You can re-raise higher level skeletons, and they come back as the same skeleton type (i have various iron/blood re-raised skeletons)
-----
Issues
Restless dead: Attack prisioners, resurected megabeasts
At least one the elven mithril items is bugged (i think one of the weapons), melting down items from one ambush got me 3000 mithril bars.
Melting metal casts from xxxClad creatures returns a lot of bars (1 bar per 2 casts). A steelclad horse gives 10 steel bars, ends up being a lot of bars after a mounted attack.
Acid flasks in weapon traps don't seem to work. Get enemy hit by flask, but no aoe effect or special effect on enemy hit.
Library sections should probably be build with 1 special book rather than 10 books (made in central library). Otherwise once you have 10 books can learn all spells by building/deconstructiong each library section in turn.
-----------
Suggestion new buildings: Teleport Beacon
1x1 building taking 1 soul & 1 block & 1 large gem to build
6 Reactions: Teleports all items with 3/6/9 radius to the blue/red portal. This can be done with arguments to the existing teleport script.
Mainly intended to be used to clear-up after sieges, but can also find intresting ways to use it in mining/industry. Varying ranges are to help find ways to play with it.
Consider: Is balanced without reagents for use? Can't use many reagents or would be faster carting the items back that carrying out the reagents.
Future: Would be balanced better if instead of teleport all items, each reaction could teleport just the nearest item. Would need minor teleport script changes.
EDIT: I have a tweak to the teleport script to teleport just the nearest X items, just need to test it.
-----------
Suggestion
Ease of use on skelleton (iron->steel->dread) upgrades
Add an additional option to the forge, that instead of upgrading the unit that runs the reaction just upgrades a random skelleton. Insead of having to play around with profiles can just repeat the reaction 10 times to upgrade 10 skelletons.
Grant the unit a candointeraction: range 500, single creature target, no los, caste restricted to unit type upgrading from, start-end-delay so can only use once; performed the required upgrade.
-----------
Suggestion
Ease of use on spell training
Add a combination learn spells to each library section. Teaches all spells that section teaches with one reaction (possibly at a slight reagent discount to doing them seperatly)
-----------
Suggestion
Ease of use on stat training
Add some major improvement reactions (E.g. 8 souls for 2000 in a stat)
Balance issue; Can presently give unlimited improvements in all stats. Would something like the following be more balanced; In each stat can only have 1 minor, major and grand improvement (via IT_CANNOT_TARGET_IF_ALREADY_AFFECTED or syndrome class). Minor 2 souls, +500 stat. Major +750 stat, 4 souls. Grand +1000 stat 8 souls. (e.g. max +2225 in each stat if have all three and higher improvents are less efficient in souls per stat). Would mean that different base stats (from caste/random rolls) still has an impact.