Deskrawl 1.0.2 patch notes

Released 9 October 2026 (build 25817367 ) . The new systems come first, then every ability, talent, item, status effect and rune set whose numbers or text changed, with the old value next to the new one.

Systems

Rune Cube

The Alchemist can now transmute 9 runes of one rarity into 1 rune: Uncommon to Rare at 50%, Rare to Legendary at 15% and Legendary to Set at 50%, with a random rune of the same rarity on a miss. Set runes reroll into another Set rune. Legendary and Set runes need Inferno unlocked.

Solo Self-Found and Black Mist

Offline characters get the Solo Self-Found status, which doubles the odds of every drop that online characters can trade: divine gear, Black Mist, Legendary and Set runes, Legendary Reins, Gold Bars and Consecration Stones. The base Black Mist chance also went from 0.2% to 0.25%.

Mythic Rift

Rift bosses roll for loot 4 times instead of 3, with more weight on Legendary; XP per tier went from +1.5% to +3%; the boss now drops half a Soul Shard more per tier (rounded); entry now costs 3 Inferno Skulls.

Lucky wheel

A spin costs 10,000 gold instead of 5,000. 16 of the 17 prizes doubled in amount; Earth Essence went from 14 to 50. Royal Treasure Key became less likely (weight 1 to 0.5).

Waves

The random variation on wave timers is gone: waves now arrive on a fixed timer.

New runes 48

Deadly Hook Rune Rare rune · WarriorDeadly Hook Rune (Grand) Legendary rune · WarriorEarthstrike Rune Rare rune · WarriorEarthstrike Rune (Grand) Legendary rune · WarriorIron Thorn Rune Rare rune · WarriorIron Thorn Rune (Grand) Legendary rune · WarriorMolten Might Rune Rare rune · WarriorMolten Might Rune (Grand) Legendary rune · WarriorRending Onslaught Rune Rare rune · WarriorRending Onslaught Rune (Grand) Legendary rune · WarriorSteady Blow Rune Rare rune · WarriorSteady Blow Rune (Grand) Legendary rune · WarriorArcane Arrowstorm Rune Rare rune · HunterArcane Arrowstorm Rune (Grand) Legendary rune · HunterArcane Trap Rune Rare rune · HunterArcane Trap Rune (Grand) Legendary rune · HunterFlare Rune Rare rune · HunterFlare Rune (Grand) Legendary rune · HunterPhantom Form Rune Rare rune · HunterPhantom Form Rune (Grand) Legendary rune · HunterTwin Arrows Rune Rare rune · HunterTwin Arrows Rune (Grand) Legendary rune · HunterVenom Bolt Rune Rare rune · HunterVenom Bolt Rune (Grand) Legendary rune · HunterFire Meteor Rune Rare rune · SorcererFire Meteor Rune (Grand) Legendary rune · SorcererFlame Aura Rune Rare rune · SorcererFlame Aura Rune (Grand) Legendary rune · SorcererFlame Lightning Rune Rare rune · SorcererFlame Lightning Rune (Grand) Legendary rune · SorcererFrost Beam Rune Rare rune · SorcererFrost Beam Rune (Grand) Legendary rune · SorcererIce Block Rune Rare rune · SorcererIce Block Rune (Grand) Legendary rune · SorcererLightning Cloud Rune Rare rune · SorcererLightning Cloud Rune (Grand) Legendary rune · SorcererCharge Rune Rare rune · MonkCharge Rune (Grand) Legendary rune · MonkChi Bolt Rune Rare rune · MonkChi Bolt Rune (Grand) Legendary rune · MonkDivine Thunder Rune Rare rune · MonkDivine Thunder Rune (Grand) Legendary rune · MonkGolden Palms Rune Rare rune · MonkGolden Palms Rune (Grand) Legendary rune · MonkSpirit Twin Rune Rare rune · MonkSpirit Twin Rune (Grand) Legendary rune · MonkWind Steps Rune Rare rune · MonkWind Steps Rune (Grand) Legendary rune · Monk

New status effects 2

Cannot move for 5s while held by Arcane Grip.

Playing singleplayer grants a greatly increased chance to find super rare items.

Abilities 9

  • Renamed from Frost Trap

Current effect: Deploys a proximity trap that explodes upon enemy contact, dealing 300% weapon damage as Arcane damage to nearby targets while guaranteeing (100% chance) an application of Arcane Grip.

Arms a trap that triggers upon enemy contact, dealing 300% weapon damage as Cold damage to all nearby adversaries and carrying a 100% chance to trigger Deep Freeze.

  • Damage: 50% to 60% of weapon damage
  • Damage per level: 1.5% to 2% of weapon damage
  • Range: 10 to 11
  • Range: 1.5 to 2.4

Current effect: Shoves both palms ahead to unleash a pair of piercing golden hands, dealing 160% weapon damage to foes caught along their path while knocking them backward.

Thrusts forward with both palms to manifest a pair of golden hands, knocking enemies back across a broad frontal sweep for 160% weapon damage.

  • Damage: 90% to 115% of weapon damage
  • Damage per level: 3% to 3.5% of weapon damage

Current effect: Places a mine triggered by enemy contact, causing an explosion that deals 200% weapon damage as Poison damage to adjacent targets with a guaranteed 100% chance to apply 3 stacks of Poisoned.

Places a trap that activates when stepped on by an adversary, blasting the immediate vicinity for 200% weapon damage as Poison damage with a guaranteed 100% chance to apply 2 stacks of Poisoned.

  • Targeting: all in radius to line
  • Range: 4 to 15
  • Area radius: 4 to 0

Current effect: Unleashes a forward-traveling wave of souls that deals 800% Weapon Damage as Physical Damage, inflicting Dazed a single time on every target struck.

Strikes all surrounding foes for 800% Weapon Damage as Physical Damage while afflicting them with Dazed.

  • Applies 2 stacks

Current effect: Launches a potent toxic shot that explodes upon hitting a target, dealing 160% weapon damage as Poison damage to surrounding foes and carrying an 82% chance to apply 2 stacks of Poisoned.

Launches a potent venomous shot that detonates on impact, dealing 160% weapon damage as Poison damage to all nearby foes and inflicting Poisoned.

  • Splash radius: 1.1 to 1.7
  • Damage: 120% to 420% of weapon damage
  • Applies 2 stacks

Talents 9

  • Damage: 400% to 700% of weapon damage
  • Damage: 250% to 400% of weapon damage
  • Cast interval: 6s to 4s
  • Minimum cast interval: 5s to 4s

Current functionality: Every fourth Strong Attack cast inflicts Vulnerable on struck enemies. You deal +150% increased damage to targets suffering from Vulnerable.

Before: Every 6 casts of Strong Attack apply Vulnerable to targets hit.

  • Radius: 1.5 to 2.5
  • Damage: 100% to 300% of weapon damage
  • Applies 3 stacks

Current functionality: Landing a Critical Hit with any Poison ability has a guaranteed 100% chance to inflict 3 bonus stacks of Poisoned.

Prior functionality: Landing Critical Hits with Poison abilities has a 100% chance to inflict an additional stack of Poisoned.

Current effect: Trap strikes boast a 100% chance to apply Vulnerable for a duration of 3s, and trap skills receive an additional +160% Critical Hit Damage.

Before: Trap hits have a 100% chance to inflict Vulnerable for 3s.

  • Cooldown: 30s to 20s

Current functionality: Suffering a fatal strike immediately restores you to maximum health, grants 60% damage reduction for 6s, and resets all skill cooldowns. Features a 20s cooldown.

Prior functionality: Suffering a lethal blow restores you to full health and reduces incoming damage taken by 20% for 3s. Cooldown: 30s.

Current effect: When clear of any nearby foes, your character receives 80% Attack Speed, 120% Bonus All Damage, and 150% Strong Attack Damage.

Grants 30% Attack Speed along with 70% Physical, Poison, and Arcane Damage as long as no foes are in your immediate vicinity.

Now: +50% Critical Hit Chance and +250% Critical Hit Damage against Frozen enemies.

Before: +50% Critical Hit Chance against Frozen enemies.

  • Chance: 20% to 30%

Items 39

Current functionality: Any landed hit awards one stack of Harvest of Souls. Spending 25 stacks unleashes Soul Impact, firing a soul wave forward that inflicts 800% Weapon Damage as Physical Damage and afflicts struck enemies with Dazed once.

Each hit generates a stack of Harvest of Souls. Upon reaching 25 stacks, they are consumed to trigger Soul Impact, dealing 800% Weapon Damage as Physical Damage to all nearby targets and applying Dazed.

  • Ricochets: 1 to 2

Now: Ice Shards ricochet to 2 additional enemies on hit.

Before: Ice Shards deflect to 1 additional enemy on hit.

  • Damage: 80% to 275% of weapon damage

Status effects 4

  • Duration: 3s to 4s
  • Max stacks: 5 to 10

Now: Take increased Lightning damage. Stacks up to 10 times.

Before: Take increased Lightning damage. Stacks up to 5 times.

  • Duration: 3s to 6s
  • Reduction: 20% to 60%
  • Max stacks: 100 to 150
  • Damage per tick: 50% to 75%

Now: Take 75% weapon damage as Poison damage every 2 seconds. Stacks up to 150 times.

Before: Take 50% weapon damage as Poison damage every 2 seconds. Stacks up to 100 times.

Rune sets 6

  • Damage: 35% to 70% of weapon damage
  • Damage per level: 1.2% to 2.4% of weapon damage
  • Effects or modifiers reworked
  • Rehit interval: 0.5s to 1.4s
  • Now counts as casting the ability
  • Damage bonus per current mana: 0.5% (new)
  • Now applies Dazed on hit
  • Blast radius: 1.25 to 1.5
  • Damage: 50% to 75% of weapon damage
  • Rearms: 2 to 3