Thanks for the additional feedback. Unfortunately, I've been a bit busier lately, and on top of that I've started a new project to build a much better console than the one Viridian Abyss currently runs on, so most of my spare coding time has been devoted to that recently. What this means is that I don't have a new version ready to go, nor is it likely in the immediate future.
However, I do plan to continue supporting Viridian Abyss with bug fixes and balance adjustments, so I continue to welcome such feedback.
Viridian Auras are intended to be the most dangerous enemies you can encounter in the current version. They do magic typed damage, which the player tends to have fewer sources of resistance against(your armor is focused mostly toward physical typed damage), and they move quickly. A weapon change action, while significantly faster than it was prior to recent changes, is still significantly slower than a basic move or strike action, and the Viridian Aura performs those faster than the player. Additionally, there is no monster pause on level creation - the player will have the first move, but every other monster is queued up and ready to begin acting right away, too.
The current balance is not kind to on-the-fly equipment changes. Perhaps this will be a problem in the long run and will need to be looked at, but for now, that's intended - I don't want players swapping gear as a reaction. I prefer to favor advanced planning - selecting the gear that the player believes will be most effective for the type of enemies they anticipate encountering, and carrying extras not for situational swapping, but for backups when their current gear degrades. If informational spells are available, these can certainly be used to plan situational swaps in a timely fashion, and I don't mean to completely discourage a playstyle of keeping a more powerful weapon in reserve to spare its durability, as you seem to have been doing. Perhaps it wouldn't be a bad idea to switch to a more potent weapon as a precaution before heading for the stairs, just in case something bad is waiting for you - if you do end up needing to make a few attacks against weaker enemies, it won't cost too much off the durability, since they'll likely die in one or two strikes.
I already hack doors to be brighter than surrounding terrain when lit, to make them easier to notice, so it should be trivial to do the same when remembered.
Good job working out the eclipse spell - it's meant to be somewhat opaque, so that the player does have to work out from the spell book lore or the spell description how to correctly employ the spells(as one might expect of our intrepid adventurer), but they aren't meant to be dragonslayer hard, so I'm glad you were able to find the solution without too much trouble.
You are correct that using a reagent isn't supposed to consume it - I'll address that along with the overall reagent reorganization suggested in your previous post - I certainly need to do something different with displaying those, so I may as well handle that too.
Sounds like Partial Eclipse needs a significant buff - I don't always have a great sense of what's balanced, what's overpowered, and what's too weak, and it looks like I erred on the side of way too weak in this case. Expect a damage increase and a significant lengthening of the root duration for the next release, and please do let me know if you come across other spells that feel underwhelming - Grimoires are rare, the languages aren't easy to learn, and the RNG can play havoc when it comes to finding the precise reagents you need, so while I don't want magic to be godmode, I also don't want it to be disappointing.
I'll try to get some work done on this over the weekend, and hopefully I'll have something to show for it by early next week, but unfortunately I'm not quite able to promise a release date for these changes just now.