Haplo
you can enchant away the race limitation on a weapon or armor (re: the spiral spear you found. the exact same thing happened to my female dwarf Valkyrie in my very 1st playthrough, btw, EXACT same shit).
the only thing that cannot be smithed away is changing what character CLASS a weapon or armor can be used by. That is the only thing that's sacred. Race, gender (male/female/hermaphrodite i.e. the ? mark gender), Alignment; you can also smith onto weapons Infinite Range although I don't really recommend it (it's hugely expensive in terms of Ores/points and you can achieve infinite range by casting one of the high-lvl alchemy spells-- there is also a helmet called the Winged Cap (which I believe drops in Hastrano among a few other places) which can be "used" in battle and it's use-effect is the alchemy spell i just mentioned that grants infinite range.
BTW, remember that "Breath" attacks from enemies (which you'll be starting to run into soon in the dungeon that comes after Hastrana: it's a green-lit cave that looks covered in moss)-- Breath attacks can be minimized/nullified by raising the Defense % on one of your pieces of Armor that corresponds to whatever element/attribute the breath flavor is... the most common are poison breath and fire breath, by FAR. Oh, also holy breath; in the end none of the breath enemies are that common, but having 40% and UPWARDS defense % on:
- fire
- ice
- lightning
- darkness
(holy is not necessary not many enemies attack w/ holy; i.e. the only holy-type attack spells are Elnam and the aforementioned holy breath)
so, yeah, having 40% and UP! on the elemental defense %'s will serve you well throughout the entire game. I recommend skipping the urge to raise the Mage/Cleric/Alchemy SCHOOLS' resistance % and instead of raising those concentrate SOLELY on making sure at least half of your party is rocking solid numbers on the elemental attribute defenses. Why? because post-game game enemies come packing magic essence and will nullify your Mage-school resistance anyway (unless it's 100%, i THINK, perhaps
Courtier knows).
Mage-school spells that will annoy you and enrage you are: misama, ramisama, venom (high level poison dmg is super fucking annoying plus being poisoned opens you up to a free PURSUIT SWEEP attack from enemy Hunter-types...), stoma (petrify) and rastoma, and in the post-game those motherfucking single-target lightning spells will fuck you up, as well as Enterook Mistas (only way to reduce incoming Enterook Mista dmg is to have ALL of the elemental defenses high, if one of them is at 0% or something very low it'll do full dmg but if you have all elemental defense %'s at decent numbers then enemy Enterook Mistas will deal half or even less dmg).
EDIT: However do raise Alchemy-school resistance % because magic essence skill does NOT affect alchemy or cleric resistances, only Mage-school resistances and Alchemy status affliction spells will give you more party wipes than any other thing in the entire fucking game.
there is nothing like the glorious spectacle of your ninja getting charmed (Pinto/Rapinto spells) and instantly beheading 2 of your party members because you just had to fucking make the ninja dual wield didn't you ! it's like the CPU senses when your party ninja gets charmed and immediately activates the PRO ACTION REPLAY CODE to give him 1000% behead.
EDIT: Oh, and
Haplo, something I learned regarding how to best spread weapons around after lots of analyzing the weapon list and all of the numbers:
- Weapons with high # of "attacks per swing", at the least a nice '4' atks per swing and upwards; those are the weapons that will excel at inflincting a status ailment / special-property upon attacking because each "atk per swing" runs the formula each time.
- Weapons with high # of atks per swing USUALLY have average-to-low "accuracy", i.e. the number above the DMG spread on the weapon sheet. Example: the pick (used throughout the game for mining random ores) has -3 accuracy modifier. that is very bad; that means that it will substract 3 points from the character's total accuracy when they attack (a hidden stat which the game calculates using some math formulas that take into account the character's CLASS and their LEVEL; note that STRENGTH does not grant any accuracy bonus whatsoever however it does increase exponentially, not linearly (!), the total DMG output).
(ninjas have the highest base accuracy stat, followed by fighters, then sharing 3rd place the Lords/Valkyrie/Samurai, and in 4th place the hunter and in 5th place the Thief. After the Thief all the rest have a number, of course, but it's inconsequential really)
- you want to give chars/classes that have low accuracy (clerics, bishops, alchemists, summoners, etc) weapons that deal as many "atks per swings" as possible. Obviously if they're in the back-row then their weapon selection is extremely limited: but there are some nice weapons for the non-martial classes like the skylark bow, the magician's bow, many Whips (you'll be inundated in fucking whips by post-game), and the end-game Staves/Staff weapons are extremely good but require enchanting to infintie range if in back-row since they're S-range unlike bows and whips.
- don't worry about non-martial chars' dmg output instead try to find them a weapon w/ a high # of atks per swing and enchant that w/ something like sleep or confusion (if you can spare the Ores, if not don't bother).
Now, for warrior-types you don't need to worry much about using a weapon with high Accuracy except in the game's beginning when no one can hit shit.
- Ninjas/Fighters/Lords/Valkyries/Samurais/Hunters (in that order...) will continually gain a +1 to their hidden accuracy stat number as they increase in level (don't know the formula, but it's in the jap wiki), and those classes all gain 1 extra "atk per swing" every 5 levels i believe.
- yes, that means the martial-classes by end-game even if using a weapon with only 1 atk per swing will still strike many, many times because as they increase in level their amount of atks per swings increases.
- The Class Mastery skill(s) of Phys Atk Up and Phys Atk UP+ both do the same thing: they increase BOTH the DAMAGE and they also factor into the accuracy attack roll.
- The class mastery skill(s) for magician-types, i.e. magic pwr up and the like, work exactly the same except with spells. And yes, that means a Cleric with Cleric Magic Power UP+ will ALWAYS deal heal waaay more when casting healing spells and it also means that this Cleric will ALWAYS have a much, MUCH better chance of landing instant-death spells than, say, a Bishop (because the Bishop only has Cleric Magic Pwr Up, without the 'plus', and it's like half as good).
- BTW, yes, magic pwr up class mastery skills also impact success rate of landing a status ailment spell and, of course, also directly affect the final dmg output of a direct-dmg spell.
- Raising the elemental ATTACK % on one of your armor pieces directly increases the success rate / dmg, of the corresponding spells of that element.
- Instant death spells (cleric-school) are Dark element, btw. Raise your dark def % to nullify that shit when enemies cast it on you, and increase the ATK % of the dark element in order to instant death the enemy. Note that they go all the fucking way up to freaking 400%.
- at 100% you nullify a spell/breath/"attack" of the element of which you have that 100%
- at 200% you absorb it and it gives you hit points
- at 300% you reflect the attack back at the enemy full force
- no clue what having 400% does
EDIT: end-game enemies (and post-game ones) will sometimes be packing very good Armor Class (i.e. a very low AC) and these "tank" enemies the most efficient way to kill them without having to waste mage spells lowering their AC is to prepare ahead of time by equipping the most ACCURATE weapons you can find, i.e. good/strong weapons for your front-row that have an accuracy modifier number of 3, 4 or 5 (or better).
you will begin to notice that the weapons are supremely balanced this is literally the only RPG i've ever played where it has almost 300+ different weapons that comprise 1-handed, 2-handed, allows dual-wielding, features 3 different ranges of attack and other misc. stuff (i.e. allows enchanting for special properties upon landing a blow) that throughout the ENTIRE GAME you will never, ever, ever feel like there is a definitively superior weapon or weapon combo that should always be used.
i'd need an entire new post to talk about the incredible finnesse present in the weapon balance in elmiange: gothic (much better balance than in the previous games).
and yes, i know end-game Spears are kind of OP
EDIT x2: warrior-types gain 1 extra "atk per swing" every 10 (ten) levels and magician-type classes gain 1 extra atk per swing every 20 (twenty).
however remember magician-type classes do not gain increased accuracy modifier from leveling. I think the cleric gains +1 and the mage/summoner/alchemist/bishop stay at '0' the entire game. all that shit is in the jp wiki.
doesn't really matter though i only started reading all this shit after playing the damn game for 400 hours, heh.