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.

Last Updated: 2026-09-30

Deskrawl Drop Rates: The Config Truth After the 1.0.0g Change

Ordinary monsters in Deskrawl roll nothing 87.4% to 95% of the time. That is the NoDrop entry in the game's own LootConfig — the trash tier was built mostly empty so your attention goes to elites and bosses. Almost everything else in circulation is either the wrong question or out of date — patch 1.0.0g rewrote how equipment slots are picked.

  • All ten loot vectors in LootConfig sum to exactly 100 — these are percentages, not points.
  • Trash gets emptier as you push; bosses get fuller. NoDrop climbs 87.4 → 95 on normal, falls 35.2 → 10.6 on minibosses.
  • Only three items in the 501-config database are openable chests. The "427 chests share one table" figure is an inert class default.
  • Every "Hunter gets fewer weapons" conclusion died on 2026-09-29, and Item Find appears nowhere in the readable loot math.
Build scope

Config values come from the unpacked 1.0 launch build (assets dated 2026-09-28); live is 1.0.0g as of 2026-09-30. Field names are given so you can re-check any row.

What patch 1.0.0g changed, and which old answers it killed

Loot beam labels such as Stormforged Girdle and Golden Treasure Chest
Loot beam labels such as Stormforged Girdle and Golden Treasure Chest

The first post-launch patch shipped 2026-09-29 and contains exactly one loot-algorithm line. Verbatim:

Official source: [Patch 1.0.0g] Various Improvements and Fixes — Steam news gid 1844751498235537, published 2026-09-29 21:52 UTC, read 2026-09-30 via the Steam Web API.

Loot drop system now guarantees even chance per equipment slot (previously Hunter was getting fewer weapons due to fewer weapon types)

The parenthetical is the useful half: the old roll was biased by pool size. UsableClasses is a bitmask, so read it as a flag set — counting the weapons each class can equip:

Class Base weapons Archetypes With RandomWeapon
Mage 19 Mace, Staff, Sword 20
Barbarian 18 Mace, Sword, Axe 19
Monk 17 Mace, Axe, Staff 18
Hunter 8 Bow only 9

Hunter's pool is under half the next smallest — and weapon is the only slot where that happens; across the other ten, the gap to the best class is at most three items. Counts are instances under items/equipments/, 219 total.

Any class ranking by weapon drop rate is out of date

Discard any class comparison written before 2026-09-29 — the pool that made Hunter look slow is the one the patch replaced.

The five encounter drop tables

LootConfig holds five EncounterDropSettings blocks. Each carries a LootVector pair spanning the map level — MinLootVector low, MaxLootVector high — and all ten sum to 100.0.

Encounter Rolls/kill NoDrop (low → high) Common Uncommon Rare Legendary
Normal mob 1 87.4 → 95 9 → 2.5 3 → 1.75 0.6 → 0.6 0 → 0.15
Elite 1 0 → 0 69.5 → 47.5 23 → 36 6.5 → 15 1 → 1.5
Miniboss 2 35.2 → 10.6 33.8 → 32.4 22.5 → 35 7 → 20 1.5 → 2
Boss 3 0 → 0 60 → 38 30 → 35 8 → 24 2 → 3
Mythic boss 3 0 → 0 51.8 → 24 30 → 37.5 16.2 → 35 2 → 3.5

Read the shape: higher map level makes ordinary spawns emptier while minibosses stop returning empty rolls. Elite, boss and mythic tiers have NoDrop = 0 in both columns, so every such kill yields an item.

Three fields sit outside the rarity roll:

Encounter RollAttempts GoldDropChance GoldMultiplier PotionChargeDropChance DivineChance GemDropChance
Normal mob 1 0.3 2 0.3 0 0.01
Elite 1 1 2 1 0.000003 0.06
Miniboss 2 1 4 1 0.00001 0.10
Boss 3 1 5 1 0.00001 0.12
Mythic boss 3 1 5 1 0.00002 0.12

RollAttempts is how many rolls one kill performs, which is why a boss checks its vector three times. Gold and potion drops have independent flags — 30% on trash, guaranteed from Elite up — with a gold multiplier climbing 2 → 5. Divine sits on its own float because its weight would have to be negative.

That is about seven kills per item at the pessimistic end, rarity drawn from the leftover 5% — the expected outcome, not a broken drop rate. A Steam review in our recon notes says the same from inside:

Community-reported, not a config fact — see the

Deskrawl discussions "Drop rates are absolute garbage… I have 99.5% item find now at L 30 and I am wearing L 17 gear still cause only 1 common itme drops every 10-20 minutes." That is what 87.4%–95% no-drop looks like from the player's seat, and before 1.0.0g it is also what an 8-item weapon pool looks like. The config explains the frequency; it does not explain the item find.

Treasure chests: three real ones, and a 427-item red herring

Every ItemData carries ten Chest* fields on 501 configs across every item category — item count, a weight each for Common through Gem, and a gold range. That — not an item count — is where the circulating "501 items" figure comes from. What makes a real chest is ItemData.Effect: across all 501, None is 405, UnlockSlave 66, TempBuff 27, and OpenChest just 3 — TreasureChest1/2/3, under items/consumables/. The giveaway that the rest are defaults is arithmetic: that 427-config block reads Common 50 / Uncommon 30 / Rare 20 / Legendary 5, summing to 105, while every genuine vector sums to 100. It holds all 219 equipment assets, all 119 runes, all 36 gems and 53 of the 66 reins, the only category split across both blocks.

Chest Item rarity Items/open Common Uncommon Rare Legendary Divine Gem Gold
TreasureChest1 Uncommon 1 – 2 0 34 60 6 0.00034 0.1 600 – 900
TreasureChest2 Rare 2 – 3 0 20 70 10 0.00034 0.2 2,400 – 3,600
TreasureChest3 Rare 2 – 3 0 15 70 15 0.00005 0.1 10,000 – 15,000

All three carry MinDropLevel = 1 with no upper bound, and none has a Common entry at all — you cannot get a Common out of a chest, so stop hoarding Common junk. TreasureChest3 has one configured drop route in the game: MythicBossDropSettings.SpecialDrops, one entry at Chance = 0.1 with SpecialDropChanceMultiplierPerTier = 1.01. Nothing in LootConfig points at chests 1 or 2.

Chest contents are stored objects, not a live reroll

A chest resolves into discrete ChestContent records — item level, rarity, rolled StatModifier[], socket count, plus IsAncient and IsBlackMist flags — and SavedChestContent is the serialised form that reaches the save file. The Chest* fields set weights, never results. That is also why a chest can be the thing that goes missing, which the save guide covers.

Black Mist, Ancient, and the per-kill extras

Two boolean modifiers sit on LootConfig itself rather than inside any vector:

Field Value Gate
BlackMistChance 0.002 Black Mist flag on a Legendary — one in 500
AncientChance 0.1 Ancient flag — one roll in ten
MinBlackMistDifficulty Nightmare (enum 1) cannot fire below Nightmare
MinLegendaryLevel 10 Legendary needs level 10
MinDivineDifficulty / MinSetDifficulty Inferno1 (enum 2) Divine tier and set runes

Black Mist is one in 500 on top of an already-rare Legendary roll, hard-locked to Nightmare; Ancient at 10% is the opposite kind of object. Two currencies ride their own chances outside the vector: BossMaterial = SoulShard with BossMaterialLevelsPerUnit = 10, and TreasureNodeMaterialChance = 0.0005 for TreasureMapKey, which has Nightmare and Inferno variants — see the Demon Skulls guide.

One system sits outside all of this: LootConfig.RuneDrops has no LootVector — DropChance = 0.02, MinDropLevel = 40, RarityWeights Common 0 / Uncommon 56 / Rare 43.5 / Legendary 0 / Divine 0 / Set 0.5, and a MiniBossChanceMultiplier of 0.75, a reduction making a miniboss a worse rune source than a trash mob. The runes guide covers the sets.

What the config does not tell you

Three things people ask are not in the data, and pretending otherwise is how wrong numbers get published.

How Magic Find moves the roll. The affix is MagicFind = 16 in StatType and appears only in secondary pools; the UI calls the scaling "Item Find per Map Level" (UI.Difficulty.ItemFind) and "Bonus Item Find" (UI.MythicEntrance.ItemFind). The config exposes GameConfig.DifficultyTiers[].LootBonusPerMapLevel — 0 / 0.005 / 0.01 — and MythicBossDropSettings.ItemFindBonusPerTier = 0.01. The multiplier turning an affix percentage into a change in NoDrop is not published; any figure for it is a community measurement.

The implementation behind the two endpoints. LootManager.cs has dsr(int, EncounterType, int) returning a LootWeights struct with exactly the five vector fields — the blend between MinLootVector and MaxLootVector — but the shipped IL2CPP build has method bodies stripped, so the formula is unreadable. So are whether DivineChance is checked per roll or per kill, and the numbers a rolled affix can take.

FAQ

What is the drop rate on Deskrawl normal monsters, and are they bad? 87.4% to 95% chance of nothing, one roll per kill; the rest draws from Common 9 / Uncommon 3 / Rare 0.6 / Legendary 0 at the low end. Nothing is broken — elite, boss and mythic tiers all have NoDrop = 0.

Can you get Divine from a treasure chest? Yes, from all three — TreasureChest1 and TreasureChest2 at 0.00034, TreasureChest3 at 0.00005, against 0 on the other 498 configs. It is the only Divine source outside the encounter table, and still sits behind MinDivineDifficulty = Inferno1. A Steam thread, "Does Divine tier equipment exist yet?": "over many runs of the oak treant stage at 100%+ magic find I still have yet to find one."

What is Black Mist and how do you get one? A Legendary roll carrying the Black Mist flag, from BlackMistChance = 0.002, gated by MinBlackMistDifficulty = Nightmare. Below Nightmare the chance exists in the file but cannot fire — a quality flag, not a tier.

Does item find actually increase drops? Partially, and the readable part is small: LootBonusPerMapLevel 0 / 0.005 / 0.01 by difficulty, ItemFindBonusPerTier = 0.01 on mythic. How gear Magic Find feeds those is not exposed — a null result is an open question, not a bug.

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