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I'll give you my solution: make items enchanted/branded by spells 100% off. I've done that for my variant, and it fixes the problem without much hassle.
I like PW's solution very much, but there's a corner use case:
Thorbear: the problem with solving this exploit is that a normal player, who doesn't exploit it, might want to sell his old dagger, which he enchanted to +9+9 once he finds an excellent weapon...
As I said, the problem is real simple... make items enchanted/branded by spells 100% off. If you want to enchant an item and sell it afterwards, use scrolls.
If/when we port "object origin" flags from V ("that item was found on dungeon level 7"), we can simply only apply the 100%-off thing to items bought from shop/other players, and leave other items be.
Issue raised by flambard
It is possible to generate unlimited amount of gold by buying base items, branding them and re-selling back to NPC shops.
There's nothing limiting this cycle, and it's known to be heavily used by cheesy players.
Possible solutions are: forbidding large stacks of weapons, or (if we ever get item origin implemented) making items bought from shop sell for less.
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