dtgreene: It turns out that the game (Elminage Gothic) is actually not that hard to mod, and if I go back to play the game again, I would probably perform that mod myself.
Green_Hilltop: After some googling I've found out that supposedly you can enchant gear to remove gender restrictions, does this make you lose anything (eg. a slot to put another enchantment it), or does it completely remove it, so it negates the gender disadvantage without any loss?
(Assuming you're talking about Elminage Gothic here)
You can remove gender restrictions on equipment, *but*:
* You do lose the opportunity to put a different enchantment on the item.
* Most of the top-tier weapons can't be enchanted at all, so there's no way to remove the gender restriction period. (The main exceptions tend to be cursed, which I *think* is removable, but there's a race that can ignore the restriction. You can't create characters of said race, but there's a late-game event that can change characters into that race, and you can get characters of that race buy using Spirit Pact on many summons.)
Also, in addition to male-exclusive weapons and a female-only weapon for the Valkyrie (which is obnoxious if your Valkyrie isn't female), there's also a rather powerful weapon, usable by Lords, that can't be used by male or female characters.
(If you're confused at this point, perhaps it's worth pointing out that Elminage Gothic actually presents you with *three* gender options when creating a character. Valkyries are allowed to choose the third gender. Items with gender restrictions might or might not be usable by such characters, depending on the item, but the window that appears when you examine the item doesn't tell you. Top-tier weapons with gender restrictions are generally not usable by such characters, with that one Lord weapon being an exception.)
qwixter: One thing that perplexes me about this game is changing classes. When to do it, and what the benefits are.
The main benefit is that you keep your spells from the previous class. You also keep half the HP and SP you had from your previous class, all of your stats (Unlike Wizardry 1-7!), and are now level 1 so you will not need much experience to level up. Also, unlike in classic Wizardry, you will get meaningful HP bonuses at level-up, and can end up with higher HP than if you never changed classes. Also, you don't need to worry about losing that HP when you get level drained, as level drains don't cost HP in this game. (The sequel changed that last point.)
Another benefit is that certain classes (particularly Lord and Ninja) are hard to create, requiring either too much re-rolling of bonus points or the use of multiple Growth Fruit (remember you only get 5). Class changing allows you to bypass this, as while you still need to meet the class requirements, the stats you gain by leveling should (hopefully) allow you to do the class change.
As for when to change classes, generally I would say this:
* If your final class does not learn the same type of magic, change once you get 8 SP of all levels (typically in the low 20s), and it's recommended to go directly to your final class because SP gets halved. If your final class doesn't learn magic, changing from Bishop is the only way to end up with 4's in every spell level.
* If your final class is Samurai or Lord, you can change from Mage or Priest (respectively) once you've learned all the spells. (If you want spells of the other type, get them after learning the spells of the first type, or just go Bishop.) Samurai and Lord only learn half the spells of their type, but can still get 9 SP of every spell level of their type by leveling up.
(By the way, Ninja are not that good in this game. Lords are good, but Ninja are not.)