I have tested my PR-patch again, and since it works well I commited it to cvs. To make my patch more complete and working as a whole, I had added a few things lately: o New adjusted resistances for player-races. In general less vulnerabilities than before, since they are more severe now. o Cleaned up and enhanced the protection spells: The value of granted protection will now slightly increase with skill- level, bonus for spellpath-attunement is also included. The maximum value a "perfect" player can reach is currently 60%, while the typical "startout" value is 20%. Note that no more than one spell of the same type can be in effect at once. But it is possible to "refresh" it before it wears out. o Damage "fine-tuning": When a player got hit by dam<1 it used to be counted zero. To make the calculations more accurate, for 0<dam<1 I "simulate" a floating point value-effect now. Example: If the correct damage value would be 0.4, there is 40% chance for dam=1, else dam=0. For 0.7, ther'd be 70% chance for dam=1... etc. This is absolutely neccessary for having a noticeable difference between resistance 95% and 100%. o Included new potion with 95% res. for both fire and cold. These will be useful, especially for races with fire-vuln. per default like wraith and troll. Still, the potions are rare and very expensive. I hope this patch will provide a good and relyable attack-system for CF. Andreas V.