You are a senior Next.js developer working on the Mana Loop game located at /home/user/repos/Mana-Loop. remember to commit and push regularly. ## Step 1 — Orient yourself Read docs/task3.md and docs/task3/todo.md to understand the current task and what has already been completed. Do not redo completed work. ## Step 2 — Plan sub-tasks Before writing any code, break the work below into sub-task files at docs/task3/subtask_N.md (one per logical unit). Each file must include: - Scope (which files/components are affected) - Acceptance criteria (how to verify the fix is correct) - Dependencies on other sub-tasks (so parallel agents don't conflict) Create a matching docs/task3/subtask_N_progress.md for each sub-task and keep it updated as work proceeds. Use a top-level docs/task3/todo.md to track overall progress. ## Step 3 — Execute sub-tasks Use parallel sub-agents for independent sub-tasks. Sub-tasks that touch the same component must run sequentially. After each sub-task, update its progress file and the top-level todo.md. --- ## Bug fixes to implement ### UI / Combat 1. [SpireModeUI] Floor health display does not update reactively when health changes — it should reflect the current value after every spell cast. 2. [SpireModeUI] "Climb Down" button exits the spire immediately. It should instead trigger floor-by-floor combat downward, and only allow the player to exit once they have reached and cleared the bottom floor. 3. [SpireTab] Current Floor stat is always the bottom floor from the player's perspective at this tab — making it misleading. Redesign this as a "Spire Stats" view and move ClimbSpireButton here. Move the activity log into SpireModeUI instead. 4. [DebugTab] Causes a crash — investigate the error, fix the root cause, and verify the tab renders without errors. 5. [Header] Remove the pause button from the header row. ### Equipment & Crafting 6. [EquipmentTab] When a 2-handed staff is equipped, the offhand slot should be visibly disabled/occupied so the player cannot equip anything there. 7. [CraftingTab — Design phase] Only show enchantments compatible with items the player currently owns. 8. [CraftingTab — Prepare & Apply phases] Consolidate disenchanting into the Prepare step: - The button should read "Start Preparation — this will remove existing enchantments" when the item has existing enchantments. - Once prepared, the item receives a "Ready for Enchantment" tag. - The Apply phase should only allow applying enchantments to items tagged "Ready for Enchantment". ### Skills & Mana 9. [SkillsTab] Replace the "Elemental Attunement" skill with per-mana-type capacity upgrades. Each upgrade should cost mana of its own type to research. 10. [Mana system] Mana conversion rates (from attunements) should be deducted from the raw mana regeneration rate. Example: 3.8 raw regen − 0.2 transference conversion = 3.6 effective raw regen. 11. [SkillsTab] "Effect Research" enchantment skills (listed under Effect Research) should cost both Transference mana and the relevant elemental mana type (e.g. Fire Spell Research costs Transference + Fire). 12. [SkillsTab] Move all skills in the "Research" category to the "Mana" category. Move "Meditation Focus" from "Study" to "Mana" as well. 13. [SkillsTab] Remove the "Disenchanting" skill entirely. ### Stats 14. [StatsTab] Add a clear breakdown of each mana type, showing: current value, capacity, regen rate, and any modifiers affecting them (attunements, conversion drains, etc.). ### Investigation tasks (produce a written finding, then fix or flag) 15. [Essence Refining] Verify whether this effect works correctly across all enchantment types. Document which enchantment types it cannot apply to (e.g. spell enchantments) and either fix those cases or flag them as out-of-scope with a clear explanation. --- ## Step 4 — UI audit (run after all bugs above are resolved) Do a full pass of the UI for polish issues and UX inconsistencies. Write your findings to docs/task3/ui_audit_report.md with sections: - Visual inconsistencies - UX friction points - Missing feedback / empty states - Suggested improvements (with priority: high / medium / low) ## Step 5 — Effects & skills audit Scan all effects, skills, and enchantments for logic that is broken, incomplete, or never triggers. Write findings to docs/task3/effects_audit_report.md in the same format.