CRITICAL FIXES:
- Add EXECUTIONER to SPECIAL_EFFECTS constant (was used but not defined)
- Implement all 10 guardian unique perks when pacts are signed:
- Floor 10: Fire spells cast 10% faster
- Floor 20: Water spells have 10% lifesteal
- Floor 30: Air spells have 15% crit chance
- Floor 40: Earth spells +25% damage to guardians
- Floor 50: Light spells +20% damage
- Floor 60: Dark spells have 20% lifesteal
- Floor 70: Life spells heal 30% of damage
- Floor 80: Death spells execute below 20% HP
- Floor 90: Void spells ignore 30% resistance
- Floor 100: All spells +50% damage and cast 25% faster
- Add getGuardianPerks() function to compute active perks from signed pacts
- Apply guardian perks in combat calculations (damage, lifesteal, crit, execute)
- Import getGuardianPerks in store.ts
🤖 Generated with [Claude Code](https://claude.ai/code)
- Remove movement speed references (spire_runner, swift_descent enchantments)
- Remove slow effect from Mud Golem variant (changed to drown effect)
- Delete unused attunements.ts file (legacy code)
- Add max golem limit: 1 per Fabricator attunement level
- Add max 1 golem of each type restriction
- Display mana/hr and damage/hr in golemancy UI
- Display active golem limit in header
- Show special effects for golem variants
- Keep expeditious_retreat enchantment for teleporting down floors
🤖 Generated with [Claude Code](https://claude.ai/code)
- Guardian barriers with 3x HP regen on guardian floors
- Compound mana types auto-unlock when components available
- Legs equipment slot with 5 equipment types
- Expeditious Retreat and movement enchantments for legs
- Fixed tests for current skill definitions (65/65 pass)
- New achievements for elements, attunements, and guardians
- Removed nonsensical mechanics (thorns, manaShield for player)
- Cleaned up skill test references to match current implementation
- Fix transference mana display (show unlocked elements even with 0 mana)
- Remove blocking/dodging mechanics (player has no health):
- Replace Seer's foresight with criticalMastery
- Replace Warden's defensive skills with mana efficiency skills
- Replace Strider's evasive with fluidMotion
- Add guardian barriers (50% of HP, doesn't regenerate)
- Add floor HP regeneration (scales with floor level, 0 for guardians)
- Implement climb-down mechanic:
- Cannot switch away from climb while above floor 1
- Must fight through each floor to exit
- Exit Spire button triggers descent
- Update UI to show barrier bar and descent status
- Remove Temporal Memory skill from SKILLS_DEF (functionality should only be purchased with insight)
- Remove temporalMemory references from all store files (timeSlice, prestigeSlice, store, gameStore)
- Update tests to remove Temporal Memory test cases
- Fix TODO items in craftingSlice.ts:
- Add skill caching for calculateApplicationTime
- Use getEnchantEfficiencyBonus for efficiency calculation
- Transference mana type verified and working correctly
- Add attunementLevel field to SkillDef type
- Organize skills into Core, Enchanter, Invoker, and Fabricator trees
- Core skills (mana, study, ascension) available to all players
- Enchanter skills require Enchanter attunement and scale with level
- Invoker skills for pact mastery and invocation (requires Invoker attunement)
- Fabricator skills for golemancy and fabrication (requires Fabricator attunement)
- Add attunement level requirements for advanced skills (Lv 3, 5, 7, 8)
- Update SkillsTab UI to show attunement requirements
- Update store to validate attunement requirements before studying
- Increase attunement mana conversion rates (0.2 -> 2 for Enchanter)
- Hide mana types with current < 1 in ManaDisplay and LabTab
- Only show owned equipment types when designing enchantments