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.
Deskrawl Gear Stats: 68 Affixes and What Each Slot Can Roll
A Deskrawl character has 12 equipment slots, built from 11 slot types because the ring type takes two slots. Of the game's 68 named stats, 55 can roll on gear and 13 roll on no equipment slot at all. Weapon and Necklace have the widest pools; Back has none.
- Every pool is read from
ItemizationConfig.SlotPoolsin the game's own config, not from a wiki or a build-string guess. - Value ranges and per-item affix counts are not in this build's data.
- Everything here is a snapshot of the build live on 2026-09-30.
12 Slots, 11 Slot Types, One Doubled Slot

The official achievement EQUIP_LEGENDARY_ALL, Clad in Legend, reads: Equip Legendary or better gear in all 12 equipment slots. That is the developer writing the number down, and the code agrees once you read the right enum.
| Enum | Values | What it means |
|---|---|---|
EquipSlotType |
None=0 + 11 real types, 1-11 |
the kind of gear |
EquipSlotId |
12 values, 0-11 | the actual slot on your character |
EquipSlotId has Ring1 = 6 and Ring2 = 7 side by side and runs Weapon=0 through Back=11 with no gaps. EquipmentUI declares twelve EquipmentSlotUI fields to match (EquipmentUI.cs:8-30), and EquipmentManager holds a static readonly EquipSlotId[] AllSlots plus a daz(EquipSlotId) lookup folding two slot ids into one slot type.
So 12 equipment slots, 11 slot types, two of them rings. Writing "12 slot types" is wrong; "12 slots, two of them rings" matches the achievement. Only 3.5% of counted Steam accounts have it, on a read taken 2026-10-01 — a marker on the achievement ladder, not a difficulty rating.
Official source: Steam global achievement percentages, app 4623570
Official source: Deskrawl achievement list on Steam
Ring1 and Ring2 share the same 16-primary and 5-secondary lists, so a stat on one ring can roll on the other. Which rings exist is covered in item rarity tiers.
Roll Pools by Slot
ItemizationConfig is a ScriptableObject with List<SlotAffixPool> SlotPools, and each pool has three fields: Slot (an EquipSlotType), Primary, and Secondary, both List<StatType>. Those two lists are the whole set of affixes an item on that slot can roll. Back has both set to null.
The last column counts the item config assets on disk: out/values/items/equipments/ holds one directory per slot type, and the figures below are the ItemData files in each. They sum to 209. A twelfth directory, randomequipments/, holds 10 more RandomEquipment placeholders — one for each slot from Weapon to Shoulder, and none for Back — which is where the 219 figure comes from.
| Slot type | Enum | Primary | Secondary | Total | Item configs |
|---|---|---|---|---|---|
| Weapon | 1 | 26 | 3 | 29 | 32 |
| Necklace | 8 | 23 | 4 | 27 | 17 |
| Chest | 3 | 15 | 5 | 20 | 22 |
| Ring | 7 | 16 | 5 | 21 | 20 |
| Pants | 4 | 12 | 5 | 17 | 19 |
| Gloves | 9 | 12 | 5 | 17 | 18 |
| Shoulder | 10 | 12 | 2 | 14 | 19 |
| Helm | 2 | 12 | 5 | 17 | 23 |
| Boots | 5 | 11 | 5 | 16 | 15 |
| Belt | 6 | 11 | 4 | 15 | 15 |
| Back | 11 | 0 | 0 | 0 | 9 |
Primary and secondary map onto the AttributeCategory enum (Primary = 0, Secondary = 1, Legendary = 2). Across all eleven slots the two sets are completely disjoint: no stat is primary on one slot and secondary on another.
It has nine item configs and a null pool on both lists, so do not plan around random stats on a cape. See gem socket counts by slot for what it does give you.
All 68 Stats and Where They Can Roll
The Stats localization table holds 134 rows: 69 Stats.* names and 65 matching Stats.*.Desc tooltips. One name is not a stat — Stats.AtCap, the cap notice, reading Maximum {0}% reached. Subtract it and you have 68 named stats.
Thirteen roll on no equipment slot in this build. Two are derived readouts by the game's own wording: Toughness is an estimate of raw damage you can survive, Recovery an estimate of effective healing per second. Two more, Weapon Damage and Weapon Speed, have no tooltip row at all. Gem Socket is a socket count. The remaining eight sit in the StatType enum with no pool referencing them.
| Stat (in-game name) | Category | Slots it can roll on |
|---|---|---|
| Arcane Damage | Primary | Weapon, Ring, Necklace |
| Arcane Damage Reduction | Primary | Helm |
| Armor | Primary | Helm, Chest, Pants, Boots, Shoulder |
| Attack Speed | Primary | Weapon, Belt, Ring, Necklace, Gloves |
| Basic Attack Damage | Primary | Weapon, Necklace |
| Bonus All Damage | Primary | Ring, Necklace |
| Bonus Armor | Primary | Helm, Chest, Pants, Necklace |
| Bonus Health | Primary | Chest, Pants |
| Bonus Potion Charges | Primary | Belt |
| Cold Damage | Primary | Weapon, Ring, Necklace |
| Cold Damage Reduction | Primary | Chest, Boots |
| Cooldown Reduction | Primary | Helm, Belt, Necklace, Gloves, Shoulder |
| Critical Damage Reduction | Primary | Boots, Gloves, Shoulder |
| Critical Hit Chance | Primary | Ring, Necklace, Gloves |
| Critical Hit Damage | Primary | Weapon, Ring, Necklace, Gloves |
| Damage | Primary | Weapon, Gloves |
| Damage Over Time | Primary | Weapon |
| Damage vs Bleeding | Primary | Weapon |
| Damage vs Burned | Primary | Weapon |
| Damage vs Distant | Primary | Weapon |
| Damage vs Elite | Primary | Weapon, Necklace |
| Damage vs Healthy | Primary | Weapon, Chest, Necklace |
| Damage vs Immobilized | Primary | Weapon |
| Damage vs Injured | Primary | Weapon, Chest, Necklace |
| Damage vs Poisoned | Primary | Weapon |
| Damage vs Slowed | Primary | Weapon, Necklace |
| Damage vs Vulnerable | Primary | Weapon, Ring, Necklace |
| Dexterity | Primary | all but Back |
| Dodge Chance | Primary | Helm, Chest, Pants, Boots, Belt, Shoulder |
| Fire Damage | Primary | Weapon, Ring, Necklace |
| Fire Damage Reduction | Primary | Boots, Shoulder |
| Intelligence | Primary | all but Back |
| Lightning Damage | Primary | Weapon, Ring, Necklace |
| Lightning Damage Reduction | Primary | Helm |
| Magic Resist | Primary | all but Weapon, Back |
| Mana Cost Reduction | Primary | Boots, Belt, Gloves |
| Max Health | Primary | Helm, Chest, Pants, Boots, Belt, Shoulder |
| Max Mana | Primary | Helm, Ring, Gloves |
| Physical Damage | Primary | Weapon, Ring, Necklace |
| Physical Damage Reduction | Primary | Chest, Pants |
| Poison Damage | Primary | Weapon, Ring, Necklace |
| Poison Damage Reduction | Primary | Pants, Shoulder |
| Special Ability Bonus Damage | Primary | Weapon, Chest |
| Strength | Primary | all but Back |
| Strong Attack Damage | Primary | Weapon, Necklace |
| Thorns | Primary | Chest, Pants, Belt, Shoulder |
| Bonus Move Speed | Secondary | Boots, Necklace, Shoulder |
| Gold Find | Secondary | Helm, Chest, Pants, Boots, Ring, Gloves |
| Health Potion Find | Secondary | Helm, Boots, Belt, Gloves |
| Item Find | Secondary | Helm, Chest, Pants, Boots, Ring, Necklace, Gloves |
| Life Regeneration | Secondary | Helm, Chest, Pants, Belt, Shoulder |
| Life on Hit | Secondary | Weapon, Chest, Pants, Boots, Ring, Necklace |
| Life on Kill | Secondary | Weapon, Ring |
| Mana on Kill | Secondary | Weapon, Belt, Gloves |
| XP Gained | Secondary | Helm, Chest, Pants, Belt, Ring, Necklace, Gloves |
| Attack Speed Bonus | Not on gear | — |
| Bonus Healing Received | Not on gear | — |
| Bonus Magic Resist | Not on gear | — |
| Carriage Capacity | Not on gear | — |
| Damage Reduction | Not on gear | — |
| Gem Socket | Not on gear | — |
| Mana Regeneration | Not on gear | — |
| Material Find | Not on gear | — |
| Move Speed | Not on gear | — |
| Recovery | Not on gear | — |
| Toughness | Not on gear | — |
| Weapon Damage | Not on gear | — |
| Weapon Speed | Not on gear | — |
Strength, Dexterity and Intelligence are the only affixes on ten of eleven slot types; Magic Resist rolls on nine. All nine secondary-only affixes are utility: movement, find, regeneration, on-hit and on-kill sustain.
The tooltips also fix how several families work. Strength additionally grants Armor, Dexterity grants Critical Damage Reduction, Intelligence grants Magic Resist. Flat Armor and Magic Resist cut damage by a percentage of your own level; Bonus Armor, Bonus Magic Resist and Bonus Health apply after all flat bonuses. Dodge fully avoids a direct attack but not damage over time; Thorns reflects flat physical damage, not a percentage. Ten affixes are conditional-damage stats gated on an enemy state — bleeding, burning, slowed, poisoned, Stunned, distant, Elite, Vulnerable, above 80% health, below 30% health — and every one is locked to Weapon.
Four Affixes With the Number Baked Into the Text
Four tooltips carry a literal constant instead of a placeholder. They are the only hard numbers in the affix layer:
| Stat | Exact tooltip text |
|---|---|
| Damage vs Healthy | Increases damage dealt to enemies above 80% health. |
| Damage vs Injured | Increases damage dealt to enemies below 30% health. |
| Dodge Chance | Chance to fully avoid a direct attack. Does not apply to damage over time. |
| Thorns | Reflects flat physical damage back to attackers that hit you. |
"Dodge does not work against damage over time" is therefore the game describing itself, not a community guess. Three other tooltips use {0} placeholders where the number is computed at runtime: Armor and Magic Resist read Currently cutting {0}% against enemies of your level, the attribute tooltips read Currently adding {0}% increased damage.
What the Config Does Not Tell You
How many affixes an item rolls, and in what range. The method that assembles a pool, ItemizationConfig.cdp(SlotAffixPool, List<StatType>, AttributeCategory), is an empty stub in the recovered assembly, as are cdk, cdl and cdm. The equipment UI does hold three (StatType, double Weight) tables and a 0.25 constant a helper sums over, but their contents were compiled out. No affix count, tier count, roll weight or value range exists in the unpacked data.
The percentage caps. The only cap string in the localization table is Maximum {0}% reached. The number behind it is not published.
What the game does publish with real numbers is the legendary effect layer. The Equipments localization table carries 92 .Desc tooltip rows: 39 belong to set runes, 53 to Legendary and Divine gear, and none to Common, Uncommon or Rare gear. The gear rows read like this: Increase Potion Charges by 4., +50% Movement Speed for 4 seconds after a kill. Since low-tier gear has no effect text at all, the only concrete numbers anyone finds for it would have to be typed by hand on the top two tiers.
Patch 1.0.0g on 2026-09-29 had already equalised drop chance per equipment slot; the record is in patch notes.
Official source: Deskrawl on the Steam store
No affix value range in this build is published by the developer, present in the config, or derivable from the assembly. If a page lists a range like 2-6% for a stat, it came from a build-string guess. The drop rate page makes the same point about loot config.
FAQ
How many equipment slots does a Deskrawl character have?
Twelve, from eleven slot types, with the ring type taking two slots (Ring1, Ring2).
Can a Legendary affix roll on any slot?
Legendary is an AttributeCategory of its own, separate from both roll pools. Legendary and Divine items carry a hand-written effect string, and only those two tiers have one.
Why does my chest never roll a damage type? It does, but only three: Special Ability Bonus Damage, Damage vs Healthy, Damage vs Injured. Every other damage type is locked to Weapon, Ring or Necklace.
Will these pools survive an update? They can change. Everything here is one build's snapshot.
Related Guides
- Deskrawl Item Rarity Tiers — the five tiers behind the 209 gear configs counted above.
- Deskrawl Gems and Socket Costs — which slots hold gems, and the level 30 gate.
- Deskrawl Equipment Upgrade — the +1 to +10 chance table once a build is locked in.
- Deskrawl Achievements — all 37 with live rates, including
Clad in Legend.
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.
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.
The Deskrawl Life Skills tree explained: 85 official nodes, 84 with prerequisites, hidden until unlocked, and why only 0.9% of players have finished it.
