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(-1)

1.- That's funny but ya, that's something that should be fixed.
2.- I don't think that's a bug, enemies who get rage per shield activation will, well, do exactly that (take is as a downside of spamming shields), now, it makes sense that every shield only get to use positive effects once per turn, otherwise you could get a ridiculous amount of haste, given you have 1 haste per shield, or in the case of cleavers (rage), they would be WAY stronger than they already are.
3.- It makes sense that you can only kill the Elder Mage in one turn if it's a literal one shot because it is a very fragile boss, and it's supposed to be a boss, not an enemy with slightly more HP. But i agree on the fact that vampirism shouldn't trigger the dodge effect with that boss, i have never been in that situation but hitting the boss for the 1, 2, 3 vampirism damage for it to dodge your BIG damage sounds horrible.

I hope you keep enjoying the game! ^^

(+1)(-1)

2 and 3 are both definitely problems, and for the same reason; it's important that when the same language is used for different effects they work the same way.  The two effects on the Shield Spirit both use the same language to describe when they activate, therefore they need to both activate under the same conditions.  If the player had an item with the same text as the Elder Mage's ability, it would cause them to dodge every second damage source in a turn, not all but the first; therefore the Elder Mage's ability should work that way too.  Consistent use of language in effect descriptions is vital to a game like this.


The issue with vampirism counting as a separate damage source isn't technically a bug, it just causes problematic interactions due to ordering (and changing the order in which the damage sources trigger doesn't solve it, it just changes which specific situations have problematic interactions).  If it were me, I would change vampirism X from "deals X damage and heals for unblocked damage dealt" to "this item heals for unblocked damage dealt up to a maximum of X" and give most or all of the items with vampirism X an additional +X damage bonus (that would keep the total damage and potential healing the same, but unifies the damage into a single damage source - technically a small buff, but much more consistent in its behavior).