Fixed some backend bugs. Save should work (still waiting on my pebble to do some testing
**Light‑green VICTORY overlay** (with dark‑green border) so wins can't
be confused with the black/yellow DEFEATED screen.
- **Four luck‑driven cards**: *ChanceStrike* (6–10 dmg), *Reckless*
(12 dmg + 50% chance to self‑hit 4), *Gamble* (draw 1–3 cards),
*WildVenom* (2–5 poison). All have upgrade paths that widen or raise
the roll.
- **Gold economy**: kill loot drops (5–12 / 15–25 / 25–50 for
normal / elite / boss). Gold counter shown in the battle HUD.
- **Potions** — 3‑slot belt, 5 flavours (Heal / Fire Bomb / Block /
Energy Draft / Draw Draught). **Long‑press UP** in battle to open
the potion menu.
- **Shop floors (F4 / F12 / F22 / F27)**: Buy random card (50 g),
remove a card (75 g), buy random relic (150 g) or potion (30 g).
Prices scale by `1 + floor/10`.
- **Random events** (25% chance between most fights): Shrine, Gambler,
Altar, Travelling Merchant, Cursed Chest.
- **Card rarity + floor‑weighted drafts**: common/uncommon/rare mix
shifts from `80/18/2` (early) → `50/35/15` (mid) → `30/45/25` (late).
Each card row shows a gray/blue/gold rarity stripe.
- **Boss relic choice**: each boss kill offers **3 unowned relics**
(auto‑granted if fewer remain).
- **Second class — Rogue**: unlocked by beating the Ancient with Knight.
Starts with 50 HP and a deck built around Dagger + Poison.
- **Settings menu**: vibration on/off (gates every `vibes_*` call),
reset run save, reset high scores / ascension / class unlock.
- **End‑of‑run stats window**: cards played, dmg dealt/taken, turns,
potions used, gold earned, relics found, upgrades taken.
- **8 achievements** (bitmask persist, main‑menu viewer): First Blood,
First Victory, Ascended, Relic Hoarder, Pacifist, Alchemist, Rogue
Awakens, No‑Heal Boss.