> Well after all that, is it okay if I change all the players that have > anything >20 on the three major resistances to have it reduced? > > These monsters include, > > wraith -> fire -30 > fireborn -> cold -30 > Q -> cold -30 > troll -> fire -30 > > The reason being it is simply to much to have players not being able to > reach even 80. Although 80 in itself is not alot, if the player wants to > try some of the harder maps, potions of frost and lava will give cold and > fire +95 which should be enough. I've already written a patch to make protection spells overrule race vulnerabilities. (only the "protection from xxx"-spells, not holy word or blessings!) For example: o I play a troll with fire -30, then I cast "protection from fire" which has a bonus of fire +20 (level dependant). => My race vuln is reduced from -30 to -10 temporarily. o I play a troll with fire -30 and cast protection from fire, with fire +45. => My race vuln is reduced to 0, and I get an additional protection of +15 (the latter calculated with diminishing return). o I play northman with cold +30, or human for example. => Everything works like it used to be. I know, having protection spells overrule race vulns isn't very logical, but concerning gameplay and balance I think it really is the best we can do: Since those spells are only temporare, race vulns are still nasty. But they no longer hinder a character to develop properly and have fun. Besides, the protection spell gets increased bonus and duration at higher levels, a nice motivation to advance in wisdom. At some point, a player can reach the "break even" where his protection spell completely negates the race vuln... Considered that spellpath-attunements and WIS-stat also affects the bonus of protection spells, this could be a lot of fun. Anyways, Mark will surely not want me to check in that patch before V1.0. Hence, darth bob you can do what you want for now. But I guess the vulns will be turned up to the old values after 1.0, if my patch is accepted. Andreas V.