Docs: Update GAME_BRIEFING.md after Task 2 completion
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# Mana-Loop: Comprehensive Game Briefing Document
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# Mana-Loop: Comprehensive Game Briefing Document
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**Document Version:** 1.0
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**Document Version:** 1.1
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**Generated:** Game Systems Analysis
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**Generated:** Game Systems Analysis
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**Updated:** After Task 2 Completion
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---
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---
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@@ -67,15 +68,28 @@
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| Action | Effect | Time Cost |
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| Action | Effect | Time Cost |
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|--------|--------|-----------|
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|--------|--------|-----------|
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| **Meditate** | Regen mana with meditation bonus multiplier | Passive |
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| **Meditate** | Regen mana with meditation bonus multiplier | Passive (auto-selected after actions) |
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| **Climb** | Progress through spire floors, cast spells | Active combat |
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| **Climb** | Progress through spire floors, cast spells | Active combat |
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| **Study** | Learn skills/spells, requires mana cost | Hours per level |
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| **Study** | Learn skills/spells, requires mana cost | Hours per level |
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| **Craft** | Create/enchant equipment | Hours per stage |
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| **Craft** | Create/enchant equipment | Hours per stage |
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| **Convert** | Auto-convert raw mana to elements | Per tick |
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| **Convert** | Auto-convert raw mana to elements | Per tick |
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| **Design** | Create enchantment designs | Hours |
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| **Design** | Create enchantment designs (limited to owned gear types) | Hours |
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| **Prepare** | Ready equipment for enchanting | Hours + mana |
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| **Prepare** | Ready equipment for enchanting (disabled for non-enchanted items) | Hours + mana |
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| **Enchant** | Apply enchantment to equipment | Hours + mana |
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| **Enchant** | Apply enchantment to equipment | Hours + mana |
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### ActionButtons Rework (Task 2)
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**Changes Made:**
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- **Manual action selection removed**: Players can no longer manually select actions from a list
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- **Auto-transition to Meditate**: After completing Design, Prepare, Enchant, or Craft actions, the game automatically transitions to **Meditate** state
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- **Simplified UI**: The ActionButtons component now displays only the current action with a progress indicator
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- **Spire Mode integration**: Action buttons are hidden when in Spire Mode (climbing simplified UI)
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**Implementation:**
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- `currentAction` state tracks the active action
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- Crafting slice sets `currentAction: 'meditate'` when actions complete
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- `ACTION_CONFIG` maps actions to display configs (label, icon, color)
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---
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---
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## Mana System
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## Mana System
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Raw Mana (Base Resource)
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Raw Mana (Base Resource)
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│
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│
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├──▶ Base Elements (7) ─────────────────────────────────────┐
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├──▶ Base Elements (7) ─────────────────────────────────────┐
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│ Fire, Water, Air, Earth, Light, Dark, Death │
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│ Fire*, Water*, Air*, Earth*, Light, Dark, Death │
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│ *Locked at start - must be unlocked │
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│ │
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│ │
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├──▶ Utility Element (1) ───────────────────────────────────┤
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├──▶ Utility Element (1) ───────────────────────────────────┤
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│ Transference (Enchanter attunement) │
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│ Transference (Enchanter attunement - UNLOCKED at start) │
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│ │
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│ │
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├──▶ Compound Elements (3) ── Created from 2 base ──────────┤
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├──▶ Compound Elements (3) ── Created from 2 base ──────────┤
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│ Metal = Fire + Earth │
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│ Metal = Fire + Earth │
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@@ -102,6 +117,8 @@ Raw Mana (Base Resource)
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Void = Dark + Dark + Death │
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Void = Dark + Dark + Death │
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```
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```
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**Note:** Fire, Water, Air, and Earth elements are **locked at start**. Only Transference is unlocked initially. Players must unlock the base elements through gameplay (element unlocking system).
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### Mana Formulas
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### Mana Formulas
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**Maximum Raw Mana:**
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**Maximum Raw Mana:**
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@@ -132,6 +149,19 @@ With Void Meditation skill: 5.0x after 8 hours
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- Enchanter: Raw → Transference at 0.2/hour base (scales with level)
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- Enchanter: Raw → Transference at 0.2/hour base (scales with level)
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- Fabricator: Raw → Earth at 0.25/hour base (scales with level)
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- Fabricator: Raw → Earth at 0.25/hour base (scales with level)
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### Starting Elements
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| Element | Unlocked at Start |
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|---------|-------------------|
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| Transference | ✅ Yes |
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| Fire | ❌ No |
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| Water | ❌ No |
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| Air | ❌ No |
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| Earth | ❌ No |
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| Light | ❌ No |
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| Dark | ❌ No |
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| Death | ❌ No |
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### Mana Conversion Cost
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### Mana Conversion Cost
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- **100 Raw Mana = 1 Elemental Mana** (for base elements)
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- **100 Raw Mana = 1 Elemental Mana** (for base elements)
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- Compound/Exotic elements are crafted, not converted
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- Compound/Exotic elements are crafted, not converted
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@@ -315,6 +345,25 @@ aoeDamage = baseDamage × (1 - 0.1 × (numTargets - 1))
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## Guardian & Pact System
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## Guardian & Pact System
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### Spire Mode (Task 2)
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**New Feature:** A simplified UI mode for climbing the spire.
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**How it works:**
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- Click **"Climb the Spire"** button (available when not already in Spire Mode)
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- Enters simplified UI showing only essential spire info
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- Hides ActionButtons and other tabs
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- Focuses on combat progression
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- Exit condition: Automatically exits when player chooses to stop climbing
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**Implementation:**
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- `spireMode` boolean state in game store
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- `enterSpireMode()` and `exitSpireMode()` actions
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- `simpleMode` prop passed to SpireTab for simplified rendering
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- UI conditionally renders based on `store.spireMode`
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---
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### Guardian Floors & Stats
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### Guardian Floors & Stats
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| Floor | Guardian | Element | HP | Pact Mult | Armor | Unique Perk |
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| Floor | Guardian | Element | HP | Pact Mult | Armor | Unique Perk |
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@@ -630,8 +679,8 @@ Hybrid Skills are advanced skills that require two attunements and combine their
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### Equipment Slots
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### Equipment Slots
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```
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```
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mainHand - Staves, Wands, Swords
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mainHand - Staves (2H), Wands, Swords
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offHand - Shields, Catalysts
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offHand - Shields, Catalysts (blocked by 2-handed weapons)
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head - Hoods, Hats, Helms
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head - Hoods, Hats, Helms
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body - Robes, Armor
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body - Robes, Armor
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hands - Gloves, Gauntlets
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hands - Gloves, Gauntlets
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@@ -640,6 +689,21 @@ accessory1 - Rings, Amulets
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accessory2 - Rings, Amulets
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accessory2 - Rings, Amulets
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```
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```
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### Two-Handed Weapons
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**Supported:** The game now supports **2-Handed Weapons** (e.g., Staves).
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**Mechanics:**
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- 2-handed weapons occupy both the `mainHand` and `offHand` slots
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- When a 2-handed weapon is equipped in `mainHand`, the `offHand` slot is **blocked**
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- 2-handed weapons cannot be equipped to the `offHand` slot
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- The UI displays a "2-Handed" badge on applicable items and shows "Blocked by 2-handed weapon" for blocked slots
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**Implementation:**
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- Equipment types have a `twoHanded: true` property
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- `equipItem()` validates 2-handed weapon constraints
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- `isSlotBlocked()` function checks if offhand is blocked by main hand 2H weapon
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### Equipment Categories
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### Equipment Categories
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| Category | Slots | Description |
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| Category | Slots | Description |
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@@ -671,6 +735,7 @@ interface EquipmentInstance {
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#### Stage 1: Design
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#### Stage 1: Design
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- Create enchantment design
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- Create enchantment design
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- Select effects from unlocked pool
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- Select effects from unlocked pool
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- **Limited to owned gear types** (cannot design for equipment you don't have)
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- Calculate capacity cost
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- Calculate capacity cost
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- Time: Base 1h + 0.5h per effect stack
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- Time: Base 1h + 0.5h per effect stack
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#### Stage 2: Prepare
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#### Stage 2: Prepare
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- Prepare equipment for enchanting
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- Prepare equipment for enchanting
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- **Disabled for non-enchanted items**
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- Mana cost: capacity × 10
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- Mana cost: capacity × 10
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- Time: 2h + 1h per 50 capacity
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- Time: 2h + 1h per 50 capacity
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- **Auto-transitions to Meditate** when complete
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#### Stage 3: Apply
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#### Stage 3: Apply
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- Apply enchantment design
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- Apply enchantment design
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- Mana per hour: 20 + 5 per effect stack
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- Mana per hour: 20 + 5 per effect stack
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- Time: 2h + 1h per effect stack
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- Time: 2h + 1h per effect stack
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- Grants Enchanter XP: 1 XP per 10 capacity
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- Grants Enchanter XP: 1 XP per 10 capacity
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- **Auto-transitions to Meditate** when complete
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### Enchantment Effect Categories
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### Enchantment Effect Categories
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## Appendix: Known Issues
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## Appendix: Known Issues
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### Task 2 Updates (Completed)
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The following issues/enhancements were completed in Task 2:
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1. **Combat UI Casting Bar** - Fixed progress animation
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2. **Mana Well Bug** - Fixed Deep Basin perk (+20% Max Mana, was incorrectly 0.20 instead of 1.20)
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3. **LootTab** - Removed Transference from essence list (it's a utility element, not a loot drop)
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4. **Ascension Skills** - Deleted from the game (were unused/game design change)
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5. **Show Component Names** - Fixed debug option to properly display component names in UI
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6. **DebugTab** - Added Invoker Debugging Buttons for Pacts (`PactDebug` component)
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### Missing Implementations
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### Missing Implementations
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1. **Field Repair** - Skill exists, no repair system
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1. **Field Repair** - Skill exists, no repair system
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1. **Scroll Crafting** - Removed (violates NO INSTANT FINISHING pillar)
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1. **Scroll Crafting** - Removed (violates NO INSTANT FINISHING pillar)
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2. **Temporal Memory** - Removed (replaced by better mechanics)
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2. **Temporal Memory** - Removed (replaced by better mechanics)
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3. **Ascension Skills** - Deleted (Task 2)
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4. **Transference from LootTab** - Removed (Task 2, not a lootable essence)
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### Balance Concerns
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### Balance Concerns
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*Document Version: 1.1 (Updated after Task 2 completion)*
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*End of Game Briefing Document*
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*End of Game Briefing Document*
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