- Added 'sword' equipment category with multiple blade types
- Magic swords have low base damage but high cast speed
- Added weapon mana capacity enchantments (Mana Cell, Mana Vessel, Mana Core)
- Added weapon mana regeneration enchantments (Mana Wick, Mana Siphon, Mana Well)
- Added elemental sword enchantments (Fire, Frost, Lightning, Void)
- Updated equipment helper functions to handle sword category
- Fix enchantment capacity validation to respect equipment capacity limits
- Remove combo system (no longer used)
- Remove AUDIT_REPORT.md and GAME_SYSTEMS_ANALYSIS.md files
- Add tests for capacity validation, attunement unlocking, and floor HP
- Remove combo-related achievements
- Fix AchievementsDisplay to not reference combo state
- Add capacity display showing current/max in enchantment design UI
- Prevent designs that exceed equipment capacity from being created
- Add debug option to show component names at top of each component
- Fix mana lists to hide empty elemental mana types in ManaDisplay and LabTab
- Fix enchantment designing getting stuck at 99% by auto-saving design on completion
- Add resetFloorHP function and debug button to fix stuck floor HP issues
- Store design data in DesignProgress for proper completion handling
- Detailed analysis of all 11 major game systems
- Identified 5 high-priority missing systems (golemancy, invocation skills, etc.)
- Documented 'feel' analysis - what feels good, bad, confusing
- Provided prioritized recommendations for improvement
- Key finding: Golemancy system completely unimplemented despite being promised by Fabricator attunement
- Invoker attunement has no skills in invocation/pact categories
- Combat has zero player agency - fully automatic