Team-size-scaled drops
Drop probability changes with squad size — there are distinct chances for one-, two- and three-member teams. Rolls are class-weighted with first-class, second-class and caller awards, plus a liquid-gold range. Running solo versus trio changes what the same kill is likely to give you.
You drop your inventory on death
The core extraction risk: when you die your inventory drops to a bag for others to take. Teammates can retrieve flagged items, so a squad can recover a fallen member's loot — but enemies can loot you just as easily.
Bounties, treasure and generated awards
Bounty targets drop special awards on a cooldown. Treasure boxes carry categorised loot, and the game generates awards for several contexts — random drops, season-phase rewards, affix-gem rolls and tutorial completion. Loot is physically scattered around its source when it drops.
Airdrops
Airdrops spawn per region from valid drop points and are scheduled by the match's airdrop timing. They're contested supply caches — fixed-region spawns that pull players toward known points, creating fights over high-value loot.
Frequently asked questions
Do you lose your loot when you die?
Yes. On death your inventory drops to a bag that others can loot, though teammates can retrieve flagged items — the central risk of the extraction loop.
Do drop rates change with team size?
Yes. Drop probabilities are scaled separately for one-, two- and three-member teams, with class-weighted rolls.
How this system behaves is reverse-engineered from Mistfall Hunter's own game code. Exact tuning numbers — stat values, drop rates and prices — are confirmed with the full release on July 29, 2026.