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Forum - Dungeon update info.

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Overview > Mabinogi World Wiki > Wiki Projects > Dungeon update info.
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So a lot of things changed with dungeons. Monsters were buffed, rewards were changed, layouts and floor numbers were changed, etc.

  • Dead end chests have gold and some unique items/drops in them now, should they be called "Dead End Chest" and "Rewards" be renamed to "Boss Chest"? I'm just wanting to make sure the names are clear.
  • I think we should include an example screenshot of each dungeon floor so players know around how many rooms to expect and things like that at a glance.
  • What do we do about dungeon monster stats? Pretty much all of the monsters were replaced by new versions that have buffed stats/EXP... but the generation dungeons and such are the old ones still, with the lower difficulty/stats. Should we treat the new monsters as the normal ones (replacing all the info on the monster pages), and for generation quests include a note like "This version of Barri is much weaker than normal"?
  • What do we do about the "Int for 3" and such info? Like the lists of those passes on the Dungeon Pass page, and the info for those dungeons themselves? People can't get into those dungeons, so should they just be removed from the pages?
Posted by Rydian on 12 August 2016 at 09:57.
Edited by Rydian on 12 August 2016 at 13:19.

Since the STR->Def update finding monster HP would be annoying at best (like temporarily using Berserk to remove your defenses), so I vote for using CP as a general measurement of monster difficulty. We could put something in the template to link to the CP article (so readers have a link to what CP means), and in the CP article we could list various examples of player and monster CP, relatively.

  • Like how new players are usually under 1K CP, and can usually handle monsters up to 1K.
  • And more established players are 1-2K CP and can usually handle stuff up to like 5K CP.
  • And then 3K CP players can generally deal with stuff up to like 10K CP.
  • And then 4K CP players are the ones that can take on like, 16K CP enemies.

Let me tell you, those Pirate Red Skeletons on floor 3 of Rundal advanced Hardmode with 15K CP definitely deserve having 15K CP. They're tanky as hell and can chop you in half in a heartbeat if you let them.


"But CP reading is a mod" - Yes, but if we fill in the values and give the examples, readers can get an idea of monster strength without needing mods.

Posted by Rydian on 10 April 2017 at 13:17.
Edited by Rydian on 10 April 2017 at 13:19.

Alright I'm working on merging the removed variations of dungeons now.

- Monster spawns need to be looked at (which can spawn in that dungeon) and edited as experienced.

- Spawn patterns were mostly wiped because they need to be redone, remember the x_Dungeon/Archive pages have copies for you to work off of if the new ones are similar enough.

- New things were dumped into the merged reward tables too so those are likely to see various random edits (though of course they already have).

Posted by Rydian on 19 June 2017 at 20:49.

What dungeons still need to be revised that come to mind upon first thought?

(I find myself in Rabbie a lot, so I definitely can gather some information for Basic and Advanced.)

Posted by SophieDeLaSoph on 13 December 2017 at 07:45.

Uwa, I talked to Rydian about this and figured he'd post but guess not. Anyways he set that all of the pages have been gutted and what we really need right now are confirmations and update of the spawn patterns and also, passively, rare drops that were added. It sounded like Peaca wasn't changed in the revamp? But might be worth a check.

So if you want to do something actively I think the spawn patterns would be great. Just run it enough that you're confident you have them all then replace the page's.

One other thing he said was that we don't know about old event dungeons so if you have any old passes that'd be good. I have some Holiday Math passes I've been meaning to try, myself.

Posted by Kadalyn (administrator) on 15 December 2017 at 06:14.
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