On 10-Dec-01 Mark Wedel wrote: > I think a more interesting approach would be to remove such a cap, but > perhaps > make a chance of an item being destroyed. Maybe allow all armor up to +2 and > weapons to +4 for sure, but after that, impose some percentage of failure > (like > 15) for each plus. So to make that armor +3 implies a 15% chance of failure. > To make it from +3 to +4 means 30%, etc. This effectively puts a cap on it > at > +9 (but you had a 90% chance of failure to go form +8 to +9). It gives > players > with lots of money something to try for if they want. In nethack.. the formula for determining what you can enchant is a bit simpler: up to +5 is free, you can enchant with 0 risk. After that the chances go up exponentially. It's very difficult to get a +10 weapon, or beyond, but its possible with some luck. I don't remember the exact formula.. but it never becomes 0. I wonder though.. If I have a pile of two longswords, and improve weapon them, does it only enchant one, or both? --- Tim Rightnour < root at garbled.net > NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi