I would like to know why certain remains feel weaker then others and I dunno is this is a suggestion or a balance fu but it feels like it fits either., I.E Shark giving 6 power and 8 weight, vs Fireblooded gives 8 power, 8 weight, only difference being 2 power and the macabra being water (shark) and Earth (Fireblooded) . So could they be a chance for all remains but Dragon. I would like to state maybe Shark remains go to +6 power, +2 crit, +8 weight.
Accursed Remains - Macabre: Dark - +6 Crit, +8 weight vs Snakemen Remains - Macabre: Acid - +8 Crit, +8 weigh Same thing why not add to Accursed remains either +2 accuracy or +2 Power.
All I am saying if remains are either good or not as good, other then Macabra which I think other Two races can use so how about making all remains but DRAGON (Being the original) equal +8 total bonuses for +8 weight.
I'd rather rebalance all the ores in following ways:
-Remains Material-
Accursed Remains
+2 Power
+6 Critical
+8 Weight
Dark Macabre
Dragon Remains
+2 Power
+3 Accuracy
+3 Critical
+8 Weight
Fire Macabre
Fireblood Remains
+8 Power
+8 Weight
Fire Macrabre
Fish Remains
+4 Power
+4 Accuracy
+8 Weight
Water Macrabre
Insect Remains
+4 Accuracy
+4 Critical
+8 Weight
Lightning Macrabre
Shark Remains
+6 Power
+2 Accuracy
+8 Weight
Water Macrabre
Snakeman Remains
+8 Critical
+8 Weight
Acid Macrabre
Goblin Remains
+4 Power
+4 Critical
+8 Weight
Earth Macrabre
Gorgon Remains
+8 Accuracy
+8 Weight
Wind Macrabre
Kraboid Remains
+2 Power
+6 Accuracy
+8 Weight
Sound Macrabre
Iceblood Remains
+3 Power
+3 Accuracy
+2 Critical
+8 Weight
Macrabre: Ice
-Casting Material-
Conduiz
+1 Power
+3 Critical
-25% Max Durability
Lightning Spell Casting Tool
Baerk
+1 Accuracy
+3 Critical
-25% Max Durability
Earth Spell Casting Tool
Ordirn
+3 Accuracy
+1 Critical
-25% Max Durability
Light Spell Casting Tool
Burnat
+3 Power
+1 Accuracy
-25% Max Durability
Fire Spell Casting Tool
Gallust
+4 Accuracy
-25% Max Durability
Wind Spell Casting Tool
Radire
+4 Power
-25% Max Durability
Dark Casting Tool
Salwelt
+2 Accuracy
+2 Critical
-25% Max Durability
Water Casting Tool
Entarc
+4 Critical
-25% Max Durability
Ice Casting Tool
Lahdeiah
+1 Power
+3 Accuracy
Sound Casting Tool
Zenik
+1 Power
+1 Accuracy
+2 Crit
Acid Casting Tool
-Elemental Material-
Coral
+2 Power
+3 Accuracy
+3 Critical
+3 Water Attack
Nerif's Blood
+8 Power
+4 Accuracy
-4 Critical
+3 Fire Attack
Planeterium
+1 Power
+4 Accuracy
+3 Critical
-2 Weight
+3 Light Attack
Rockdirt
+2 Power
+2 Accuracy
+4 Critical
-2 Weight
+3 Earth Attack
Galdric
-4 Power
+8 Accuracy
+4 Critical
-5 Weight
+3 Wind Attack
Carapace
+8 Power
-4 Accuracy
+4 Crit
+5 Weight
+3 Dark Attack
Artic
+4 Power
-4 Accuracy
+8 Crit
+3 Ice Attack
Elecnoate
-4 Power
+4 Accuracy
+8 Crit
+3 Lightning Attack
Sezyzh
+2 Power
+2 Accuracy
+4 Crit
-1 Weight
+3 Acid Attack
Falaye
+2 Power
+4 Accuracy
+2 Crit
+1 Weight
+3 Sound Attack
-Special Material-
Ether
-75% Max Durability
Ignores Divine's durability change
Repairs itself after every battle
+1 FP regen per turn for each durability lower than max
Aridrock
-75% Max Durability
Ignores Divine's durability change
Repairs itself after every battle
+1 enemy durability damage on hit for each durability lower than max
Iron
No effect
Orichalum
-1 Power
-1 Accuracy
-1 Critical
+2 Weight
+1 Power, Accuracy, & Critical for each level the target has above user (max +13)
Sidenotes: Ether and Aridrock count max durability as the current maximum, not the highest possible maximum (so usually 10, not 40).
I like those suggestions, Saw.
I like your suggestion saw, but I question the need to split elemental material and casting material.
Also I'd like to see orichalum count legend extension or 10 * difference toward the level difference.
The current elemental ores give elemental attack boosts, but can't be used for casting tools. Conduiz can, but doesn't have nearly as much of a stat gain, since being able to be used for a casting tool is extremely useful. Therefore, they're seperated to give non-mages a higher weapon-focused stat boost (while still using elemental attack for non-spells), but allowing those who do want to focus in two kinds of spells to do so (giving more versatility at the cost of losing a 4-bonus and gaining a durability decrease).
The fastest way to fix it would make Spelledge an enchantment instead of a unique to just Magical series but make the chance either 20% same as rebelling, or 10% or even as low as 1% cause you can spam craft them if you got the materials.
Spelledge affects all elements. Conduiz affects one. Besides the flavor of being an elementally-tied weapon, there's a reason why the Spelledge weapons were nerfed in scaling- their effect is extremely useful, and making it an enchantment- espcially with two hand- would have disastrous effects.
I once suggested an idea for a 3rd Divine level enchant (Level 5) called Mystic, which would grant your weapon the ability to cast spells from it, from a domain corresponding to your weapon's material element, Conduiz would be reworked to provide some other stats in lieu of this.
That'd be an interesting idea, Spoops. I'm personally all for that.
At the moment you can use TWO-handed with the Magical weapons, btw. Between parts and the fact Remains add 8, there is a weight adder tool, I am sure its easy to get a sword past 20 weight, in fact I think with parts and all this we are at either 16-18 weight total not adding in the weight of the sword itself, so if Two-handed is really to strong the make all Magical weapons, atkeast the swords,spears,axes, all 1 weight.