First off, great roguelike. I was asking around on the internet and got pointed over here. This is exactly what I wanted: a strategy game with a roguelike interface.
There is one thing that has kind of been bugging me and that is alchemy items. Specifically the Weapon Imbue items that you can make with either a gem or monster bit and your staff. I've had a couple of problems with it both from an interface and game balance standpoint.
INTERFACE
My main problem with magicking up my staff is there is no status indicator on whether my staff is still enchanted or not. Effects don't trigger on every bolt. And the game doesn't indicate when my enchantment wears off. This makes it a real pain to use effectively. The only way to really tell if my next attack is still powered up is to flip open the inventory menu and see if my weapon has reverted back to a regular staff of not.
I really think you should add a status indicator for when your weapon is enchanted. Maybe the word "Imbued" or something similar on the status list. Then I can have confidence that my next bolt may burn or poison or whatever without the extra step of checking the inventory. My wizard would probably know that his staff stopped glowing or whatever , so should the player.
GAMEPLAY BALANCE
The other problem with enchanting my staff is that it is just not a useful strategy with the number of charges that it recieves (2-3?) It is always more effective to use a potion of energy to recharge my mana for an extra 10-20 bolts or powered up swings. The benefits of a possible (not garunteed) status effect or perhaps a damage boost do not begin to compare to the number of extra attacks you can take simply by using a potion. I really think you need to increase the number of charges on something like this to maybe 10. Something where the player has a decent option for the entire battle against 8 or so monsters instead of just a couple of turns.