break;
}
+ case CLASS_SORCERER:
+ if (s_info[player_ptr->pclass].w_max[o_ptr->tval - TV_WEAPON_BEGIN][o_ptr->sval] < WEAPON_EXP_MASTER)
+ return FALSE;
+ break;
+
case CLASS_NINJA:
/* Icky to wield? */
if (s_info[player_ptr->pclass].w_max[o_ptr->tval - TV_WEAPON_BEGIN][o_ptr->sval] <= WEAPON_EXP_BEGINNER)