yield around 52–70 Star Silver per Nectar.
- That works out to roughly 500–550 Nectars, or something like 100,000–110,000 Soul Coins.
- A Chinese content creator who bought it out reported spending in the region of 10,000 RMB, which the poster converts to roughly $1,400–$1,700.
Two caveats worth keeping. Best-case refining RNG would land well under that figure — the range assumes average yields. And at least one player argues the framing overstates it, pointing out that Soul Coins are handed out through play and events, so the cash figure is a ceiling for someone buying it immediately rather than a required price.
The tactical point, whichever number you believe: wearing the one enemy-visible cosmetic in the game removes your opponents' ability to gear-check you accurately, and replaces it with an unmistakable signal that you spent heavily. Everyone else keeps the default arrangement — your skins are for your own screen and your squad's.
The August 6 patch backs the rule up from the other direction. Its notes list "Fixed an issue where the Raging Rock cosmetic weapons were incorrectly visible to enemies during a match" — the developers treating enemy-visible cosmetics as a bug is the closest thing to an official statement that hidden-from-enemies is the intended default. It also means the exception list can shift patch to patch, so re-check before you build a bluff around any single skin.
Source note: no developer statement documents the rule directly. It comes from an August 1 subreddit post, separately restated by two other commenters in the same thread, with the patch note above as corroboration. We have not verified it in-game.
Matchmaking Pools: What's Actually Known
Nobody outside Bellring knows how lobbies are built, and the loudest theories don't survive contact with player reports. Everything here is community observation.
- The direct question — highest player's gear score, or team average? — was asked point-blank (thread) and drew no authoritative answer.
- The most-endorsed reply argues it may not be gear-based at all and that recent wins and losses matter more. That player reports being matched "plenty of times as green gear against epics" on Chaos, and white against blue on Normal. If strict gear brackets exist, they're loose.
- The most repeated claim: losing streaks land you in softer, bot-heavy lobbies (tips thread). Never officially confirmed.
- One ranked rule is official: Path of Glory doesn't change matchmaking ("enabling ranked mode will not alter the original matchmaking rules," per DevNote #7), and points are only lost on failed extraction.
So wear your good gear. No verified evidence says better gear puts you in harder lobbies. It does put a skull over your head, which is a fair trade for winning the fights you choose to take.
Bots: Official Fact, Community Field Guide
Official: bots exist, pad lobbies, and are permanent. From the developers' AMA, bots "play an irreplaceable role for new players and in adjusting the intensity of combat," and AI improvements are a long-term process. Some of your kills were never people, by design.
Community: a player-compiled field guide to spotting them, one author with several corroborating replies. The useful tells:
- They carry random loot from the moment they spawn, so looting a 20-second-old bot corpse can still pay
- They jump oddly, including mid-combat, and don't disengage from PvE the way humans do
- They mostly spam basic attacks, though they can use skills
- They rarely wear more than one blue piece
- They can't respawn after dying to monsters, they appear alongside humans in the same lobby including Chaos difficulty, and their names often end in two digits
Use bot-heavy matches, especially during a losing streak, as your practice mode. Drill your class combos, stock your safe pocket, then take real gear into real lobbies. More in the Solo Guide.