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                      WE HAVE GROG AT HOME - PLAYER'S GUIDE
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                    A Classic Roguelike Dungeon Crawler
                           by CausticWarden


TABLE OF CONTENTS
-----------------
1. Getting Started
2. Controls & Commands
3. Character Stats
4. Combat System
5. Leveling & Progression
6. Hunger System
7. Status Effects
8. Items & Equipment
9. Town Features
10. Dungeon Exploration
11. Inventory Management
12. Special Abilities
13. Monster Bestiary
14. Tips & Strategies


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1. GETTING STARTED
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You are an adventurer seeking fortune and glory in the dungeons beneath the
town. Your journey begins in the town square with 100 gold, basic stats, and
the determination to survive.

STARTING CHARACTER:
  Name:       Anonymous (default)
  Level:      1
  HP:         16
  Base AC:    6
  STR/DEX/CON: 16 (+3 modifier each)
  Gold:       100g
  Nutrition:  700 (Normal)
  XP:         0 (need 7 for level 2)

GOAL:
  Delve into the dungeon, defeat monsters, collect treasure, and become
  powerful enough to survive the deepest levels.


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2. CONTROLS & COMMANDS
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MOVEMENT
--------
  W / Up Arrow     - Move north
  S / Down Arrow   - Move south
  A / Left Arrow   - Move west
  D / Right Arrow  - Move east

  Move into enemy  - Attack with melee weapon

COMBAT
------
  t                - Throw item at target (opens targeting mode)
  z                - Zap wand at target (opens targeting mode)

ITEMS & INVENTORY
-----------------
  i                - Toggle inventory screen
  g                - Pick up item / Interact with object
  [a-z]            - Equip/unequip item (in inventory)
  [A-Z]            - Drop item (in inventory)
  e                - Eat food (opens menu)
  u                - Use item - potions/scrolls (opens menu)

DUNGEON NAVIGATION
------------------
  <                - Ascend stairs (go up)
  >                - Descend stairs (go down)
  g                - Open/close door (when adjacent)

TOWN
----
  >                - Enter dungeon (at dungeon entrance)
  g                - Enter shop (at shop door)
  g                - Rest at inn (at inn door)
  g                - Use portal (at active portal)

UTILITY
-------
  l                - Look/examine mode (move cursor to inspect)
  f                - Search for hidden things
  .                - Rest until healed
  ?                - Show help menu
  q                - Quit game
  SPACE            - Rest for one turn


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3. CHARACTER STATS
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STRENGTH (STR)
--------------
  - To-Hit Bonus:  (STR - 10) / 2
  - Damage Bonus:  (STR - 10) / 2
  - Inventory Capacity: Max items equals STR value
  - Affected by hunger (see Hunger System)

DEXTERITY (DEX)
---------------
  - AC Bonus:      (DEX - 10) / 2
  - Ranged To-Hit: (DEX - 10) / 2 (throwing, zapping)

CONSTITUTION (CON)
------------------
  - HP per Level:  1d12 + CON modifier
  - Minimum:       Always gain at least 1 HP per level

ARMOR CLASS (AC)
----------------
  - Starting AC:   6 (base)
  - Total AC:      Base + Equipment bonuses + DEX modifier
  - Higher is better (harder to hit)


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4. COMBAT SYSTEM
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ATTACK RESOLUTION
-----------------
  1. Roll d20 + Strength modifier
  2. Compare to target's Armor Class (AC)
  3. Natural 1 = Critical Miss (always miss)
  4. Natural 20 = Critical Hit (always hit, 2x damage)
  5. On hit: Roll damage + modifier
  6. Minimum damage is always 1

MELEE COMBAT
------------
  Damage = Weapon dice + STR modifier
  Unarmed damage: 1d6 (if no weapon equipped)

  Example: Longsword (1d8) + STR 16 (+3) = 1d8+3 damage

RANGED COMBAT (THROWING)
-------------------------
  Attack: d20 + DEX modifier vs AC
  Damage: Item's thrown damage + DEX modifier
  Most items: 1d2 thrown damage
  Item is consumed after throwing

WAND COMBAT (ZAPPING)
----------------------
  Attack: d20 + DEX modifier vs AC
  Damage: Wand's damage dice + DEX modifier
  Uses one charge per zap
  Wand becomes useless at 0 charges
  Animated projectile shows path to target


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5. LEVELING & PROGRESSION
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EXPERIENCE POINTS (XP)
----------------------
  - Gain XP by defeating monsters
  - XP required for next level: (2 × level²) - 1

  Level 2:  7 XP
  Level 3:  17 XP
  Level 5:  49 XP
  Level 10: 199 XP

LEVEL UP BENEFITS
-----------------
  1. HP GAIN
     - Roll 1d12 + CON modifier
     - Reroll mechanic: If roll ≤ 3, take best of two rolls
     - Minimum: Always gain at least 1 HP
     - Fully heal when leveling up

  2. STAT INCREASES
     - Every 4 levels (4, 8, 12, 16, etc.)
     - Randomly gain +1 to STR, DEX, or CON


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6. HUNGER SYSTEM
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NUTRITION MECHANICS
-------------------
  Starting Nutrition: 700
  Cost per turn:      1 nutrition
  Cost while resting: 3 nutrition per turn

HUNGER STATES
-------------
  State       | Nutrition | STR Penalty | HP Loss        | Message
  ------------|-----------|-------------|----------------|-------------------
  Satiated    | 1000+     | 0           | None           | "You feel satiated"
  Normal      | 200-999   | 0           | None           | (none)
  Hungry      | 50-199    | 0           | None           | "You are getting hungry"
  Weak        | 1-49      | -2 STR      | None           | "You feel weak from hunger!"
  Starving    | 0         | -3 STR      | 1 HP per 20 turns | "You are starving!"

FOOD ITEMS
----------
  Apple:       100 nutrition  (Common, 3g)
  Bread:       200 nutrition  (Common, 5g)
  Cheese:      150 nutrition  (Uncommon, 12g)
  Food Ration: 500 nutrition  (Uncommon, 20g)

TIP: Keep food rations in your inventory! Starving reduces your STR by 3,
     significantly weakening your combat effectiveness.


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7. STATUS EFFECTS
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Status effects are temporary conditions that affect your character's abilities
and combat effectiveness. They last for a specific number of turns and can
stack with other effects.

DAMAGE-OVER-TIME EFFECTS
-------------------------
  Effect      | Damage/Turn | Source              | Duration
  ------------|-------------|---------------------|-------------------------------
  Poisoned    | 1 HP        | Poison attacks      | 5-10 turns (not implemented)
  Diseased    | 1 HP        | Giant Rat bites     | 6 turns
  Burning     | 2 HP        | Fire attacks        | 3-5 turns (not implemented)

  - Damage applies at the start of each turn
  - Can be lethal - monitor your HP carefully
  - Effects expire naturally after duration

BENEFICIAL EFFECTS
------------------
  Effect        | Benefit                    | Source
  --------------|----------------------------|--------------------------------------------
  Regenerating  | +2 HP per turn             | Potions of Regeneration (not implemented)
  Blessed       | +50% damage output         | Holy items, blessings (not implemented)
  Hasted        | Extra action each turn     | Potions of Speed (not implemented)
  Invisible     | +4 AC (harder to hit)      | Potions of Invisibility (not implemented)
  Levitating    | Pass over hazards          | Potions of Levitation (not implemented)

DEBILITATING EFFECTS
--------------------
  Effect      | Effect                           | Source
  ------------|----------------------------------|--------------------------------------
  Confused    | 80% chance random movement       | Confusion attacks (not implemented)
  Blinded     | Vision reduced by 3 tiles        | Blinding attacks (not implemented)
  Paralyzed   | Cannot move or act               | Paralysis attacks (not implemented)
  Slowed      | Move every other turn only       | Slow effects (not implemented)
  Weakened    | 50% damage reduction             | Weakness attacks (not implemented)

IMPORTANT NOTES
---------------
  - Multiple effects can be active simultaneously
  - Durations tick down each turn
  - Some effects can kill you (poison, burning, disease)
  - Beneficial effects can turn the tide of difficult battles
  - Status effects show in your status line when active
  - Effects marked "just applied" don't deal damage on first turn

STRATEGY TIPS
-------------
  1. Poison is dangerous - use healing potions to survive until it expires
  2. Disease from rats is slower but lasts longer - watch for rat bites
  3. Confusion can walk you into danger - wait it out in safe areas
  4. Invisibility (+4 AC) stacks with your equipment AC
  5. Blessed (+50% damage) is extremely powerful for boss fights
  6. Paralysis is deadly - avoid enemies with paralysis attacks
  7. Burning deals the most damage - put out fires quickly


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8. ITEMS & EQUIPMENT
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ITEM TIERS & RARITY
-------------------
  Common    (60% spawn) - Basic gear
  Uncommon  (25% spawn) - Improved gear
  Rare      (12% spawn) - Powerful gear
  Legendary (3% spawn)  - Exceptional gear

IDENTIFICATION
--------------
  - Unidentified items show as "unidentified [type]"
  - Auto-identify after carrying for 100 turns
  - Shop items are always identified
  - Starting items are pre-identified
  - Unidentified items sell for only 25% of normal price

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WEAPONS
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COMMON (1d4 damage):
  Club         - 10g
  Dagger       - 10g
  Staff        - 10g

UNCOMMON (1d6 damage):
  Shortsword   - 25g
  Mace         - 25g
  Spear        - 25g

RARE (1d8 damage):
  Longsword    - 80g
  Battle Axe   - 80g
  War Hammer   - 80g

LEGENDARY:
  Greatsword      - 250g  (2d6 damage)
  Dragon Slayer   - 500g  (2d8 damage)
  Vorpal Blade    - 400g  (1d10 damage)

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ARMOR
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BODY ARMOR:
  Tier      | Item              | AC Bonus | Price
  ----------|-------------------|----------|-------
  Common    | Tattered Robe     | +0       | 5g
  Common    | Leather Tunic     | +1       | 15g
  Common    | Padded Armor      | +1       | 15g
  Uncommon  | Leather Armor     | +2       | 30g
  Uncommon  | Studded Leather   | +3       | 40g
  Rare      | Chain Mail        | +4       | 100g
  Rare      | Scale Mail        | +3       | 90g
  Legendary | Plate Armor       | +6       | 300g
  Legendary | Dragon Scale Mail | +5       | 400g

SHIELDS:
  Common    | Wooden Shield     | +1       | 15g
  Uncommon  | Buckler           | +2       | 35g
  Rare      | Iron Shield       | +3       | 80g
  Legendary | Tower Shield      | +4       | 250g

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CONSUMABLES
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HEALING POTIONS:
  Minor Healing Potion    - 15g  (+5 HP)   Common
  Healing Potion          - 40g  (+10 HP)  Uncommon
  Stamina Potion          - 35g  (+8 HP)   Uncommon
  Greater Healing Potion  - 80g  (+15 HP)  Rare
  Elixir of Vigor         - 70g  (+12 HP)  Rare
  Elixir of Life          - 200g (+25 HP)  Legendary
  Panacea                 - 180g (+20 HP)  Legendary

SCROLLS:
  Scroll of Town Portal   - 50g  (Uncommon)
    Creates a portal in town that returns you to your current dungeon
    position. Portal can be used once to teleport back.

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WANDS
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  Item                  | Damage | Charges | Tier      | Price
  ----------------------|--------|---------|-----------|-------
  Wand of Magic Missile | 1d6    | 10      | Uncommon  | ~125g
  Wand of Frost         | 2d4    | 8       | Uncommon  | ~125g
  Wand of Fire          | 2d6    | 6       | Rare      | ~250g
  Wand of Lightning     | 3d6    | 5       | Rare      | ~250g
  Wand of Death         | 4d8    | 3       | Legendary | ~500g

  Usage: Press 'z', select wand, target enemy with cursor
  Note: Charges shown in item description


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9. TOWN FEATURES
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TOWN LAYOUT
-----------
  #######################
  #                     #
  # +---+         +---+ #
  # | S |         | I | #     S = Shop
  # +---+         +---+ #     I = Inn
  #                     #     > = Dungeon Entrance
  #        O   @        #     O = Portal (when active)
  #                     #     @ = Player spawn
  #            >        #
  #                     #
  #######################

SHOP
----
  Location: Top-left building (marked 'S')

  BUYING:
    - Press lowercase letter (a-z) to buy item
    - '*' indicates you can't afford item
    - Stock: 10 items, refreshes when you level up or descend dungeon
    - Guaranteed: 1 town portal scroll, 2 food items

  SELLING:
    - Press uppercase letter (A-Z) to sell your item
    - Sell price: 50% of buy price
    - Unidentified items: 25% of buy price
    - Cannot sell equipped items (unequip first)

  PRICE SCALING BY TIER:
    Common:    1.0x base price
    Uncommon:  2.5x base price
    Rare:      5.0x base price
    Legendary: 10.0x base price

INN
---
  Location: Top-right building (marked 'I')
  Cost:     100 gold per player level
  Effect:   Restore to full HP and nutrition instantly
  Usage:    Press 'g' at inn door

TOWN PORTAL SYSTEM
------------------
  1. Use Scroll of Town Portal while in dungeon
  2. Portal appears in town (marked 'O')
  3. Portal remembers your exact dungeon position and level
  4. Press 'g' at portal to return to dungeon
  5. Portal closes after use (single use)

  Strategy: Keep a portal scroll for emergencies or shopping trips


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10. DUNGEON EXPLORATION
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DUNGEON STRUCTURE
-----------------
  - Randomly generated rooms and corridors
  - Rooms connected by corridors and doors
  - Stairs up '<' and down '>' in each level
  - Items and monsters spawn in rooms

DOORS
-----
  Closed Door: '+'  (blocks movement and vision)
  Open Door:   '/'  (walkable)

  Press 'g' when adjacent to toggle door
  Multiple doors nearby? Choose direction (n/s/e/w)

VISIBILITY
----------
  In Rooms:      Full room visibility when you enter
  In Corridors:  3-tile vision radius (Manhattan distance)
  Memory:        Previously explored areas shown dimmed
  Closed Doors:  Block line of sight

STAIRS
------
  Stairs Up '<':   Return to previous level (or town from level 1)
  Stairs Down '>': Descend to next level

  Stand on stairs and press '<' or '>'

FLOOR ITEMS
-----------
  Items shown with symbol: % = food, ! = potion, [ = armor, ) = weapon,
                           / = wand, ? = scroll
  Press 'g' to pick up
  Multiple items? Menu appears to choose

MONSTER DEPTH PROGRESSION
--------------------------
  Depths 1-2:   Giant Rats
  Depths 3-5:   Giant Rats (30%), Goblins (70%)
  Depths 6-9:   Goblins (20%), Orcs (50%), Wolves (30%)
  Depths 10-14: Orcs (30%), Trolls (50%), Wyverns (20%)
  Depths 15+:   Trolls (20%), Dragons (50%), Demons (30%)


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11. INVENTORY MANAGEMENT
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CAPACITY
--------
  Maximum items = Your Strength stat
  Items assigned letters a-z automatically
  Letters reassigned when items are dropped, used, or consumed

INVENTORY SCREEN (press 'i')
-----------------------------
  [a-z]      - Equip/Unequip item
               Shows as: "wielded" (weapon), "worn" (armor), "hefted" (shield)

  [A-Z]      - Drop item from inventory

  e          - Eat food (opens menu to select food)

  u          - Use item (opens menu to select potion/scroll/etc.)

  Arrows.    - Scroll inventory (if more than screen fits)

EQUIPMENT SLOTS
---------------
  Weapon:     1 slot  (damage dice shown)
  Body Armor: 1 slot  (AC bonus shown)
  Shield:     1 slot  (AC bonus shown)

  Cannot equip multiple items in same slot
  AC bonuses from armor and shield stack


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12. SPECIAL ABILITIES
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THROWING ITEMS
--------------
  1. Press 't' to enter targeting mode
  2. Move cursor with WASD/arrows to select target
  3. Select item from menu
  4. Item flies in animated arc to target
  5. Attack roll: d20 + DEX modifier vs target AC
  6. Damage: Item's thrown damage + DEX modifier
  7. Item is removed from inventory after throw

  Most items: 1d2 thrown damage
  Weapons:    Same damage dice as melee

ZAPPING WANDS
-------------
  1. Press 'z' to enter targeting mode
  2. Move cursor with WASD/arrows to select target
  3. Select wand from menu
  4. Spell effect animates to target
  5. Attack roll: d20 + DEX modifier vs target AC
  6. Damage: Wand's damage dice + DEX modifier
  7. One charge consumed (wand useless at 0 charges)

LOOK/EXAMINE MODE
-----------------
  - Press 'l' to enter
  - Move cursor with WASD/arrows
  - Examine tiles, monsters, items
  - Shows detailed information
  - Press ESC or 'l' again to exit

SEARCH (not implemented)
------
  - Press 'f' to search for hidden features
  - Takes 1 turn
  - May reveal secrets


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13. MONSTER BESTIARY
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  Monster      | Depth  | HP     | AC | Damage | XP  | Stats                  | Status Effects
  -------------|--------|--------|----|--------|-----|------------------------|-----------------------
  Giant Rat    | 1-5    | 2d4    | 12 | 1d4    | 1   | STR 8, DEX 14, CON 10  | Disease (10% chance)
  Goblin       | 3-9    | 3d6    | 11 | 1d6    | 2   | STR 10, DEX 12, CON 10 | Humanoid
  Wolf         | 6-9    | 4d6    | 13 | 2d4    | 5   | STR 12, DEX 16, CON 12 |
  Orc          | 6-14   | 5d8    | 10 | 2d6    | 6   | STR 14, DEX 10, CON 12 | Humanoid
  Wyvern       | 10-14  | 7d10   | 11 | 3d6    | 25  | STR 16, DEX 12, CON 14 |
  Troll        | 10+    | 8d10   | 8  | 3d8    | 20  | STR 18, DEX 8, CON 16  | Humanoid
  Dragon       | 15+    | 12d12  | 9  | 4d10   | 60  | STR 20, DEX 10, CON 18 |
  Demon        | 15+    | 10d12  | 11 | 4d8    | 70  | STR 18, DEX 14, CON 16 | Humanoid

MONSTER AI
----------
  - Monsters move toward and attack the player when in sight
  - Humanoid monsters (Goblins, Orcs, Trolls, Demons) can open doors
  - Non-humanoid monsters (Rats, Wolves, Wyverns, Dragons) cannot open doors
  - Use closed doors tactically to control non-humanoid enemy approach
  - Giant Rats have a 10% chance to inflict Disease on hit (6 turns, 1 HP/turn)


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14. TIPS & STRATEGIES
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EARLY GAME (Levels 1-3)
-----------------------
  1. Spend starting gold wisely - buy weapon upgrade or armor
  2. Keep at least one food ration in inventory at all times
  3. Fight Giant Rats to gain early XP safely
  4. Don't venture below depth 3 until you have decent equipment
  5. Save healing potions for emergencies

MID GAME (Levels 4-8)
---------------------
  6. Buy a town portal scroll before deep dives
  7. AC bonuses stack - wear both body armor and shield
  8. Use doors to limit enemy approach angles
  9. Ranged combat (wands/throwing) softens tough enemies
  10. Every 4 levels you gain a stat - plan your progression

LATE GAME (Levels 9+)
---------------------
  11. Dragons and Demons are extremely dangerous - use wands
  12. Keep multiple healing potions ready
  13. Watch your hunger - weak/starving = -2 to -3 STR penalty
  14. Portal out if overwhelmed, restock, and return
  15. Legendary equipment is worth the gold investment

GENERAL TIPS
------------
  16. Identify items before selling (100 turns = 2x sell price)
  17. Shop regenerates when you level up or descend - check often
  18. Resting in dungeon is risky - only rest in cleared areas
  19. Higher AC is better - aim for 15+ AC by mid-game
  20. Strength affects inventory capacity AND damage - very important

DANGER SIGNS
------------
  - Nutrition below 50 (Weak state)
  - HP below 25% of max
  - Multiple enemies in sight
  - Depths much higher than your level
  - No healing items in inventory
  - No escape route (portal scroll)

When in doubt: PORTAL OUT!


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QUICK REFERENCE CARD
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ESSENTIAL KEYS                 COMBAT
--------------                 ------
WASD/Arrows - Move             Move into enemy - Melee attack
i           - Inventory        t - Throw item
g/G         - Get/Interact     z - Zap wand
</>         - Stairs   
.           - Rest             STATS MATTER
?           - Help             ------------
q           - Quit             STR - To-hit, damage, inventory size
                               DEX - AC, ranged to-hit
TOWN BUILDINGS                 CON - HP gain per level
--------------   
Shop (S) - Buy/sell items      HUNGER STATES
Inn (I)  - Healing             -------------
>        - Enter dungeon       1000+ Satiated
O        - Portal (if active)  200-999 Normal
                               50-199 Hungry
                               1-49 Weak (-2 STR)
                               0 Starving (-3 STR, HP loss)


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Good luck, adventurer! May you find fortune in the depths and glory in battle!

                            Press '?' for help anytime

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