Deskrawl 1.0.3 patch notes

Released 16 October 2026 (build 25973417 ) , together with the 1.0.2a and 1.0.2b hotfixes . 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

Transmuting 9 Uncommon runes into a Rare now always works (50% before). Rare to Legendary stays at 15% and Legendary to Set at 50%.

Loot

The base Black Mist chance went from 0.25% to 0.32%, and Set runes roll at weight 0.9 instead of 0.7 (out of 100). A Mythic Treasure Chest holds a divine item 0.036% of the time instead of 0.005%, and the treasure map drakes drop Golden Treasure Chests where they used to drop Mythic ones.

Stat caps

Cooldown Reduction now caps at 80% instead of 85%. Damage Reduction and the six elemental reductions cap at 90%; they used to go up to 100%. The new Flat Damage Reduction stat takes a fixed amount off every hit after all other reductions (Stoneguard Greaves give 300).

Upgrades and potions

Shoulder upgrades to +9 and +10 need Cinderlord Horns instead of a Demon's Skull. Three flasks swap their Demon's Skull for a boss material: Flask of the Swift needs an Ogre Heart, Flask of the Cruel a Manticore Venom Sac and Flask of the Wind a Werewolf Pelt. Werewolf Pelt is new; the Bloodmoon Werewolf drops it on 20% of kills.

Bosses

Bosses shrug off repeated staggers: the first stagger in a 10-second window lands in full, and every later one inside that window lasts 30% as long.

Lucky wheel

A spin costs 12,500 gold instead of 10,000.

New gear 14

New materials 1

New status effects 6

Each stack increases critical damage taken by 5%.

Absorbs damage equal to 500% of Max Mana.

Guard begins to falter for 3s. Once 5 stacks accumulate, they are consumed to inflict Vulnerable on the target.

Gain +300% Physical Damage for 3s.

Deal 8% x more damage per stack, up to 20 stacks. Lasts 5s.

Reduces damage dealt by 30% for 3s.

Abilities 8

Current effect: Lays down an explosive trap that activates on enemy contact, dealing 300% weapon damage as Arcane damage to surrounding foes and applying Arcane Grip with a 100% chance. All targets caught in the blast are also afflicted with Dizzy.

Deploys a proximity trap that detonates when an enemy walks over it, hitting all nearby targets for 300% weapon damage as Arcane damage with a 100% chance to inflict Arcane Grip.

  • Range: 10 to 11.5
  • Range: 15 to 13
  • Range: 9 to 11
  • Range: 8 to 10
  • Area radius: 30 to 14
  • Cooldown: 0.75s to 0.6s
  • Range: 1 to 4.5
  • Damage per level: 1.5% to 2.5% of weapon damage

Talents 11

  • Moved from level 40 to level 30
  • Ranks: 8 to 1
  • Now a capstone

Current functionality: On every third Basic Attack cast, your strikes have an 80% chance to afflict each target hit with Dazed.

Before: The third strike from Seismic Strike has a 10% chance to inflict Dazed status

Now: Every 3 seconds, replenish a shield equal to 500% of your Max Mana.

Before: Restore 15 Health for each Mana spent.

  • Moved from level 15 to level 20

Current functionality: Hitting targets with cast abilities applies Exposed. Accumulating 5 stacks transforms the effect into Vulnerable.

Before: Every 7 casts of Basic Attack inflicts Vulnerable on enemies hit.

  • Moved from level 20 to level 15

Current functionality: Performing 2 Special ability casts generates one charge, which can be stored. Activating a Strong Attack ability expends one charge to gain an 80% damage bonus.

Every 3 Basic Attacks build up a charge, which can accumulate. Triggering a Strong Attack expends a charge to boost its damage by 30%.

  • Ranks: 5 to 8
  • Renamed from Enhance Threefold Strike: Critical Damage

Now: +20% Critical Damage to Basic Attack abilities.

Before: +20% Critical Damage to Threefold Strike

  • Moved from level 30 to level 40
  • Ranks: 1 to 8
  • No longer a capstone

Current functionality: Swapping between different Chi abilities restores 2% of your Max Mana per cast. Your initial cast does not trigger any mana recovery.

Prior functionality: Using a different Chi ability than your previous Chi ability restores 8% of Max Mana. The initial cast restores no mana.

Current functionality: Every hit landed by Electrocute or Flame Lightning has an independent 30% chance to trigger Lightning Storm.

Before: Electrocute has a 30% chance to also cast Lightning Storm.

Now: Sacred Judgment's shockwave has a 15% chance to inflict Stunned on enemies hit.

Before: Sacred Judgment's shockwave has a 15% chance to stun the enemies it strikes

Items 6

  • Sell value: 50,000 to 100,000 gold (the game's sell price for gear still comes from item level)
  • Divine item chance: 0.005% to 0.036%
  • Now usable by Monk
  • Now usable by Monk

Current functionality: Landing a direct ability hit grants a single stack of Harvest of Souls. Reaching 25 stacks expends them to trigger Soul Impact, sending out a forward-moving soul wave that inflicts 800% Weapon Damage as Physical Damage and applies Dazed once to every target struck.

Landing any hit adds one stack of Harvest of Souls. At 25 stacks, all stacks are expended to unleash Soul Impact, launching a forward-moving wave that inflicts 800% Weapon Damage as Physical Damage and applies Dazed once per target hit.

  • Weapon Damage: 315 to 345
Now: Reduces all damage taken by 30%.Before: Reduces all damage taken by 25%.

Status effects 2

Now: Attack Speed is reduced by 25% and Movement Speed by 35%.

Before: Movement Speed is reduced by 35%.

Current functionality: Enters an enraged state that dramatically amplifies damage and attack speed, while granting a 200% increase to movement speed.

Before: Consumed by rage. Attack speed and damage are greatly increased.