Path of Glory is the ranked ladder in Mistfall Hunter, and it sits on top of ordinary matches rather than sending you into a separate queue. It unlocks at character Level 6, you switch it on yourself before deploying, and it takes points away for exactly one thing. Seven tiers stretch from Duskborn to Zenith across 21 divisions, and the scoring shifts as you climb, so a route that ranks you up early stops working near the top.
Quick answer: Enable the ranked toggle before matchmaking, earn Rank Points by extracting, killing enemies, completing objectives and hauling loot, and never fail an extraction. Reach a tier and finish 3 matches in it to claim its reward. From Fateweaver I upward, Normal difficulty pays no Rank Points.

All 7 tiers, score bands and rewards
The ladder runs seven tiers split into 21 divisions. The bands widen as you go, and each promotion carries a partial score reset so you do not start the new tier from its own floor. Reaching a tier does not hand you the reward on its own. You also have to complete 3 matches inside it before the reward unlocks.
| Tier | Score range | Reset to | Reward |
|---|---|---|---|
| Duskborn | 0–1,499 | 0 | Pro Combat Bag |
| Mistwalker | 1,500–2,999 | 500 | Elite Combat Bag |
| Dawnseeker | 3,000–4,799 | 1,000 | Avatar: Thread of Fate |
| Fateweaver | 4,800–6,599 | 1,500 | Demonic Stone |
| Oracle | 6,600–9,199 | 2,000 | Winged Helm |
| Exalted | 9,200–11,999 | 2,500 | Get Up! (gesture) |
| Zenith | 12,000+ | 2,500 | Standing Pose: Confidence |
The first two rewards are free loadouts rather than cosmetics, which makes Duskborn and Mistwalker worth clearing even if you never touch ranked again. Both Combat Bags act as a safety net, dropping you back into runs after a bad extraction. Each division within a tier is a 499 to 650 point slice, and the bands get wider higher up the ladder.
| Tier | Divisions |
|---|---|
| Duskborn | I 0–499 · II 500–999 · III 1,000–1,499 |
| Mistwalker | I 1,500–1,999 · II 2,000–2,499 · III 2,500–2,999 |
| Dawnseeker | I 3,000–3,599 · II 3,600–4,199 · III 4,200–4,799 |
| Fateweaver | I 4,800–5,399 · II 5,400–5,999 · III 6,000–6,599 |
| Oracle | I 6,600–7,249 · II 7,250–7,899 · III 7,900–8,549 · IV 8,550–9,199 |
| Exalted | I 9,200–9,899 · II 9,900–10,599 · III 10,600–11,299 · IV 11,300–11,999 |
| Zenith | One open division, 12,000+ |
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Add to Google Preferences →How to turn Path of Glory on
Ranked mode becomes available once your character hits Level 6. It is opt-in, so nothing happens automatically. Tick the “Enable Path of Glory” checkbox on the Stage Selection screen before you queue. The setting is per player, which means one member of a trio can be climbing while the other two farm loot with no score at stake.

Enabling it does not change matchmaking. You stay in the same lobbies with the same players whether the toggle is on or off, so ranked is a scoring layer over normal play, not a separate population. Leave it off when you are testing a build, learning a boss, or running in with a full bag you cannot afford to lose. Those are the runs where you die, and dying is the only thing that costs you rank.
Every action’s point value by tier
Points settle at the end of a match, and what each action pays depends on the tier you are currently sitting in. A dash means the action stops awarding score at that stage. Every match is capped at 90 points regardless of tier, so one exceptional run cannot substitute for consistency.
| Action | Duskborn–Mistwalker | Dawnseeker–Fateweaver | Oracle–Exalted | Zenith |
|---|---|---|---|---|
| Standard escape | +5 | +5 | — | — |
| Final escape | +10 | +10 | +5 | +5 |
| Boss kill | +30 | +30 | +25 | +20 |
| Greater elite kill | +20 | +20 | +10 | +5 |
| Elite kill | +10 | +5 | — | — |
| Player kill | +20 (cap 80) | +20 (cap 80) | +20 (cap 80) | +20 (cap 80) |
| Objective completed | +5 | +5 | +5 | +5 |
| First to open a container | +1 (cap 10) | +1 (cap 5) | — | — |
| Extracted loot value | +0.002/unit (cap 10) | +0.002/unit (cap 10) | +0.002/unit (cap 5) | +0.002/unit (cap 5) |
| Failed extraction | −5 | −20 | −30 | −60 |
| Per-match cap | 90 | 90 | 90 | 90 |
Look closely at the loot line. At 0.002 per unit, you need 5,000 extracted value just to hit a 10 point cap, so filling your bag is worth almost nothing while it slows you down and makes death more likely. Player kills need a note too. Bellring’s own developer post lists four point sources for ranked play, which are extraction, monsters, tasks and assets, and rival kills is not among them. The live client still pays +20 per kill up to a cap of 80. It works in-game even though it was never stated publicly.
Note: These figures move with patches. Use the button next to your tier name on the main screen to see what your current tier pays.
Failed extraction is the only way to lose points
Nothing else on the ladder subtracts. Losing a duel, leaving with an empty bag, or having an unprofitable run all cost zero. The single trigger is dying or timing out before you extract. That penalty scales hard with tier. A −5 hit at Duskborn is barely felt, while −60 at Zenith wipes two thirds of a maxed match.
The practical takeaway is simple. A PvP loss you survive and extract from is a neutral result for your rank. A won fight that ends in a death before you get out turns a strong run into a loss. Bank your Soul of Return, then extract earlier than your loot instinct wants you to.
The Fateweaver I wall
There is one hard gate on the climb, and it sits at Fateweaver I. From that division onward, Normal difficulty stops granting Rank Points completely. To keep climbing you have to step up to harder content, which at launch means Brandrgarde on harder settings and ultimately Cataclysm. Bellring recommends squadding up for this, and solo play above the line is far harder.

Treat approaching Fateweaver as a checkpoint, not a finish. Reaching the midpoint on comfortable difficulty is achievable for most players. Passing it means your gear, build and PvE ability all need to hold up in tougher content where enemies hit harder and the loot is better. Test a harder difficulty before you strictly need to, so you are not learning a new tier and a new difficulty at once.
How the correct play changes with tier
Below Oracle: extract and leave
Take the small haul and get out. A standard escape is +5 and a failed one costs −5 or −20, so nothing about a fight pays better than simply leaving alive. Avoid PvP where you can, clear a couple of elites on the way, then extract. It is a slow, low-risk approach, and it works.
Oracle and up: the scoring flips
Standard escapes, elite kills and container opening all drop to zero here. What still pays is bosses, greater elites, objectives, final-wave extraction and player kills. Kills are the only action worth the same at every tier, and four of them fill 80 of the 90-point cap, so one good fight is nearly a maxed match on its own.
The risk side flips with it. A wipe now costs 30 to 60 points, so pushing a fight you would have taken at Mistwalker can erase an entire match of progress. High-rank hunters have already settled on camping boss arenas and third-partying whoever pulls the boss, since a boss plus a kill is worth up to +50 while the team fighting it risks −60. Scout the entrance before you commit, and expect company.
Ranked tiers, the battle pass and the leaderboard
Ranked rewards and the battle pass are separate tracks, both tied to Season 1: Soul Hunt. The Slumbering Contract battle pass unlocks free after seven login days and hands out cosmetic tokens, while Path of Glory tiers are earned by play. Climbing the ladder does not progress your pass, so log in daily for pass rewards even when a ranked session goes badly.
Running alongside the ladder is a server-wide points leaderboard that ranks accounts by total accumulated points. It picks your main class automatically by playtime and shows the character nickname with the most hours under it. Accounts that reach Zenith also have their exact point totals displayed publicly rather than just a position.
Seasons run on a cadence of roughly three to four months, and seasonal resets do happen, though certain long-term progression carries into the next season. If your rank ever appears wiped mid-session, it is usually a display glitch that corrects on your next run, so play one more match before assuming anything was lost.






