I propose to reduce the effects of these, curently I find a player can easily get to 99.999.... % armour at which point there own bombs no longer hurt and no monsters physical attack can do anything more then sneeze a hp point off every few minutes. in apply.c there is this code: apply.c: new_armour = armour->resist[ATNR_PHYSICAL] + armour->resist[ATNR_PHY SICAL]/25 + op->level/20 + 1; apply.c: if (new_armour > 90) apply.c: new_armour = 90; apply.c: if (armour->magic >= (op->level / 10 + 1) apply.c: || new_armour > op->level) apply.c: new_draw_info(NDI_UNIQUE, 0,op,"to improve this armour."); apply.c: if (new_armour > armour->resist[ATNR_PHYSICAL]) { apply.c: armour->resist[ATNR_PHYSICAL] = new_armour; apply.c: armour->weight += armour->weight * 0.05; apply.c: new_draw_info(NDI_UNIQUE, 0,op,"The armour value of this equipme nt"); If I simply change the 90's to 60's this should greatly reduce the problem. I haven't tested how useful -40 AC is as I suspect most monsters can still hit you, if this is a problem I will try and find a way to reduce this too. If anyone has a better idea as to how to do this, ie, making the maximum armour some sort of ratio to the initial armour I am all ears. Perhaps even increasing the negative effects like increasing the armour weight to make the benefits somewhat more offset. This is really only a problem for higher level players though. dnh