The Mythic Rift is 100 escalating tiers requiring Inferno, with a 1.17x health multiplier per tier and a separate damage curve after tier 70.
Deskrawl Mythic Rift: 100 Tiers, and Two Damage Curves
The Mythic Rift has exactly 100 tiers, and both ends of that ladder are hard-coded rather than described anywhere official: MapData.MinMythicTier = 1 and MapData.MaxMythicTier = 100, two compile-time constants. It is locked to the hardest difficulty — GameConfig.MinMythicDifficulty = Inferno1 — so the official achievement for stepping inside sits at 0.2% of players, read live on 2026-10-01. About one player in five hundred has ever entered it.
The reason it reads as a wall rather than a long staircase is the shape of its curve. Health multiplies by 1.17 per tier in both halves of the ladder. Damage multiplies by 1.0718 per tier from tier 1 to 70, then drops to 1.0234 per tier from tier 71 to 100. The two bands are not two difficulty settings — they are one HP curve with two different damage curves bolted onto it, and that structure is the single fact most guides about the Rift get wrong.
- Tiers: 1 to 100, as constants in the class, not as values you can read off a map.
- Gate: Inferno 1 minimum difficulty, plus three boss materials charged per entry.
- Curve: HP ×1.17 per tier twice; damage ×1.0718, then ×1.0234.
- Scale: 0.2% of players have entered; all four class-specific Inferno achievements sit in the 0.0–0.1% band.
- Never published: the average tier reached, the clear rate, or whether a tier is beatable.
All config values are 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. Class and field names are given throughout so you can re-check them.
The four multipliers, straight out of the config

MapData carries the whole curve as serialized fields. The generic block is identical across 75 of the 82 map assets in the build — the seven exceptions are four fishing maps, two town maps, and the Rift map itself.
| Field | Generic value | What it scales |
|---|---|---|
MythicBaseHP |
70 | normal-enemy health at the bottom of the curve |
MythicBaseDamage |
7 | normal-enemy damage at the bottom of the curve |
MythicBossBaseHP |
5,000 | boss health at the bottom of the curve |
MythicBossBaseDamage |
22 | boss damage at the bottom of the curve |
MythicBand1EndTier |
70 | where the first band stops |
MythicBand1HealthMultiplierPerTier |
×1.17 | health, tiers 1–70 |
MythicBand1DamageMultiplierPerTier |
×1.0718 | damage, tiers 1–70 |
MythicBand2HealthMultiplierPerTier |
×1.17 | health, tiers 71–100 |
MythicBand2DamageMultiplierPerTier |
×1.0234 | damage, tiers 71–100 |
MythicGoldBonusPerTier |
+0.05 | gold bonus rate per tier |
MythicExpBonusPerTier |
+0.05 | experience bonus rate per tier |
MythicMinEnemiesPerEncounter / Max |
5 / 10 | mobs per wave |
MythicMinEnemyTypesPerRun / Max |
2 / 3 | distinct enemy types per run |
Two details are worth pausing on. MythicBaseHP = 70 is the same number as the level cap — a coincidence, not a link to level 70. And MythicBand1EndTier is annotated [Range(0f, 99f)], so 70 is a designer-set boundary inside a hard ceiling, not a constant like the tier range itself.
Nothing in the build, and nothing the developer has said, connects 1.17 to how far a player actually gets. Reading "×1.17 per tier" as "so I should clear about tier N" is an inference the data does not support. The achievements page is the only officially published progress scale that exists.
What the two bands do to a run
Compounding the four multipliers per tier, with tier 1 as the 1.00× baseline, gives the shape below. This is arithmetic on the four numbers above — the game's method bodies are stripped in the decompiled assembly, so treat it as the curve the fields describe, not a formula recovered from code.
| Tier | Health vs tier 1 | Damage vs tier 1 | Health ÷ damage |
|---|---|---|---|
| 1 | 1.0× | 1.0× | 1.0 |
| 10 | 4.1× | 1.9× | 2.2 |
| 25 | 43.3× | 5.3× | 8.2 |
| 50 | 2,193× | 29.9× | 73 |
| 70 | 50,679× | 119.6× | 424 |
| 80 | 243,603× | 150.8× | 1,616 |
| 100 | 5,628,599× | 239.4× | 23,507 |
Band 1 is where the wall is. Over the first 70 tiers health climbs about 50,000× while damage climbs about 120×, so the ratio grows more than 400-fold and every point of progress is bought with damage you have to find somewhere else.
Band 2 inverts the pressure. Tiers 71 to 100 add another 111× health but only 2× damage. The last thirty tiers hold the fattest enemies in the game and, relatively speaking, the least dangerous. Whatever kills you at tier 60 will not kill you at tier 95; you will just need far longer to do it. If you are stuck, the reason is almost always the tier-70 boundary, not the tier you are standing on.
The exception: the Rift's own asset breaks the pattern
MythicDungeon.asset is the only map in the build with MapType = Mythic. It also holds the real entry requirements and enemy pools — and it disagrees with the other 75 on 13 of the 15 Mythic* fields the two share. Only MythicBossBaseHP and MythicBand2HealthMultiplierPerTier are identical.
| Field | Generic (75 combat maps) | MythicDungeon.asset |
|---|---|---|
MythicBaseHP |
70 | 30 |
MythicBaseDamage |
7 | 2 |
MythicBossBaseHP |
5,000 | 5,000 (same) |
MythicBossBaseDamage |
22 | 30 |
MythicBand1EndTier |
70 | 50 |
MythicBand1HealthMultiplierPerTier |
1.17 | 1.16 |
MythicBand1DamageMultiplierPerTier |
1.0718 | 1.03 |
MythicBand2HealthMultiplierPerTier |
1.17 | 1.17 (same) |
MythicBand2DamageMultiplierPerTier |
1.0234 | 1.025 |
MythicGoldBonusPerTier |
0.05 | 0.02 |
MythicExpBonusPerTier |
0.05 | 0.015 |
MythicMinEnemiesPerEncounter |
5 | 40 |
MythicMaxEnemiesPerEncounter |
10 | 50 |
MythicMinEnemyTypesPerRun |
2 | 4 |
MythicMaxEnemyTypesPerRun |
3 | 6 |
The structural point survives either way: health outruns damage, and the gap widens after the band break. But quote any specific number from the right asset. The band break is at tier 70 in the generic block and tier 50 in the Rift's own asset, and the game has not published which one a live run uses. What is not in dispute: the HP multiplier is 1.17 in both, and the second band always has the flatter damage curve.
Opening the portal
The entrance is in City of Veldak, not in the final zone. SnowTownEnvironment.prefab is the only environment prefab in the build carrying ShowMythicEntrance: 1, and the official SnowTown description says outright that "Veldak is home to the gateway into the Mythic Rift." The panel it raises is titled Mythic Rift, prompting "Choose the tier of the rift you wish to open." Veldak is a level 52–58 area in the zone order, so you can stand at the door long before you can open it.
MythicDungeon.asset lists three EntryRequirements, one unit each, Difficulties set to the All mask (-1) — the same three items are charged on every difficulty, and unlike the area finales they are not skulls. They are Cinderlord Horns (VolcanoDemonLordMat), Defiled Wyrm Scales (DefiledKeepDragonMat) and Frostheart Crystal (SnowHillFrostDragonMat); the demon skull guide has the full table with each one's boss achievement and live unlock rate, plus what those materials are worth as gear-upgrade fodder.
The closed loop is the part that matters here: all three of those bosses — VolcanoDemonLord, DefiledKeepDragon, SnowHillFrostDragon — are themselves in the Rift's 20-entry MythicBossEnemies array. The items that open the door are dropped by three of the twenty bosses waiting behind it, and all three come from areas you have already cleared by the time Inferno is live. That makes the entry cost a farming tax rather than a progression wall, and it means a player stuck on materials is stuck on farming, not on gating.
What you fight inside
The Rift has its own enemy arrays, separate from the map's ordinary encounter pool. MythicNormalEnemies holds 37 prefabs drawn from across the whole game — orcs, wolves, sand imps, rock golems, forest giants, cinder slashes, magma golems, frost whelps. MythicBossEnemies holds 20 prefabs, which is the game's entire achievement boss roster. MythicZones lists 9 zones, so a run is assembled from tilesets borrowed from all of them.
EnemyMinLevel and EnemyMaxLevel are both pinned to 70, a genuine break from the normal rule — on every regular map the max sits exactly one above the min. Every mob is level 70 and the mythic curve is the only variable left.
One clarification, because it is easy to get backwards: the goblin-and-skeleton group (GoblinWarrior ×5, SkeletonWarrior ×5, OrcWarrior ×2, DarkElfMage ×2) is the map's base NormalEncounterPool, and its BossEncounter is a single Dragon. Neither array is the mythic pool. With 40 to 50 enemies per encounter, the Rift trades the small readable fights of the main game for large mixed swarms, and EliteChance = 0 means no random elites spawn inside at all.
What a higher tier buys you
The entrance panel shows four bonus rows, and all four resolve to config fields. Three live in MapData; the fourth is in LootConfig.MythicBossDropSettings.
| Panel row | Field | Value |
|---|---|---|
| Bonus Item Level | ItemLevelBonus |
+10, flat |
| Bonus Item Find | ItemFindBonusPerTier |
+0.01 per tier |
| Treasure Chest Drop Chance | SpecialDropChanceMultiplierPerTier |
×1.01 per tier |
| Bonus Gold | MapData.MythicGoldBonusPerTier |
+0.05 per tier (0.02 in the Rift asset) |
A clear is worth RollAttempts = 3, GoldMultiplier = 5, GemDropChance = 0.12, and a DivineChance of 0.00002 — the highest Divine roll anywhere in the loot config, which is why the Rift and Divine gear are the same conversation. It is still two in a hundred thousand per roll. The SpecialDrops entry is the Mythic Treasure Chest at a base Chance = 0.1 that the per-tier multiplier then scales. Completed runs post to a leaderboard entry carrying both MythicTier and ClearTimeMilliseconds, with MythicTierScoreStep = 1000000 separating each tier in the score — which is why the Rift appears on the online mode page as leaderboard content rather than a competitive mode.
What nobody has published
There is no official average tier, clear rate, or completion percentage for any Mythic tier. The only published figure is the 0.2% entry achievement, which measures whether you ever opened the portal, not how far you got.
The four class-specific Inferno achievements all sit in the 0.0–0.1% band, and which class holds the top of that band is not publicly determinable: the Steam community page displays every unlocked achievement as 0.1% regardless of the underlying value, so a 0.1% floor in the API is a floor, not a distinguishable second tier. Treat the whole band as one measurement problem, not four separate results.
Every figure quoted here is a timestamped snapshot rather than a constant. For calibration: ENTER_VELDAK read 2.8% in the site's 2026-09-30 snapshot and 3.8% on a direct API read a day later, so re-query before you quote any of them.
The game's scaling method bodies are stripped in the decompiled assembly — MythicEntranceUI, MythicTierOptionUI and MythicCompletionUI all have empty stubs — so the exact order the multipliers are applied in is not recoverable. The reward fields are rates, not payouts for the same reason: +0.05 gold per tier is a coefficient, and any page claiming "tier 100 pays 6× gold" is guessing.
Official source: Steam global achievement percentages, app 4623570 and the Steam Community stats page — read 2026-10-01, both returning the same 37 rows.
ENTER_MYTHIC_RIFTdisplays as "Into the Endless Realm" with the description "Step into the Mythic Rift for the first time." App identity confirmed on the Steam store page as Deskrawl: Idle ARPG.
Trust the four multipliers, the band break, and the three entry materials. Everything else — kills per tier, gold per clear, what fraction of players reach tier 50 — is community estimate, on a three-day-old game whose headline statistic has a 0.2% sample. Treat any tier-by-tier clear table you find as someone's log, not a spec.
FAQ
How many tiers does the Mythic Rift have?
Exactly 100. MinMythicTier = 1 and MaxMythicTier = 100 are const values in MapData.cs, so the range is identical in every build and is not per-map data.
Why does the damage curve change after tier 70?
MapData splits the ladder at MythicBand1EndTier: band 1 uses ×1.0718 damage per tier, band 2 uses ×1.0234, while health is ×1.17 in both. Nothing in the config comments explains the intent; the effect is that the back half is a damage check rather than a survival check. The difficulty guide covers what you need before you get that far.
Do I need a Demon Skull to enter?
Not per the map data — MythicDungeon.asset lists exactly three EntryRequirements, all boss materials, charged on every difficulty. The in-game tooltip on the two skull items says otherwise, and the demon skull guide walks through that conflict in full. If the Enter button stays grey when you are sure you have the mats, bank a Skull of Inferno before you assume a bug.
Is the Rift in the last zone, and can I play it in the demo?
No to both. The entrance is in City of Veldak at level 52–58, not the level 65–70 finale, and MythicDungeon.asset carries IsLockedInDemo = 1. The demo versus 1.0 comparison covers what else changed.
What is the best tier for a first clear? Nobody has published an answer, and the config cannot give you one — it describes the curve, not your damage. Start at tier 1 and step up. The gold farming guide is the better read on funding the upgrades the next tier needs.
Related Guides
- Deskrawl Difficulties: Nightmare and Inferno — the three tiers and why the Rift sits on top of them.
- Deskrawl Achievements — all 37 with live unlock rates, including the 0.2% that frames this page.
- Deskrawl Bosses — the 20 bosses making up the Rift's boss pool.
- Deskrawl Item Rarity — where the Rift's
DivineChancesits in the six-tier ladder.
More Deskrawl: Idle ARPG Guides
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.
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 has six rarity tiers ending in Divine, not Epic. The Divine drop chance, its Inferno-only gate, and why you should never salvage one.
