The 1.0 build lists 67 minions including 23 Legendary. Capacity ranges 15-35, official wording is Minion and Rein, and here is what to prioritize.
Deskrawl Minions and Carriage Capacity: 23 Legendary, What to Catch
The 1.0 launch build ships 67 minions, 23 of them Legendary, and every one of the game's 20 bosses is one of those 23 — so "which boss should I farm" and "which minion should I catch" are the same question, not two. Capacity is the number that decides whether a swap was worth it, and it only runs from 15 to 35: the gap between a typical minion (25) and the best minion in the game (35) is ten slots. Half the reason swapping feels like nothing happens is that only 15 of the 67 have an active ability, and no minion's passive scales with level — 63 of the 77 passive modifiers have their per-level term unconfigured, and the other 14 set it to exactly zero.
- Only 44.2% of accounts hold a Legendary minion, against 89.6% holding any minion at all.
- Capacity 35 is Legendary-exclusive. No Rare, Uncommon or Common minion reaches it.
- The best gold-per-slot buy is the Tazan Camel: 2,500 gold, capacity 32, better than two horses that cost 3,000.
- Rein drop rates are encrypted and not published. The famous "1/120" figure is a lucky-wheel segment weight for a treasure-map key, not a capture chance.
All figures below come from the game's own data assets in the 1.0 launch build (2026-09-28); the live client is on 1.0.0g, so treat them as one patch behind. Achievement rates are the sole exception: they are read live from Steam, and every one carries its read timestamp.
The Official Words Are Minion and Rein, Not Slave or Pet

The naming inconsistency is not your memory failing — the game itself mixes three terms, which is exactly why "deskrawl minion" and "deskrawl slave" return different half-answers everywhere.
| Where | Official string |
|---|---|
UI.Minions |
"Minions" |
ItemType.Rein |
"Rein" |
Rein (name template) |
"Rein of the {slave}" |
Rein.Desc |
"Use to permanently unlock the {slave} as a companion." |
UI.CarriageCapacity |
" Carriage Capacity" |
UI.UnlockNewSlaveTitle |
"New Slave Unlocked" |
| Achievement Take the Reins | "Unlock a Minion with a Rein." |
| Achievement Legendary Bond | "Unlock a Legendary Minion." |
Under the hood the class really is SlaveData and the unlock banner really does say "New Slave", so third-party sites picked up the wrong word from the code and the UI. Search on minion, and read rein as the consumable that unlocks one.
Official source: Deskrawl: Idle ARPG on Steam — "Enemies in Deskrawl can be captured, even Bosses! Your minions haul the loot cart so you never stop grinding, and they support you in combat too: some grant passive buffs, while others unleash special abilities."
What the 1.0 Build Actually Contains
67 SlaveData assets under Resources/data/slaves/. Fields that matter: Rarity, Species, Location, Capacity, Passives[], Abilities[].
| Measure | Value |
|---|---|
| Total minions | 67 |
| Rarity split | Common 1 / Uncommon 27 / Rare 16 / Legendary 23 |
| Species | Beast 29, Demon 10, Humanoid 9, Dragon 7, Elemental 7, Undead 5 |
| Capacity range | 15 – 35 across 11 distinct values |
| With at least one passive | 67 / 67 |
| With at least one active ability | 15 / 67 |
| Locked in the demo | 37 of 67 (12 Legendary, 15 Uncommon, 10 Rare) |
The single Common minion is the DefaultHorse — the Brown Horse, capacity 20, sold by a Merchant. It is also the only minion in the game with no Rein item at all.
All 23 Legendary Minions, Ranked by Capacity
Sorted by Capacity, then by official English name from the game's Slaves localisation table. Zone names come from SlaveData.Location mapped onto the game's zone list; levels are the zone's level band.
| Cap | Minion | Source | Zone (level band) | Passives | Active ability |
|---|---|---|---|---|---|
| 35 | Ancient Shellwarden | Boss | Tazan Isles (34-40) | 2 | Brine Spit |
| 35 | Armored Horse | GameConfig.DlcSlave, no Rein |
Reward track | 2 | — |
| 35 | Blue Mammoth | Merchant, 500,000 | Merchant NPC | 2 | — |
| 35 | Dread Sand Manticore | Boss | Tazan Wastes (28-34) | 1 | Manticora Sting |
| 35 | Frost Dragon | Boss | Veldak Highlands (52-58) | 1 | Glacial Shard |
| 35 | Ice Hound | Boss | Veldak Highlands (52-58) | 1 | Capacitor Shell |
| 35 | Lord of the Cinder | Final boss | The Cinder Crown (65-70) | 1 | Ashen Wrath |
| 35 | Raptor | Miniboss, first zone | Kings Woods (1-10) | 3 | — |
| 34 | Defiled Wyrm | Boss | The Defiled Keep (58-64) | 2 | — |
| 32 | Tidewrath Crab King | Boss | Tazan Isles (34-40) | 2 | — |
| 30 | Ancient Oak Treant | Boss | Kings Woods South (20-28) | 1 | Healing Spirit |
| 30 | Bone Reaper | Boss | The Defiled Keep (58-64) | 1 | Soul Arc |
| 30 | Emberfang | Boss | The Cinder Crown (65-70) | 1 | Ember Breath |
| 30 | Flying Fish King | Fishing | Fishing-Beach | 1 | Mana Monsoon |
| 30 | Ogre | Boss | Spire Hill Crypt Lower (17-19) | 2 | — |
| 30 | Serparmat the Devourer | Miniboss | The Barrens (40-46) | 2 | — |
| 27 | Sandstorm Harpy Queen | Miniboss | Tazan Wastes (28-34) | 1 | Tailwind |
| 27 | Venom Queen | Miniboss | Kings Woods South (20-28) | 1 | Mana Injection |
| 25 | Bloodmoon Werewolf | Boss | Kings Woods (1-10) | 1 | Bloodmoon Howl |
| 25 | Dark Elf Mage | Miniboss | Spire Hill Crypt (11-16) | 2 | — |
| 25 | Goblin Giant | Miniboss | The Crimson Vale (46-52) | 1 | Club Smash |
| 25 | Lord of the Crimson Vale | Boss | The Crimson Vale (46-52) | 1 | Earth Spikes |
| 25 | Redrock Lord | Boss | The Barrens (40-46) | 1 | Power of Redrock Lord |
Two rows break the boss pattern and are worth knowing early. The Raptor is the very first miniboss in Kings Woods, capacity 35 with three passives — the single best slot-per-effort target in the game if you have not caught it. The Armored Horse is the only capacity-35 Legendary with no Rein item at all; it is wired in as GameConfig.DlcSlave, so it comes from the reward/DLC path, not from drops. For the fight-by-fight side of the same 20 creatures, see Deskrawl bosses list.
Capacity Is a Short Ladder With a Hard Ceiling
| Capacity | Common | Uncommon | Rare | Legendary | Total |
|---|---|---|---|---|---|
| 35 | 0 | 0 | 0 | 8 | 8 |
| 34 | 0 | 0 | 0 | 1 | 1 |
| 32 | 0 | 0 | 1 | 1 | 2 |
| 30 | 0 | 1 | 2 | 6 | 9 |
| 28 | 0 | 0 | 3 | 0 | 3 |
| 27 | 0 | 0 | 2 | 2 | 4 |
| 25 | 0 | 15 | 7 | 5 | 27 |
| 22 | 0 | 3 | 0 | 0 | 3 |
| 20 | 1 | 4 | 1 | 0 | 6 |
| 16 / 15 | 0 | 4 | 0 | 0 | 4 |
Capacity 25 is the mode: 27 of 67 minions sit exactly there, so the average Rein you pick up buys you nothing over what you already have. The top of the ladder is eight minions at 35 and one at 34, all Legendary. Take any 35-capacity Rein you are offered and stop evaluating it — the decision is pre-made for you. The interesting band is 30, where six boss legendaries sit: that is a genuine +5 slots over a default Rare horse.
Capacity also climbs from the life skills tree, and that is where the real gains are. Nine nodes modify StatType.Capacity:
| Effect asset | Node names | Gold | Raw decoded value | Token format |
|---|---|---|---|---|
IncreaseCapacity1 ("Capacity I") |
6 nodes: 500, 500, 6,000, 6,000, 8,000, 20,000 | 41,000 total | 1.54901123046875 |
0.# |
CapacityNotable ("Capacity II") |
3 notable nodes: 8,000, 25,000, 150,000 | 183,000 total | 5.7724609375 |
0 |
The two cheapest Capacity I nodes cost 500 gold each and are not demo-locked. One caveat: these are CodeStage AntiCheat ObscuredFloat decodes, raw values 1.54901123046875 and 5.7724609375, rendered through Token.Format strings 0.# and 0. The game does not publish how those display, so treat "roughly two" and "roughly six" as a reading of the format string, not an official number.
Only 15 of 67 Have an Active Ability — That Is Why Swapping Feels Flat
Every minion has at least one passive. Only 15 have an active ability, and 14 of those 15 are bosses — the exception is the Flying Fish King (Mana Monsoon) from fishing. Of the 20 boss legendaries, 14 have an active skill and 6 are passive-only (Raptor, Dark Elf Mage, Ogre, Tidewrath Crab King, Serparmat, Defiled Wyrm).
Worse for anyone hoping to grow a favourite: minions do not level. Of the 77 SlavePassive modifiers across all 67 minions, 63 have PerLevel sitting at the ACTk "unset" marker (never configured) and the other 14 decode to exactly 0.0. There is no scaling curve. The Ancient Oak Treant's Health Increase is the same number on day one and at level 70, and the Venom Queen's Poison Damage Reduction decodes to 0.36274415254592896 — 36.27% poison reduction, flat, forever.
Two ability assets sit in slaves/abilities/ that no minion references at all: Flame Armor and Burning Breath. Seventeen authored, fifteen wired up. That is a build note, not a road map — the config does not say what was intended.
In the Steam thread "Reins drop rate?" (28 Sep 2026) a player asked exactly this — "do passives work if you dont use the rein? or only active when using" — and the thread has no answer from a developer. The C# export has SlaveManager and SlaveModel but every method body is stripped, so the config cannot settle it either. Test it yourself: catch a Rein, leave the minion benched, and check your Attributes panel.
The Carriage: One Filter That Solves Reins, Two Life Skills That Solve Clutter
The carriage's behaviour lives in one class, CarriageAutomation, with four settings worth naming: FilterReins, CollectChests, CollectResourceNodes, and a Dictionary<ItemRarity, CarriageRarityAction>. That dictionary is the per-rarity loot filter, and CarriageRarityAction has exactly three values — Pickup, Autosell, Autosalvage.
FilterReins is the setting that answers "is it worth pursuing any until late game". Its official hint string is unambiguous:
"When on, the carriage only collects Reins that are not yet unlocked and not already in your bag or carriage. When off, it collects all Reins."
Turn it on and duplicates stop eating carriage space; turn it off and a second copy of a Rein you already own gets collected anyway. The other two flags do the same for chests and resource nodes.
Auto-Sell and Auto-Salvage are not free — they are life skill unlocks, exactly as the in-game hint says ("Learn Life Skills to unlock new filter actions"):
| Node | Effect asset | Gold | Feature flag | Prerequisite |
|---|---|---|---|---|
| Equipment Auto-Sell | EnableCarriageAutoSell |
1,500 | CarriageAutoSell = 4 |
LifeSkill 1 |
| Auto-Fill Inventory | EnableCarriageAutoFillInventory |
6,000 (demo-locked) | CarriageAutoFillInventory = 3 |
Auto-Sell |
| Equipment Auto-Salvage | EnableCarriageAutoSalvage |
35,000 (demo-locked, notable) | CarriageAutoSalvage = 6 |
LifeSkill 38 |
Auto-Sell and Auto-Salvage both resolve overflow the moment the carriage touches a drop, so the gear never occupies a slot — both official strings say "does not take up carriage space". What they do not solve is the full-carriage case, which is a separate feature: UI.CarriageFull reads "At full capacity, no more loot collected", while with Auto-Fill purchased it becomes UI.CarriageFullToInventory, "At full capacity, loot goes to inventory". If Auto-Fill does nothing for you, Auto-Sell is the cheaper route around a full cart — see the life skills guide for the node order. And UI.SummonTownOnly decides when you can swap: "Can only summon in town or the training grounds". You cannot re-summon a different minion mid-zone.
Reins: 66 Items, and Only the Legendary 23 Are Tradeable
66 ItemData assets under Resources/data/items/reins/, every one with Effect = UnlockSlave. Their rarity split — Uncommon 27, Rare 16, Legendary 23 — mirrors the minion table exactly, minus the Brown Horse you buy rather than catch.
MaxStackSize = 1on all 66, and every one carriesMinDropLevel = 1withMaxDropLevel = 0. The Rein table has no level band, so whatever gates a drop by zone or level lives outside the item data and is not published.- Exactly 23 Reins carry a non-zero
SteamItemDefId, IDs 2000 through 2022 — and all 23 are Legendary. Only legendary Reins are tradable, matching the store's promise to "Trade valuable equipment, materials, and minions with other players on the Steam Market" and the in-game confirm prompt "is a precious, tradable item. Using it consumes it permanently." The practical rules for that are in Deskrawl Steam Market and Auction House. ChestLegendaryChancesplits cleanly: 53 Reins at 5, 13 at 0.1 — a 50x spread. Read this as the weight when a Rein comes out of a chest, not as a world-drop rate. Two of the 13 areRein_DragonandRein_FishingWaterDragon, both priced at 1 gold, which tells youSellPriceis a configured value and not a clean shop price list.
The Buy Decision: Three Tiers, One Obvious Winner
The merchant stock is six minions, and it is the only part of this system with no RNG in it.
| Minion | Rarity | Capacity | Passives (decoded) | SellPrice |
|---|---|---|---|---|
| Blue Mammoth | Legendary | 35 | Thick Skin III +24.80% armour, Fast Travel I +8.80% move speed | 500,000 |
| Tazan Camel | Rare | 32 | Caravan Bearer +41.96% Material Find | 2,500 |
| Dark Horse | Rare | 25 | Fast Travel III +46.37% move speed | 3,000 |
| White Horse | Rare | 25 | Fast Travel III +21.57% move speed | 3,000 |
| Chestnut Pony | Uncommon | 22 | Fast Travel II +8.77% move speed | 300 |
| Brown Horse | Common | 20 | Fast Travel I +3.80% move speed | starter |
The Tazan Camel is the standout. It costs less than either 3,000-gold horse, carries seven more slots than both, and adds the largest Material Find bonus in the merchant tier. The Blue Mammoth's extra 3 slots cost 200x the gold — buy it once 500,000 is genuinely spare, and for the armour rather than the capacity.
The Drop Rate: What Is Published and What Is Not
Rein capture chance is not published, and cannot be read out of the shipped config. The world-drop tables for Reins are encrypted with CodeStage AntiCheat and never written to the assets. Any site quoting a percentage for "chance to catch a minion" is quoting a community estimate.
The one percentage in this system that is config is easy to misread. The Lucky Wheel (LuckyWheel_Gambler, 5,000 gold per spin) has 17 segments whose weights sum to exactly 120. One of them is TreasureMapKeyInferno — the Royal Treasure Key — at weight 1.
The Royal Treasure Key sits at 1/120 ≈ 0.83% of spins, and it is a treasure-map key. The other 16 segments are crafting materials, ores and plants. Nothing in that table touches minion capture, and the two numbers must never be quoted as the same thing. Wheel segment: published, verifiable. Rein capture rate: encrypted, unpublished.
That is why the loudest thread in the game's first week is titled "Reins drop rate?" — 19 posts, opened 28 Sep 2026. The opening post: "I'm playing since 6 hours and I have not found a single Rein yet. Not even a low-level blue one. Drop rates have been way different in the Demo." Replies put the first Rein at roughly level 7-8, and one notes "you can buy the 15% movespeed for 3k at the vendor" — consistent with the merchant table above, where two Rare horses cost exactly 3,000. None of that is an official rate; the only official numbers are the two achievement rates, 89.6% for any minion and 44.2% for a Legendary one.
Official source: Steam global achievement percentages, app 4623570 —
UNLOCK_COMPANION89.6%,UNLOCK_COMPANION_LEGENDARY44.2%, read 2026-10-01 03:23 CST. These move in both directions, not just up: our own data file records a 2026-09-30 read of 88.1% and 43.9%, because the denominator is every Steam account that owns the game and has achievements enabled, so a wave of new activations drops the percentage even as the absolute count rises. Quote the read date, never the number alone. The full 37-row ladder is in Deskrawl achievements list; the broader loot picture is in Deskrawl drop rates.
What to Do First
- Turn on Filter Reins today. It is free, and it is the difference between a cart of duplicates and a cart of progress. Official hint string quoted above.
- Buy the Tazan Camel at 2,500 gold before any horse. Capacity 32 and +41.96% Material Find, and it is strictly better than the 3,000-gold options.
- Buy Equipment Auto-Sell at 1,500 gold — it is the cheapest node that changes carriage behaviour, and it stops junk from ever occupying a slot.
- Buy both 500-gold Capacity I nodes. Cheapest real capacity in the game.
- Take the Raptor if it is offered. Capacity 35, three passives, and it lives in the first zone you ever walk into.
- Do not chase Legendary Reins before zone 4. Only 44.2% of accounts hold one (Steam read 2026-10-01), and eight of the 23 are the top capacity tier anyway — chase the ones whose Rein drops for the bosses you are already killing.
- Leave the town before you re-equip. Summoning is town-only.
FAQ
Is it "minion", "slave" or "pet" in Deskrawl?
Officially, Minion and Rein. UI.Minions reads "Minions" and the two relevant achievements say "Unlock a Minion with a Rein" and "Unlock a Legendary Minion". The internal class is SlaveData and the unlock banner still says "New Slave Unlocked", which is where the wrong word leaked into third-party guides.
What is the chance of catching a minion?
Not published. The Rein capture tables are encrypted with CodeStage AntiCheat and no value is written into the shipped assets. The ChestLegendaryChance field on Rein items is a chest-drop weight (5 on 53 items, 0.1 on 13), not a world-drop rate, and the Royal Treasure Key's 1/120 is a lucky-wheel segment weight.
Does the carriage have an auto-filter?
The rarity filter itself is free and always on — CarriageAutomation exposes a per-rarity Pickup / Autosell / Autosalvage map. The two extra actions are life skill unlocks: Equipment Auto-Sell at 1,500 gold and Equipment Auto-Salvage at 35,000 gold. A separate localisation string named EnableCarriageAutoFilter ships in all 14 languages but has no effect asset and no node referencing it; it was localised and never wired.
My carriage is full and Auto-Fill Inventory does nothing. Bug? Auto-Fill Inventory is a real 6,000-gold node, but it is demo-locked and was the most-reported Life Skills bug in the pre-1.0 thread from 30 June 2026. Replies from late September say it works for them. No developer has confirmed either way. Buy Auto-Sell instead — it stops junk from ever taking a slot.
Related
- Deskrawl Bosses: All 20 With Zones and Unlock Rates (2026)
- Deskrawl Life Skills Tree: What to Unlock First (85 Nodes)
- Deskrawl Achievements: All 37 With Real Unlock Rates (2026)
- Deskrawl Drop Rates: The Config Truth After 1.0.0g
- Deskrawl Steam Market: What You Can and Cannot Sell
- Deskrawl Areas and Level Order: The Real 11-Area Progression (1-70)
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.
