There is no gold map in Deskrawl. Gold comes from offline mob rolls scaled by difficulty bonus, Life Skills gold find, and the lucky wheel.
Deskrawl Gold Farming: Five Inputs, No Gold Map
Deskrawl has no gold map, no gold-only zone and no gold enemy. Gold arrives through five inputs, and only one grows on its own: offline kills. The other four are multipliers, flat rewards or conversion rates. The fastest early route costs 1,700 gold from zero and involves no farming at all.
Everything below is read from the shipped config of the 1.0 launch build (2026-09-28); Steam is on 1.0.0g, so allow for a patch delta. Where the config stops, this page says so instead of guessing.
| # | Gold input | Where it is defined | What it does |
|---|---|---|---|
| 1 | Offline mob rolls | GameConfig.OfflineMobsPerGoldRoll, OfflineMobsPerHourKnots |
The only input that scales by itself |
| 2 | Difficulty bonus | DifficultyTiers[].GoldBonusPerMapLevel |
+0.5% / +1% per map level on Nightmare / Inferno |
| 3 | Gold Find | LifeSkillEffect_StatModifier on 12 of 85 nodes, plus the GoldFind affix |
Multiplies incoming gold |
| 4 | Selling loot | ItemData.SellPrice, 501 of 510 item assets |
Flat conversion, up to 500,000 per rein |
| 5 | The Lucky Wheel | LuckyWheelData.SpinCost = 5,000 |
A materials sink, not a gold engine |
Offline kills are the trunk, and you must unlock them

GameConfig.OfflineMobsPerGoldRoll is 4 — every gold roll represents four mobs. OfflineMobsPerHourKnots is a Vector2Int curve of offline mobs per hour, and it sets your actual rate.
| Character level | Offline mobs/hour | Implied base gold rolls/hour (mobs ÷ 4) |
|---|---|---|
| 5 | 70 | 17.5 |
| 20 | 470 | 117.5 |
| 40 | 470 | 117.5 |
| 60 | 690 | 172.5 |
The curve is flat between level 20 and level 40 — twenty levels buy no offline throughput. And the game's own description says gold accrues "based on the highest area you have unlocked", not the zone your character stands in. Pushing a new zone is the largest offline gold upgrade available.
The catch is the unlock. Offline rewards are a Life Skill, not a default. EnableOfflineRewards (Expedition Camp) sits behind IncreaseXPGain1 (XP Gain I), which in turn sits behind the root node — the single 50-gold node with an empty Prerequisite. All three together cost 50 + 150 + 750 = 950 gold from zero in the 1.0 launch build. Before that purchase you earn no offline gold at all, however long you are away.
Buy the root (50), then Gold Find I (150), then Equipment Auto-Sell (1,500) — Auto-Sell's only prerequisite is Gold Find I, and skipping the root leaves both locked. That 1,700 buys a permanent multiplier and a passive vendor running at once, for a third of one wheel spin.
The cap is OfflineTimeCapHours = 8, raised by LifeSkillEffect_OfflineTimeCap: IncreaseOfflineCap1 adds 2 hours, the notable node adds 4. Two of the former and one of the latter exist, which is 16 hours by config arithmetic — but no developer statement confirms the total. Treat 8 as confirmed, anything above as unverified. The offline earnings guide covers the cap in full.
Difficulty is why endgame players hold more gold
DifficultyTiers is a three-entry array in GameConfig. Two of the three carry a GoldBonusPerMapLevel value.
| World difficulty | EnemyHealthMultiplier |
ExpMultiplier |
GoldBonusPerMapLevel |
Boss material multiplier |
|---|---|---|---|---|
| Normal (0) | 1 | 1 | 0 | 1 |
| Nightmare (1) | 3.5 | 1.5 | 0.005 | 1.5 |
| Inferno1 (2) | 6 | 2 | 0.01 | 2 |
Multiply that by your map level and the common observation makes sense — late-game players are richer farming the same zones:
| Map level | Nightmare | Inferno1 |
|---|---|---|
| 1 | +0.5% | +1% |
| 20 | +10% | +20% |
| 40 | +20% | +40% |
| 60 | +30% | +60% |
| 70 | +35% | +70% |
That is config multiplication, not an in-game readout, and it stacks on the LootConfig encounter tiers: GoldDropChance is 0.3 for normal enemies and 1.0 for elite and every boss tier, with GoldMultiplier climbing from 2 to 5.
Inferno multiplies enemy health by 6 to pay +1% gold per map level. If you cannot survive the zone the bonus is unreachable — and because it is per map level, a level 20 zone on Inferno pays a fifth of what the same difficulty pays at level 70. Push the zone first, then the difficulty. The difficulty guide covers survivability.
Gold Find: two decoded numbers and a plain-integer price list
The Gold Find nodes are LifeSkillEffect_StatModifier instances writing to StatType.GoldFind (enum 15). Both values shipped encrypted with Anti-Cheat Toolkit's ObscuredFloat and decode from the hiddenValue XOR currentCryptoKey pair:
| Node effect | In-game name | Decoded Value.Base |
Token format | Reads as |
|---|---|---|---|---|
IncreaseGoldFind1 |
Gold Find I | 0.102941133081913 | 0% |
+10.29% Gold Find |
GoldFindNotable |
Gold Find II | 0.4225509762763977 | 0% |
+42.26% Gold Find |
Both carry Token.Format = "0%", and across the build 179 of 192 0%-formatted modifiers decode into the 0–1 range, which is what makes the percentage reading safe.
Twelve of the 85 nodes carry one of these effects — six Gold Find I, six the notable. Whether they stack additively is not determinable: the method bodies that apply stat modifiers are stripped from the shipped assembly and return null. The life skills guide maps where each node sits.
The gear side is narrower. ItemizationConfig.SlotPools puts GoldFind in the secondary pool of exactly six slots — Helm, Chest, Pants, Boots, Ring, Gloves — and in no primary pool anywhere.
LifeSkillNodeData.GoldCosts is a plain int[], and AssetRipper's YAML export writes arrays as a little-endian hex blob. Read as a decimal, GoldCosts: 96000000 looks like 96 million gold; decoded as four little-endian bytes it is 0x0096 = 150. All 85 nodes were decoded that way and cross-checked against the parsed output with zero mismatches, giving a real range of 50 to 150,000 gold.
Selling loot is flat, and two categories are worthless
ItemData.SellPrice is set on 501 of 510 item assets, as of the 1.0 launch build. That 510 needs a word on how it is counted, because the raw number you will hit first is 553: there are 553 JSON assets under values/items/, and 43 of them live in runes/runeseteffect/ — 13 RuneSetData plus 30 effect instances, which are set and effect definitions rather than items. 553 − 43 = 510, and the 9 item assets with no SellPrice are the health-potion config objects under items/hppotions/.
Worth knowing if you have seen the number 501 elsewhere: it is the same 501. Testing the 510 by SellPrice and testing them by chest-drop fields returns the identical file set — 501 either way, zero files unique to either list. The widely-quoted "501 items" figure and the vendor price list are one population measured two ways, not two competing counts.
What the price buys depends entirely on category, and two categories are not worth the walk to the merchant.
| Category | Instances | Carrying a SellPrice |
Sell price range |
|---|---|---|---|
| Reins | 66 | 66 | 1 – 500,000 |
| Equipment | 219 | 219 | 1 – 100,000 |
| Fish | 15 | 15 | 320 – 16,000 |
| Gems | 36 | 36 | 2,000 – 12,000 |
| Runes | 119 | 119 | 500 – 5,000 |
| Materials | 29 | 29 | 1 – 1,200 |
| Consumables | 17 | 17 | 1 (all of them) |
| Health potion configs | 9 | 0 | not sellable |
Total (553 − 43 runeseteffect) |
510 | 501 |
Every consumable sells for exactly 1 gold, so a full potion stack is worth nothing. The money sits in duplicate gear, duplicate runes and spare reins — the top item is Rein_BlueMammoth at 500,000, and the eight Divine pieces run 50,000 to 100,000. The carriage and minion guide covers which reins are worth capturing.
Auto-Sell is the automation, and the game describes it precisely: "During combat, automatically sells equipment of the selected rarities the moment the carriage picks it up. Sold equipment does not take up carriage space." Note the wording — equipment, by rarity filter. Materials and potions are not covered.
Selling is reversible for a short window, added in patch 0.1.9:
Official source: Patch 0.1.9 — Resizable/Draggable Window, Cloud Save, Buybacks and More — 16 June 2026. Verbatim: "NPC Buybacks — Now you can buyback the last 8 items you sold to the NPC."
Eight items, not a history. MerchantUI carries a BuybackSlotPrefab and BuybackSlotContainer, but no buyback price is stored in the shipped data — whether you recover full or partial SellPrice is untested. Auto-Sell itself arrived with patch 0.1.10 on 18 June 2026.
Chests pay gold directly
Three chest items carry a gold payout inside them, independent of any roll.
| Chest | Items dropped | Gold inside (ChestGoldMin–Max) |
|---|---|---|
| TreasureChest1 | 1 – 2 | 600 – 900 |
| TreasureChest2 | 2 – 3 | 2,400 – 3,600 |
| TreasureChest3 | 2 – 3 | 10,000 – 15,000 |
A Mythic Treasure Chest likely beats a full offline shift, which is why the key economy matters — the demon skull entry guide covers the map-entry cost gating the best chest route.
The Lucky Wheel is a sink, and four boss materials are not on it
SpinCost is 5,000 gold. Zahir the Gambler in the City of Tazan is the only wheel in the game: 17 segments whose weights sum to exactly 120.
| Reward | Amount | Weight | Share |
|---|---|---|---|
| Mushroom | 30 | 13 | 10.83% |
| Starleaf | 16 | 13 | 10.83% |
| Iron Ore | 11 | 12 | 10.00% |
| Oak Leaf | 9 | 10 | 8.33% |
| Desert Rose | 7 | 8 | 6.67% |
| Soul Shard | 12 | 8 | 6.67% |
| Gold Ore | 9 | 7 | 5.83% |
| Earth Essence | 14 | 6 | 5.00% |
| Tidesilk Kelp | 9 | 6 | 5.00% |
| Crimson Coral | 9 | 6 | 5.00% |
| Ogre Heart | 1 | 5 | 4.17% |
| Demon's Skull | 2 | 5 | 4.17% |
| Elder Oak Bark | 1 | 5 | 4.17% |
| Tidewrath Pincer | 1 | 5 | 4.17% |
| Manticore Venom Sac | 1 | 5 | 4.17% |
| Redrock Shard | 1 | 5 | 4.17% |
| Royal Treasure Key | 1 | 1 | 0.83% |
These are prize-probability weights, not an output rate. Nothing converts a weight into gold per hour, and the wheel pays no gold at all — not one segment is a currency prize.
Now the fact most fan guides get wrong. The game has nine boss-exclusive materials and only five appear on the wheel: Ogre Heart, Elder Oak Bark, Tidewrath Pincer, Manticore Venom Sac, Redrock Shard. Crimson Wyrm Eye, Frostheart Crystal, Cinderlord Horns and Defiled Wyrm Scales are not on it. The config states no alternative source for those four, and no boss drops its own material on demand.
What it does state is where all ten go. GameConfig.ExtraUpgradeMaterials binds one material per equippable slot, and the four dragon materials sit on the four priciest slots:
| Slot | Required material |
|---|---|
| Weapon | Tidewrath Pincer |
| Helm | Cinderlord Horns |
| Chest | Defiled Wyrm Scales |
| Pants | Elder Oak Bark |
| Boots | Redrock Shard |
| Belt | Manticore Venom Sac |
| Ring | Crimson Wyrm Eye |
| Necklace | Frostheart Crystal |
| Gloves | Ogre Heart |
| Shoulder | Demon's Skull |
They are also alchemist ingredients, each pairing with six of a plant for one advanced potion at GoldCost: 0 — so they gate the equipment upgrade and the buff potions. The wheel's per-visit spin limit is real but unquantified: the UI shows a "N left" counter and a "This Visit" history, yet LuckyWheelData has no spin-count field. Assume it is server-side.
What the gold is actually for
| Sink | Cost |
|---|---|
| Socketing | SocketGoldPerItemLevel = 400 per item level |
| Respec a talent point | TalentRefundCostPerPointSpent = 8 |
| One wheel spin | 5,000 |
| Life skill nodes | 50 – 150,000 |
| A Blue Mammoth rein | up to 500,000 in value |
Socketing is why mid-game players feel poor: at 400 gold per item level a level 60 item costs 24,000 just to open a socket, on top of SocketMaterialAmount = 100 units. The gems and sockets guide has per-slot numbers; the talent guide covers the respec.
One warning: the game ships an anti-cheat string for exactly this — "Suspicious activity: the save claimed more gold than the server recorded." Gold is tracked server-side, so save editing is not a farming method. See the anti-cheat and appeal guide.
What this page will not tell you
Gold per hour. The config gives the multipliers — OfflineMobsPerGoldRoll, OfflineMobsPerHourKnots, GoldBonusPerMapLevel, GoldDropChance, GoldMultiplier and the two decoded Gold Find values — but the code combining them is stripped from the shipped assembly. LuckyWheelData's own roll methods return 0, and the offline logic in GameConfig is gone. Anyone quoting a precise gold-per-hour figure is extrapolating.
Gold also cannot be traded between players. The auction house moves items into Steam Inventory and the UI states "Only online characters can trade." Every gold farm here is solo — the Steam market guide has the rest.
FAQ
Is there a gold map or gold farming zone?
No. All 76 MapData instances share the same structure: a base rate plus the per-level difficulty bonus. Farming "for gold" means a higher map level at a higher difficulty, not somewhere special.
What is the fastest way to make gold early? Buy Gold Find I and Equipment Auto-Sell, 1,700 gold from zero, then leave the game running. Expedition Camp at 950 from zero is the unlock that makes offline gold exist at all. Everything past that is compounding.
Why do I have less gold than endgame players on the same zone?
Three config reasons: OfflineMobsPerHourKnots is flat from level 20 to 40 and only rises at 60; Normal sets GoldBonusPerMapLevel to exactly 0 while Nightmare and Inferno pay per map level; and merchant income scales with what you have, not with your level.
Does the Lucky Wheel make money? No — it costs 5,000 and pays materials, keys and skulls. It is the priciest recurring sink after socketing, and its rare prize, the Royal Treasure Key, sits at weight 1 of 120.
Can I sell Divine gear for gold?
Yes, 50,000 to 100,000 each by SellPrice. But Divine drops at DivineChance 1e-05 to 2e-05, requires Inferno, and the auction house refuses upgraded or socketed items — so an upgraded Divine cannot be sold to another player at all. The rarity guide covers why.
Related
- Deskrawl Offline Rewards: The 8-Hour Cap Explained the cap, the +2/+4 hour nodes, and what the hourly curve really does.
- Deskrawl Life Skills Tree: What to Unlock First where Gold Find I and Auto-Sell sit, and the full 85-node shape.
- Deskrawl Difficulties: Nightmare and Inferno what the 3.5x and 6x health multipliers demand before the gold bonus pays.
- Deskrawl Gems and Socket Costs where the 400-per-item-level sink goes, slot by slot.
- Deskrawl Talents the 8-gold-per-point respec and the three capstone groups.
- Deskrawl Mythic Rift
MythicGoldBonusPerTierand the 1.16x health curve per tier.
More Deskrawl: Idle ARPG Guides
The 1.0 release raised the cap from 35 to 70, expanded the talent tree, reworked Life Skills and added a Paragon tab. Demo saves are wiped.
Demon Skulls are the only entry currency, and the rule is odd: entry only checks your balance, and the skull is deducted after you clear the stage.
Deskrawl has exactly three difficulties. Inferno multiplies enemy HP sixfold and is the only tier that drops Divine gear, rune sets and Mythic content.
The real Deskrawl loot table from the 1.0 build — 87-95% no-drop rolls on trash mobs, chest contents, and what patch 1.0.0g actually changed.
The verified Deskrawl +10 upgrade table: four guaranteed levels, then 75%, 50%, 40%, 30%, 20% and 10% — plus the material each slot needs.
The 68 official Deskrawl stat affixes and the per-slot roll pools, plus the 11-vs-12 equipment slot puzzle solved: rings occupy two slots.
Exact Deskrawl socket costs from the 1.0 build: 100 ore plus 400 gold per item level, level 30 to unlock, and the five slots that cannot be socketed.
Deskrawl has six rarity tiers ending in Divine, not Epic. The Divine drop chance, its Inferno-only gate, and why you should never salvage one.
