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 runes48
New status effects2

Cannot move for 5s while held by Arcane Grip.

Playing singleplayer grants a greatly increased chance to find super rare items.
Abilities9

- Renamed from Frost Trap
Now: Set a trap that detonates when an enemy steps on it, dealing 300% weapon damage as Arcane damage to everything nearby with a 100% chance to inflict Arcane Grip.
Before: Set a trap that detonates when an enemy steps on it, dealing 300% weapon damage as Cold damage to everything nearby with a 100% chance to inflict 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
Now: Thrust both palms forward, sending two golden hands through enemies in their path for 160% weapon damage and knocking them back.
Before: Thrust both palms forward, conjuring two golden hands that sweep every enemy in a wide arc before you for 160% weapon damage and drive them back.

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

Now: Set a trap that detonates when an enemy steps on it, dealing 200% weapon damage as Poison damage to everything nearby with a 100% chance to inflict 3 stacks of Poisoned.
Before: Set a trap that detonates when an enemy steps on it, dealing 200% weapon damage as Poison damage to everything nearby with a 100% chance to inflict 2 stacks of Poisoned.

- Targeting: all in radius to line
- Range: 4 to 15
- Area radius: 4 to 0
Now: Sends a soul wave forward, dealing 800% Weapon Damage as Physical Damage and applying Dazed once to each enemy hit.
Before: Deals 800% Weapon Damage as Physical Damage to all nearby enemies and applies Dazed to them.

- Applies 2 stacks
Now: Fire a powerful poisoned projectile that bursts on impact, dealing 160% weapon damage as Poison damage to all nearby enemies with a 82% chance to inflict 2 stacks of Poisoned.
Before: Fire a powerful poisoned projectile that bursts on impact, dealing 160% weapon damage as Poison damage to all nearby enemies and inflicting Poisoned.
- Splash radius: 1.1 to 1.7
- Damage: 120% to 420% of weapon damage
- Applies 2 stacks
Talents9

- 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
Now: Every 4 casts of Strong Attack apply Vulnerable to targets hit. +150% damage against Vulnerable enemies.
Before: Every 4 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
Now: Critical Hits with Poison abilities have a 100% chance to apply 3 additional stacks of Poisoned.
Before: Critical Hits with Poison abilities have a 100% chance to apply an additional stack of Poisoned.

Now: Trap hits have a 100% chance to inflict Vulnerable for 3s. Trap abilities gain +160% Critical Hit Damage.
Before: Trap hits have a 100% chance to inflict Vulnerable for 3s.

- Cooldown: 30s to 20s
Now: A lethal blow restores you to full health, reduces damage taken by 60% for 6s, and resets all ability cooldowns. Cooldown: 20s.
Before: A lethal blow restores you to full health and reduces damage taken by 60% for 6s. Cooldown: 20s.

Now: While no enemies are nearby, gain 80% Attack Speed, 120% Bonus All Damage, and 150% Strong Attack Damage.
Before: While no enemies are nearby, gain 80% Attack Speed and 120% Physical, Poison, and Arcane Damage.

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%
Items39
Now: Every hit grants a stack of Harvest of Souls. Consumes 25 stacks to release Soul Impact, a soul wave that travels forward, dealing 800% Weapon Damage as Physical Damage and applying Dazed once to each enemy hit.
Before: Every hit grants a stack of Harvest of Souls. Consumes 25 stacks to release Soul Impact, dealing 800% Weapon Damage as Physical Damage to all nearby enemies and applying Dazed to them.
- 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 effects4

- 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 75% weapon damage as Poison damage every 2 seconds. Stacks up to 100 times.
Rune sets6
- 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