[Image: http://puu.sh/hV2LE/aa2834969b.png]
Then, random "puzzles" are randomly scattered around the maze, to form rooms, mimic pits, etc. Oh, and fountains.
Fountains like these little buggars:
[Image: http://wiki.mabinogiworld.com/images/thumb/e/eb/Blue_Fountain.png/379px-Blue_Fountain.png]
They seem to have the nasty habit of either giving you blessings OR dropping your stats to zero, forcing you to trans just to keep playing. But what else can we dig up about these fickle friends?
Well, first of all, fountains won't always appear, even if a fountain puzzle is included in the floor. When the fountain puzzle is placed, it rolls a number to determine if you see a fountain, or just an empty room/hallway. Ever found those "free" dungeon rooms disconcerting? Now you know: you're being gypped out of a fountain!
The probability of a fountain puzzle being included in a floor is dependant on the actual dungeon (too numerous to list here). The probability of the fountain actually showing itself in the puzzle is based on the level of the dungeon:
- Basic: 20%
- Int: 30%
- Adv: 50%
- Everything else: 10%
Hardmode has no effect on these numbers; e.g., basic HM is also only 20%.
When you drink from a fountain, it checks if your name is in a list of people who've taken a drink. If you're on the list, it doesn't let you drink again. Otherwise, it generates a random number on the interval [0,14) and uses it to pick your reward:
- 0: Sets your life to your maximum life (heals you 100%), no effect on wounds
- 1: Removes all wounds and gives you HP equal to the amount of wounds you had
- 2: Sets your stam to max, no effect on hunger
- 3: Sets your MP to max
- 4: Removes your hunger, but gives no stam
- 5: Gives 100-200 gold
- 6: Gives 1000 xp
- 7: Blesses everything
- 8: Makes a list of all unblessed items in some pockets (see below). It picks a random item and blesses it. If the list contains nothing (you have no unblessed items equipped), it returns a failure code and lets you pick again. In this case, it'd seem like your click on the fountain didn't register. No message would show.
- 9 Makes a list of items in some pockets that aren't at max dura. This includes items like 13500/14000, which would still show up in game as 14/14. It then sets the durability of one item to its max. Like 8, if it fails, it allows you to pick again.
- 10: Sets food to 0 (50% hunger) and stam to 0
- 11: Makes a list of blessed items in some pockets. Removes a random blessing. Allows you to pick again if no item exists.
- 12: Sets your current stam to 0
- 13: Wounds you by 0-90% of your current life.
[Image: http://www.quickmeme.com/img/1a/1ac4c97546069263910fe4aef0bb2d76665eb49cb493bc355e4d49452cec754e.jpg]
The scripts define a 15th effect. However, due to the interval of the selection number (0<= n < 14), it will never be selected. Ever. And I'm kinda glad.
- 14: Make a list of all items in some pockets with at least one dura. Drop a random item's durability by one point.
[SPOILER="Some Pockets"]Armor, Glove, Shoe, Head, Robe, RightHand1, RightHand2, LeftHand1, LeftHand2, Acc1, Acc2. Does not include magazines, like arrows[/SPOILER]
After reward selection, the script saves your name in the list of drunkies and increments a counter, unless you have the devCAT or GM title equipped. If 8 or more people have drunk from the fountain, it gets switched off.
Analysis:
- Fountains are a way to repair extremely expensive weps, like Brionac, or even non-repairable equipments! For best success, run advanced dungeons with high amounts of fountain puzzles, and equip only the item you want to fix. If the item is tradeable, bring a full party to milk that counter.
- devCat and GM can drink from a fountain as often as they want, so if you can get Sabina to come with you, you can get everything repaired. For free.
- The way wounding works, if you're in deadly, you actually get negative wounds. In the extreme case of 0 wound and 100% deadly, the fountain could add -90% of your max HP to your wounds. This would theoretically give you a negative wound amount, and allow you to tank wounds, at least until your wounds increased to 0. It would also do funky things to your current HP value, because current hp is defined as max hp - wounds.
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"But what about red fountains? I like those, the extra 1 will they give really helps me out!"
Red fountains are pretty similar to blue. Here are the rates for appearances:
- Basic: 10%
- Int: 15%
- Adv: 30%
- Test dungeons (NOT test server!): 100%
Devcat made a typo in this fountain. While GMs can drink as often as they want, their drinks contribute to the count of the fountain. Once it reaches 8, the fountains closes. devCat is unaffected.
Reward selection is split into two parts. You have a 60% chance of receiving a positive buff and a 40% chance of receiving a negative buff. Each buff has an equal chance of being selected.
[SPOILER="Positive buffs"]
- LifeMax 6-11
- ManaMax 6-11
- StaminaMax 6-11
- Str 3-7
- Dex 3-7
- Int 3-7
- Will 1-5
- Luck 1-5
- AttackMax 3-7
- AttackMin 0-4
- Critical 3-5
- "Rate" 3-5[/SPOILER]
[SPOILER="Minus buffs"]
- LifeMax 4-1
- ManaMax 4-1
- StaminaMax 4-1
- Str 3-0
- Dex 3-0
- Int 3-0
- Will 3-0
- Luck 3-0
- AttackMax: 2-(-1) (that is, attack max can be decreased by 2, decreased by 1, left alone, or increased by 1)
- AttackMin: 4-1
- Critical: 3-0
- "Rate" 3-0[/SPOILER]
The effects also last different time ranges. Positive effects last from 4:31 to 5:29. Negative effects last from 4:46 to 5:15.