Dual Enchantments & Mana Capacities
Every creature can equip a primary enchantment via .enchant. Once your creature ascends to Level 25+, a secondary slot unlocks via .enchant2.

Critical
Each hit has a 26% chance to multiply damage by ×1.52. On proc, spends 48 mana (no free crits).

Spirit Guard
Opening rite: pays 108 mana, then heals all allies for 40% of remaining mana. Passive: incoming damage reduced by 24%.

Mana Tap
On hit, pays 92 mana to restore all allies by 20% of damage dealt (as mana).

Sacrifice
On death, burns 78% current mana then heals allies for 30% of this animal's max HP.

Resurrection
Once per battle: pays 195 mana to revive a fallen ally at 11% max HP (no revive chains).

Taunting
Battle start: pays 118 mana to taunt for 3 turns (~75% forced focus); this animal takes 35% less damage while taunting.

Kamikaze
Before detonating, burns 80% mana; on death deals 12% of max HP to a random enemy.

Health Point
At battle start, pays 58 mana to raise this animal's max HP by 25% (HP scales up immediately).

Reflection
Pays 62 mana once to reflect 26% of damage taken back at the attacker for 3 turns (single activation per battle).

Mana Tank
At battle start, pays 52 mana to grant all allies +45% max mana (current mana refills to new caps).

Negator
Pays 235 mana to nullify enemy enchantments for 3 turns. 7-turn cooldown.

Time Freeze
Pays 210 mana to freeze a random enemy for exactly 2 turns. 6-turn cooldown before recast.

Combat Combo
Each attack spends 38 mana to add a stack: +8% damage per stack (max 9 stacks).

Mana Whip
Charges for 1 turn, then on the 2nd turn consumes all current mana and deals ×5 of it as bonus damage (once per battle).

Healer
Every 2 turns, pays 165 mana to heal the lowest-HP ally for 14% of their max HP.
