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 gear14
New materials1
New status effects6

Each stack increases critical damage taken by 5%.

Absorbs damage equal to 500% of Max Mana.

Guard begins to falter. Lasts 3s. At 5 stacks, all stacks are consumed to apply Vulnerable.

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.
Abilities8

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. Also inflicts Dizzy on all enemies hit.
Before: 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.

- 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
Talents11

- Moved from level 40 to level 30
- Ranks: 8 to 1
- Now a capstone
Now: Every 3 Basic Attack casts, you have a 80% chance to inflict Dazed on each enemy hit.
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

Now: Abilities you cast apply Exposed to each enemy hit. At 5 stacks, it becomes Vulnerable.
Before: Every 7 casts of Basic Attack inflicts Vulnerable on enemies hit.

- Moved from level 20 to level 15

Now: Every 2 casts of Special abilities grant one charge. Strong Attack abilities consume one charge to deal 80% more damage. Charges can accumulate.
Before: Every 3 Basic Attack casts store one charge. Each Strong Attack spends one charge to deal 30% more damage. Charges accumulate.

- 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
Now: Casting a different Chi ability from your previous Chi ability restores 2% of Max Mana. The first cast restores no mana.
Before: Casting a different Chi ability from your previous Chi ability restores 8% of Max Mana. The first cast restores no mana.

Now: Electrocute and Flame Lightning have a 30% chance per hit to also cast 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
Items6
- 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
Now: Each direct ability hit you land grants one 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, a soul wave that travels forward, dealing 800% Weapon Damage as Physical Damage and applying Dazed once to each enemy hit.
- Weapon Damage: 315 to 345
Now: Reduces all damage taken by 30%.
Before: Reduces all damage taken by 25%.

