Quaffing from fountains in NetHack https://nethackwiki.com/wiki/Fountain describes the mechanics of quaffing and dipping in fountains, which are only reproduced here where they are directly relevant. 1/7 of the fountains in NetHack are magic. If you quaff repeatedly from a magic fountain with non-negative Luck, you will eventually get a stat increase; if your Luck is 4 or more, you will get an increase to all your stats. A possible strategy is, once you can deal with the adverse consequences and have suitable Luck, to quaff from any fountain you find until you know it is not magical, either because you got a stat increase (which turns it non-magical) or because you got a result you know a magic fountain cannot give. Doing so does not decrease the expected value of that fountain in terms of wishes. This is because if it was a magic fountain you now have a non-magical fountain with the normal odds of giving a wish, and if it was a non-magical fountain quaffing from it has the same odds of granting a wish as dipping. However, quaffing from a non-magical fountain has a chance of cursing items in your inventory, so you get these stat increases at a cost of cursed items, assuming you are unwilling to test fountains when completely naked and unequipped. (The other consequences of quaffing are either largely trivial or identical to those of dipping, but they do include hostile monsters.) If the fountain was magical, you always get the stat increase and you never get items cursed. If the fountain was not magical, there is a 9/30 chance of getting "the cool draught refreshes you", which leaves you still uncertain as to the fountain's status. However, there is then a 1/3 chance it dries up, independent of the previous result. Hence there is a 2/3 * 9/30 = 1/5 chance after each quaff that you are still uncertain. Therefore the expected number of quaffs Q to determine if a fountain is magical can be found: Q = 1 + Q * 1/5 Q = 1 + Q/5 (multiply out Q * 1/5) 4Q/5 = 1 (subtract Q/5) 4Q = 5 (multiply by 5) Q = 5/4 (divide by 4) You must quaff from a non-magical fountain an average of 5/4 times to determine that it is non-magical. Each time you do so, there is a 1/30 chance of cursing items. Hence testing a fountain in this fashion gives a 5/(4*30) = 1/24 chance of cursing items. 1/5 of your items will be cursed, so i/120 items will be cursed, where i is the number of items in inventory. However, you have to test an average of 7 fountains to get one stat increase, and 6 of them will be non-magical - so for every stat increase, you will get i/20 items cursed. In my view this is not, in fact, a lot. While I try not to get into more general strategy discussion in this document, it's worth noting that one result of quaffing is to make pools. They can't be made on your space, so drop your items on the fountain, not nearby. (A likely objection to this document is that dipping a wettable object which is changed (eg, a potion which dilutes) has only a 1/6 chance of drying up a fountain. However, this also has only half the normal chance of getting a wish or other special effect. Hence, the expected number of wishes is not affected by dipping wettable objects, and the assertion that quaffing does not change the expected number of wishes is correct.)