Deskrawl Item Rarity: Six Tiers and Why Divine Is Rare

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.

Last Updated: 2026-09-30

Deskrawl Item Rarity: Six Tiers, and the Top One Is Divine

Deskrawl has exactly six rarity tiers and the best one is called Divine. There is no Epic tier anywhere in this game — not in the code, not in the loot tables, not on a single item. Any guide claiming Deskrawl's top gear is "Epic" copied the wrong word.

The second half of your question has a harder answer: if you have hundreds of hours and zero Divine items, nothing is broken. The loot config sets DivineChance = 0 for ordinary monsters, and the whole tier is gated behind Inferno. Divine is the reward for players who already beat the game, not a drop you are grinding toward.

  • Six tiers, in order: Common, Uncommon, Rare, Legendary, Divine, RuneSet.
  • Only 8 Divine items exist in the 1.0 build, across 4 gear slots.
  • Divine never drops from trash mobs. Elites, minibosses, bosses, mythic bosses and three chest types are the only sources.
  • Salvaging a Divine pays 4.4× a Legendary at item level 70. Read the table before you click.
Build scope for every number here

Every number comes from the unpacked 1.0 launch build (config dated 2026-09-28). Live is patch 1.0.0g as of 2026-09-30, so a field could have moved by one patch. Table and field names are given so you can re-check them.

The real tier list

Legendary weapon tooltip header showing 209 damage at item level 701
Legendary weapon tooltip header showing 209 damage at item level 701

ItemRarity.cs in the decompiled assembly is the whole answer, and it is eight lines long:

Enum value Tier Config instances Sell price band Gate that matters
0 Common 52 2 – 900 none
1 Uncommon 41 45 – 200 none
2 Rare 66 50 – 1,000 3 of them cannot be upgraded
3 Legendary 52 1 – 10,000 MinLegendaryLevel = 10
4 Divine 8 50,000 – 100,000 MinDivineDifficulty = Inferno1
5 RuneSet 13 RuneSetData — runes only, not gear

Instance counts are equipment assets on disk (items/equipments/**), summing to 219. Read row five twice: 8 Divine pieces out of 219 is 3.6% of the pool, and each sells for 50,000–100,000 gold — the config pricing them as endgame currency-grade objects.

RuneSet = 5 is not a gear tier. It only appears on RuneSetData assets, and LootConfig.RuneDrops.RarityWeights gives Common and Legendary runes a weight of literally 0 while Set carries 0.5. Runes run their own three-tier ladder — see Deskrawl Runes.

Why "Epic" keeps showing up

Three separate things get flattened into "Epic", and none is a rarity tier.

It is an adjective in the official store copy. The Steam short description reads, verbatim: "Grind mobs, farm loot and capture enemies to serve you. Deskrawl is an epic idle ARPG that plays at the bottom of your desktop." A guide generator that scraped that page and capitalized "epic" invented the tier.

Official source: Deskrawl: Idle ARPG on Steam — store short description, read 2026-09-30.

"Ancient Legendary" is beta-era patch wording. The 0.1.12 announcement is titled "New Content: Ancient Legendary, New Legendaries, Minion, Life Skills", and its body frames Ancient as a property of a roll, not a rung: "it will have the max item level and max stats rolls in the possible ranges." Ancient is the best roll of a Legendary, not a tier above it.

Official source: [0.1.12] New Content: Ancient Legendary, New Legendaries, Minion, Life Skills — published 2026-06-21 during Next Fest.

The code settles it. LootConfig.AncientChance = 0.1 sits beside BlackMistChance = 0.002 as a float roll modifier, and both surface as booleans on the same objects: PlanItem.ancient, PlanItem.blackMist, ChestContent.IsAncient, and the drop tuple in WaveManager carrying (ItemData, CarriageRarityAction, Ancient, BlackMist) together. If Ancient were a seventh rarity it would be an ItemRarity member. It isn't — a separate UI.Ancient localization key exists, a label the UI attaches to an item like a tag.

Divine drop chances, by encounter type

LootConfig holds five EncounterDropSettings blocks. Each gives a LootVector (the Common→Legendary weight split) plus a separate DivineChance that does not participate in that weight roll at all.

Encounter Rolls per kill Legendary weight (map low → high) DivineChance GemDropChance
Normal mob 1 0 → 0.15 0 0.01
Elite 1 1 → 1.5 0.000003 0.06
Miniboss 2 1.5 → 2 0.00001 0.10
Boss 3 2 → 3 0.00001 0.12
Mythic boss 3 2 → 3.5 0.00002 0.12

Zero for trash mobs is the headline. Grinding normal spawns will never produce a Divine no matter how long you leave it running — the roll does not exist at that tier. Only 11 of 76 maps spawn elites at all (MapData.EliteChance = 0.05), so even the cheapest route needs elite-heavy maps. Mythic bosses add two levers on top: SpecialDropChanceMultiplierPerTier = 1.01 and ItemFindBonusPerTier = 0.01, nudging the roll up per tier — the endgame answer, matching the Mythic Rift guide's 100-tier ladder.

A second, separate path is chests. Exactly three items in the whole database have a non-zero ChestDivineChance — TreasureChest1 and TreasureChest2 at 0.00034, TreasureChest3 at 0.00005. The other 498 item configs carry 0. The golden chests that advertise a Divine chance in their tooltip are real, and are the only source outside the encounter table.

The Inferno gate is the real reason

MinDivineDifficulty = Inferno1, and WorldDifficulty has exactly three members: Normal = 0, Nightmare = 1, Inferno1 = 2.

Difficulty Enemy health Enemy damage XP Item levels per map level Loot bonus per map level
Normal ×1 ×1 ×1 0 0
Nightmare ×3.5 ×1.35 ×1.5 1 0.005
Inferno1 ×6 ×1.8 ×2 2 0.01

That is a two-step wall. Survive 6× enemy health and 1.8× enemy damage, and only then does the 0.000003–0.00002 roll go live. One caveat on precision: the decompiled assembly has its method bodies stripped (only signatures survive from the IL2CPP build), so I can show the configured minimum but not the exact comparison the game runs against it. The field is unambiguous; the implementation is not readable.

Below Inferno, a Divine drop is not slow — it is impossible

The community noticed early. One Steam thread is titled "Does Divine tier equipment exist yet?", and the reply describes the whole problem: "golden chests explicitly mention they have a chance to drop divine tier loot, but over many runs of the oak treant stage at 100%+ magic find I still have yet to find one." That is correct behaviour, not a bug. The difficulty guide covers how players actually reach Inferno.

The 8 Divine items, and the 6 slots that have none

This is the part competitors never list. Divine is not a colour swap applied to every slot — it is eight specific objects, and they do not cover the character.

Item Slot Classes Signature effect Sell price Extra gate
DivineSword1 Weapon Barbarian, Mage 25% chance per basic attack to gain a stack; at 25 stacks, triggers a bonus ability 100,000 —
DivineMace1 Weapon Barbarian, Mage, Monk flat CritChance modifier 100,000 —
DivineBow1 Weapon Hunter only 20% chance on hit to trigger an arcane AoE effect 50,000 —
DivineHelm1 Helm all four +30% to all stats (EquipmentEffect_AllStats, Bonus = 0.3) 50,000 —
DivineHelm2 Helm all four flat DamageReduction modifier 100,000 —
DivineRing1 Ring all four none, affix rolls only 50,000 —
DivineBack1 Back all four none 100,000 MinDropLevel = 30, not upgradable
DivineBack2 Back all four none 100,000 MinDropLevel = 30, not upgradable

Weapons are class-locked, and unevenly: a Hunter has exactly one Divine weapon, a Barbarian or Mage has two, a Monk has one. Helm is the only slot with a real choice — the two Divine helms do completely different things, so farming a specific one is a goal rather than a duplicate. And there is no Divine chest, pants, boots, belt, gloves or shoulder in the game. Six of ten gear slots top out at Legendary permanently. If you are waiting for a Divine chest, it is not coming.

The two Back items are the odd ones out: NotUpgradable = 1 and MinDropLevel = 30, so unlike the other six they need both Inferno and level 30.

Salvage values: the table worth bookmarking

GameConfig.SalvageYields is 13 rows grouped by rarity, each giving a material, a BaseAmount, an AmountPerItemLevel coefficient and a Chance. Total yield is BaseAmount + AmountPerItemLevel × itemLevel; Chance is the probability the row pays at all.

Rarity Material Base Per item level Chance
Common ore1 1 0.02 100%
Common SoulShard 1 0.003 10%
Uncommon ore1 2 0.05 100%
Uncommon SoulShard 1 0.005 20%
Rare ore1 1 0.05 100%
Rare ore2 2 0.025 100%
Rare SoulShard 1 0.008 40%
Legendary ore2 10 0.05 100%
Legendary ore3 (socket material) 5 0.025 100%
Legendary SoulShard 2 0.02 70%
Divine ore2 25 0.5 100%
Divine ore3 (socket material) 10 0.15 100%
Divine SoulShard 4 0.04 100%

Plugging the formula in at three item levels:

Item level Legendary ore2 Divine ore2 Legendary ore3 Divine ore3 Legendary SoulShard (expected) Divine SoulShard
1 10.05 25.50 5.03 10.15 1.41 4.04
40 12.00 45.00 6.00 16.00 1.96 5.60
70 13.50 60.00 6.75 20.50 2.38 6.80
A Divine is worth 4.4x a Legendary — stop before you salvage

A Divine at item level 70 returns 60 ore2 against a Legendary's 13.5 — 4.4× the value — and Divine is the only tier whose SoulShard drop is a guaranteed 100% rather than a 70% or 40% roll. Sockets cost 100 ore3 each (SocketMaterialAmount = 100) plus 400 gold per item level, so one Divine can fund most of a socket. Salvage a duplicate if you must; never your only one.

Black Mist and Ancient: two more things that are not tiers

Both are modifiers bolted onto a Legendary, and both are easy to mistake for a rarity.

Black Mist is the interesting one. BlackMistChance = 0.002 and MinBlackMistDifficulty = Nightmare, so it arrives one difficulty earlier than Divine. The in-game description string is unusually explicit:

Black Mist equipment is a powerful, customizable Legendary with the highest attribute values. It carries 7 hidden attributes — clear the mist on each one to uncover two choices, then pick the one you want to apply to the equipment.

Note what it says: a Legendary. Black Mist is the highest-quality roll of the Legendary tier, with seven attributes you resolve yourself — not a seventh colour. Its reveal UI and save data are separate classes entirely (BlackMistRevealState, BlackMistRevealSlot, SavedBlackMistReveal).

Ancient is the simpler version: AncientChance = 0.1 means one roll in ten is Ancient, which per the 0.1.12 notes means max item level and top-of-range stats. Ten percent is a frequent modifier. Divine at one in 50,000 is the opposite kind of object.

How many items are there, really

Everyone quotes a different number, and every one measures something else.

  • 219 equipment config instances in the 1.0 build: Common 52, Uncommon 41, Rare 66, Legendary 52, Divine 8. Of those, 209 are ItemData and 10 are RandomEquipment placeholders — likely the source of the "209 items" figure in circulation.
  • 501 config instances across every item category carry chest-drop fields, which is where "501 items" comes from. That total includes the 219 equipment plus materials, gems, runes, reins, fish and potions.
  • 486 rows in the game's own Equipments table — but that is a localization string table, not an item list. Its columns are a key plus 13 translations, and only 209 of the 486 rows are equipment names; the other 277 are item description strings, .Story lore entries, and gem and rune names. The remaining 10 equipment assets are unlocalized RandomEquipment placeholders with no row at all, which is exactly why 209 and 219 both circulate.
Quote the build, not a bare number

Treat 219 as the real equipment count for the 1.0 launch build, and say "in the 1.0 build" every time you use it. The developer has never published an official total item count; anyone quoting you a bare number is quoting a spreadsheet they built themselves.

FAQ

Is there an Epic tier in Deskrawl? No. ItemRarity has six members — Common, Uncommon, Rare, Legendary, Divine, RuneSet — and Epic is not one. The word comes from the Steam store's own description of the game as "an epic idle ARPG", which is an adjective.

Is Ancient Legendary a seventh rarity tier? No, and it has not been one since beta. It is a boolean flag on a Legendary roll (PlanItem.ancient, Chance = 0.1) granting max item level and top-range stats. The phrase comes from the 0.1.12 patch title during Next Fest.

Why do I have no Divine gear after hundreds of hours? Because NormalDropSettings.DivineChance = 0. Divine does not exist in the trash-mob drop table, and MinDivineDifficulty = Inferno1 means the tier is not live below the hardest difficulty. On Inferno, elites roll it at 0.000003 and bosses at 0.00001 per kill. You need Inferno access first, then patience.

Is Divine better than Black Mist gear? They are not comparable on one axis. Black Mist gear is officially a Legendary carrying seven hidden attributes you resolve yourself. Divine is a separate eight-item set with fixed signature effects. Nothing in the config ranks one above the other.

Should I ever salvage a Divine? Only a duplicate you have already replaced. At item level 70 it returns 60 ore2, 20.5 ore3 and a guaranteed 6.8 SoulShard, against 13.5 / 6.75 / 2.38 expected for a Legendary. Sockets alone cost 100 ore3.

More Deskrawl: Idle ARPG Guides

Deskrawl Demon Skulls: The Odd Entry Rule (14 Maps)

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 Inferno: How to Unlock the Hardest Difficulty

Deskrawl has exactly three difficulties. Inferno multiplies enemy HP sixfold and is the only tier that drops Divine gear, rune sets and Mythic content.

Deskrawl Drop Rates: The Config Truth After 1.0.0g

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.

Deskrawl Equipment Upgrade: The Real +1 to +10 Chance Table

The verified Deskrawl +10 upgrade table: four guaranteed levels, then 75%, 50%, 40%, 30%, 20% and 10% — plus the material each slot needs.

Deskrawl Gear Stats: 68 Affixes and What Each Slot Can Roll

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.

Deskrawl Gems and Socket Costs: Every Slot and Gate

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 Gold Farming: Where the Gold Actually Comes From

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 Life Skills Tree: What to Unlock First (85 Nodes)

The Deskrawl Life Skills tree explained: 85 official nodes, 84 with prerequisites, hidden until unlocked, and why only 0.9% of players have finished it.