I'd like to throw in some new aspect to weapon repairing that seemingly hasn't been mentioned yet: In many RPGs weapons get "damaged" by using them and need to be repaired after a while. A good example for this scheme is Diablo II. But there's more to it than just forcing players to keep in touch with their local blacksmith: The cost for weapon repairing kinda balances weapon level vs. player level. E.g. if a newbie finds a super-powerful sword (or maybe gets one as present) he cannot afford the repair costs, hence cannot use it efficiently. So he will mostly leave it in his backbag until he has reached a level where he can afford to use it. Now we all know that in CF we have this problem of newbies getting "presents" from high level players all the time. Maybe we could use this weapon repair scheme to our advantage in this case: We could make all weapons (and maybe armour too) contain a "durability" value. While this piece of equipment is in use, the durability would very slowly decrease. When it reaches zero, the item can no longer be worn unless repaired. Being hit by acid would just greatly speed up the process of decay (This has already been proposed once). And the repair cost would be a certain percentage of the base value of the item. Say: cheap for ordinary stuff, expensive for artifacts. After implementing this, we should certainly specify materials for all artifacts. That way a newbie will have some difficulties using that demonslayer and power dragonmail it got from the level 100 guy. Besides, high level players would finally have something to spend their huge amounts of money on (At least part of it). Anyways, it's just a thought. Andreas V.