We must face it: Acid and drain have been considered a great nuisance both by most players and map-makers. That of course is the reason why there are these easy-to-get immunities. And that again caused map-makers to insert acid/drain-monsters without particular care. Before even thinking about making acid/drain "more nasty" we must implement at least the following features: o A serious way to "repair" the effects of acid-corrosion: Collecting artifacts is what CF-players usually enjoy most. If we carelessly ruin them, players get annoyed real hard. o Ways to figure out a monster's attacktypes *before* learning the hard way (Maybe a spell, call it "analyze monster"?): A lot of high level special monsters have acid/drain/depletion- attacktypes just for the fun of it. Nobody cared about these, since players were supposed to wear immunities at those levels. It would surely suck to loose 10 exp-levels or have stuff corroded just because this "Fred, the Big Demon" had a few more attacktypes than you would have expected. While I actually do like the idea of items with different states of quality, the thought of having to reduce grimreapers/rustmonsters.. does not please me. Search for those monsters with grep in the mapdir, and you will instantly know the reason. Andreas V.