I've done some further mods concerning PR. They are rather "harmless" changes and most of them have been settled in discussions on the list some time ago. So I decided to commit them to cvs right away. Here's what changed: lib/artifacts: Numerous adjustments to the random-artifacts concerning PR. common/living.c: Player chars that cannot wear armour (like quetzal and fireborn) gain in addition to ac a small amount of armour (= resist_physical) per level. A maxed out char (level 110) will get 80% armour. This is not too much, but at least a little help. server/attack.c: Acid will only corrode equipment while the player has less than 50% acid resist. Note that acid corrosion makes players feel *very* unappy since there is no way to reverse the process (yet). Moreover, this change was absolutely neccessary since I do not intend to hand out any artifatcs with "resist_acid 100". server/spell_util.c: server/time.c: include/sproto.h: Patch for spell/missile reflecting: The "reflect spell/missile" flag does no longer provide living creatures with perfect immunity to projectiles. There is a missing chance of: 10% + level of projectile / 10 This does apply for all kinds of magic bullets/missiles, arrows, bolts and thrown objects. Smite spells and bolt spells are not affected, they will always bounce off. server/spell_effect.c: Done some more cleaning and adjusting for the protection spells. E.g. it is no longer possible to have both a god's blessing and a holy possession in effect. Also removed is the ability to add holy bless/poss. effects of more than one god to a char. changes to the archetypes: Fixed up the god's arches. Reducing vuln. fire/cold. I renamed the "potion of restoration" to "potion of life". This shall help people understand that the potion has absolutely nothing to do with the restoration-spell. Andreas V.