Snakeoff's Quest

Snakeoff's Quest

The Compendium

Twenty species, eleven legendaries, twenty-one affixes. Everything on this page is drawn and calculated by the game itself — the same painters that render a fight, the same maths that rolls your loot.

Bestiary

Fifteen wild species and the five masters that hold the stairs. Hit a thing with what it hates — element matching is most of every fight. The lines in quotes are the tell: when the game says one, something big is one turn away.

The Wager

Eleven legendaries exist. In the game, finding one is the whole quest — so this page will not simply hand them to you. Pull the lever and one comes up, random order, never a repeat. Eleven pulls empties the book. You just have to pull eleven times.

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The Fitting Room

Rarity in this game is not a colour of text — it is what the thing is made of. The same helm climbs from pitted iron to steel with a green stone to blued plate to violet and gold. Dress him and see.

Rings and amulets are missing from the rack on purpose — nothing in this game draws a ring on a hand, so there is nothing honest to show you. Their four legendaries are in the Wager with the rest.

The same gear, four rarities

Affixes

Every item that is not legendary is a base type plus rolled affixes, and the strongest one names it — that is where of Embers, of Avarice and of the Deep Well come from. Rarity decides how many affixes an item gets; item level decides how big they roll.

Drag it. Every range below is recomputed by the game's own affixRange() — this is exactly what the loot roller sees.

Rolls asNames itSlots it can land on

Slot letters: Weapon · Helm · Chest · Boots · Ring · Amulet. Brighter means it lands there more often; dim outline means never. Wands roll elemental damage 50% higher than swords or axes — that is the trade for their lower base attack.