================================================================================
                      WE HAVE GROG AT HOME - PLAYER'S GUIDE
================================================================================

                    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. Wilderness & Fishing
11. Dungeon Exploration
12. Inventory Management
13. Special Abilities
14. Monster Bestiary
15. Tips & Strategies


================================================================================
1. GETTING STARTED
================================================================================

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 16 for level 2)

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


================================================================================
2. CONTROLS & COMMANDS
================================================================================

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
  w                - Open wield menu (quick equipment access)
  [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)
  o                - Auto-explore dungeon (stop with 'o' or movement key)

TOWN
----
  >                - Enter dungeon (at dungeon entrance)
  g                - Enter shop (at shop door)
  g                - Rest at inn (at inn door)
  g                - Visit witch (at witch's hut door)
  g                - Use portal (at active portal)

UTILITY
-------
  l                - Look/examine mode (move cursor to inspect)
  S                - Search for hidden things (shift+s)
  f                - Fish (when adjacent to water, costs 5 turns)
  .                - Rest until healed
  m                - View message log (scrollable history)
  ?                - Show help menu
  q                - Quit game
  SPACE            - Rest for one turn


================================================================================
3. CHARACTER STATS
================================================================================

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 + Jewelry bonuses
  - Higher is better (harder to hit)


================================================================================
4. COMBAT SYSTEM
================================================================================

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


================================================================================
5. LEVELING & PROGRESSION
================================================================================

EXPERIENCE POINTS (XP)
----------------------
  - Gain XP by defeating monsters (varies by monster type)
  - XP required for next level: 4 × level²

  Level 2:  16 XP  (16 giant rats or 3 goblins)
  Level 3:  36 XP
  Level 5:  100 XP
  Level 10: 400 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


================================================================================
6. HUNGER SYSTEM
================================================================================

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 base = 3g shop)
  Bread:       200 nutrition  (Common, 5g base = 5g shop)
  Cheese:      150 nutrition  (Uncommon, 12g base = 30g shop)
  Food Ration: 500 nutrition  (Uncommon, 20g base = 50g shop)

FISH (caught by fishing only)
------------------------------
  Common Fish:    50 nutrition  (cod, bass, trout - sells for 1g)
  Uncommon Fish:  75 nutrition  (salmon, catfish - sells for 1-2g)
  Rare Fish:      100 nutrition (golden fish - sells for 2-3g)

  Note: Fish provide less nutrition than shop food but are free to catch

EATING CORPSES
--------------
  - Monster corpses (%) can be eaten for nutrition
  - Press 'e' and select corpse from menu
  - WARNING: 25% chance of poisoning (risky!)
  - Corpses cannot be picked up, only eaten where they lie
  - Provides emergency nutrition in desperate situations

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


================================================================================
7. STATUS EFFECTS
================================================================================

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 | Resistance
  ------------|-------------|-----------------------------|-----------|-----------------
  Poisoned    | 2 HP        | Corpses (25%) / Poison Trap | 10/5 turns| Poison Resistance
  Diseased    | 1 HP        | Giant Rat bites             | 6 turns   | None
  Burning     | 3 HP        | (none currently)            | 3-5 turns | Fire Resistance

  - Damage applies at the start of each turn
  - Can be lethal - monitor your HP carefully
  - Effects expire naturally after duration
  - Cure potions remove poison and disease
  - Resistance jewelry reduces damage (10% per point, min 1 reduction)

  POISON SOURCES:
    * Eating corpses: 25% chance, 10 turn duration (20 HP total without resistance)
    * Poison gas traps: 5 turn duration (10 HP total without resistance)
    * Resistance reduces damage: +1/+2/+3 all reduce to 1 HP/turn (min reduction)
    * With +2 poison resist: 10 HP total from corpses instead of 20 (50% saved)

  DISEASE SOURCES:
    * Giant Rat bites: 10% chance on hit, 6 turn duration (6 HP total)
    * No resistance available currently

BENEFICIAL EFFECTS
------------------
  Effect        | Benefit                    | Source
  --------------|----------------------------|--------------------------------------------
  Regenerating  | +2 HP per turn             | Ring of Regeneration (Legendary)
  Blessed       | +50% damage output         | (not available from items yet)
  Invisible     | +4 AC (harder to hit)      | (not available from items yet)

  Note: Beneficial effects are implemented but not all sources are available

DEBILITATING EFFECTS
--------------------
  Effect      | Effect                           | Source              | Prevention
  ------------|----------------------------------|---------------------|------------------
  Confused    | 80% chance random movement       | (no monsters yet)   | Ring of Clarity
  Paralyzed   | Cannot move or act               | (no monsters yet)   | Ring of Free Action
  Slowed      | Move every other turn only       | (no monsters yet)   | Ring of Free Action

  Note: These effects are implemented but no monsters currently use them

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 (2 HP/turn) comes from corpses (25%) and poison gas traps
  2. Poison resistance reduces damage: Any resistance reduces 2 → 1 HP/turn (min reduction)
  3. Disease from Giant Rats is slower (1 HP/turn, 10% chance) but lasts 6 turns
  4. Keep cure potions handy when fighting rats, eating corpses, or exploring trapped areas
  5. Ring of Regeneration (Legendary) provides constant +2 HP/turn healing
  6. High DEX helps detect and avoid traps (passive and active detection)
  7. Resistance scales: +2 fire resist = 20% reduction (min 1), useful at all damage levels
  8. Poison resistance rings are valuable for early game corpse eating and trap-heavy floors


================================================================================
8. ITEMS & EQUIPMENT
================================================================================

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
  - Witch can identify items instantly for 50 gold

CURSED ITEMS
------------
  - Some jewelry can be cursed (inverts bonuses to penalties)
  - Cursed items cannot be unequipped once worn
  - Identified cursed items show "cursed" prefix
  - Witch can remove curses for 100 gold per item tier

--------------------------------------------------------------------------------
WEAPONS
--------------------------------------------------------------------------------

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)

--------------------------------------------------------------------------------
ARMOR
--------------------------------------------------------------------------------

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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JEWELRY
--------------------------------------------------------------------------------

RINGS (2 slots: left and right):
  - Provide stat bonuses (STR, DEX, CON, AC, max_hp)
  - Special properties (resistances, regeneration, free action)
  - Can be cursed (inverts bonuses to penalties)
  - Equipped via inventory screen (press item letter)

AMULETS (1 slot):
  - Similar to rings but worn around neck
  - Often provide multiple stat bonuses
  - Can grant special vision or protection abilities

JEWELRY PROPERTIES:
  Stat Bonuses:     +1 to +4 to STR/DEX/CON/AC/max_hp (always useful)
  Resistances:      Fire, Cold, Poison, Magic resistance (+1 to +3)
                    - Formula: 10% reduction per point, minimum 1 damage reduced
                    - Examples: 2 damage + 2 resist = 1 reduction (→1 dmg final)
                                27 damage + 2 resist = 5 reduction (→22 dmg final)
                    - Poison resist: Essential for corpse eating and poison traps
                    - Fire resist: Reduces fire damage from traps/future enemies
                    - Cold/Magic: Implemented but few sources of these damage types yet
  Special Properties:
    * Regeneration:   +2 HP per turn (very useful for exploration)
    * Free Action:    Immunity to paralysis and slow (defense for future enemies)
    * Clarity:        Immunity to confusion (defense for future enemies)
    * See Invisible:  (implemented but no invisible enemies yet)

EXAMPLE JEWELRY:
  Ring of Strength         - +2 STR          (Uncommon)
  Ring of Protection       - +1 AC           (Common)
  Ring of Fire Resistance  - Fire resist +2  (Rare)
  Ring of Regeneration     - Regen + 10 HP   (Legendary)
  Amulet of Health         - +10 max_hp      (Uncommon)
  Amulet of the Gods       - +2 all stats, +2 AC (Legendary)

--------------------------------------------------------------------------------
CONSUMABLES
--------------------------------------------------------------------------------

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

CURE POTIONS:
  Potion of Cure Disease  - 20g  (Common)
    Cures both disease AND poison status effects

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.

--------------------------------------------------------------------------------
WANDS
--------------------------------------------------------------------------------

  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


================================================================================
9. TOWN FEATURES
================================================================================

TOWN LAYOUT
-----------
The town is surrounded by wilderness terrain (grass, trees, water, mountains).
The walled town center contains three buildings and the dungeon entrance:

  ~~~T..T,,.~~################,,,..T~~
  T,,...,T,,,T.#              #..TT.,,
  ~~..T,T,,..,.# +---+  +---+ #..,....
  ,,.T,,......T# | S |  | I | #T..T,,.
  ,.....T,T.,..# +---+  +---+ #,,.T,..
  .T,,,T.,....T#              #.,,.TT.
  ,,...T.T...,.#   O     @    #...,T,,
  .,T..,....T,.#              #T,,.T..
  ,,TT,..T...,.#  +---+       #..,...T
  .T.,.....T,..#  | W |    >  #.,.TT..
  ..,.,,T......#  +---+       #T,.,..T
  ,T...,,.,T.,.#              #,..T,,.
  ...,,.....T.,################.T..T..

  S = Shop          O = Portal (when active)
  I = Inn           @ = Player spawn
  W = Witch         > = Dungeon entrance
  # = Town walls    = = Building doors
  T = Trees         ~ = Water
  . = Grass         , = Grass (variant)

WILDERNESS
----------
  - Town is surrounded by natural terrain
  - Trees (T): Block movement and line of sight
  - Water (~): Cannot walk through water
  - Mountains (^): Block movement
  - Grass/Paths: Walkable terrain
  - Town gate on south wall allows access to wilderness

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

WITCH'S HUT
-----------
  Location: Bottom-left building (marked 'W')

  Services:
    1. IDENTIFY ITEMS (50 gold)
       - Instantly reveals item properties
       - Cheaper than waiting 100 turns
       - Shows if item is cursed

    2. REMOVE CURSE (100 gold per item tier)
       - Common:    100g
       - Uncommon:  250g
       - Rare:      500g
       - Legendary: 1000g
       - Allows you to unequip cursed jewelry

  Usage: Press 'g' at witch's hut door, select service and item

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


================================================================================
10. WILDERNESS & FISHING
================================================================================

WILDERNESS EXPLORATION
----------------------
The town is surrounded by wilderness terrain that you can explore:

TERRAIN TYPES:
  . , = Grass (walkable)
  T   = Trees (blocks movement and line of sight)
  ~   = Water (cannot walk through, can fish adjacent to)
  ^   = Mountains (blocks movement)
  *   = Flowers (walkable, decorative)

WILDERNESS FEATURES:
  - Limited vision radius (5 tiles circular)
  - Trees block line of sight and movement
  - Water ponds near town (can fish here)
  - Animals wander the wilderness (birds and squirrels)

ANIMALS:
  - Birds (blue 'b'): Fly over all terrain, including water and trees
  - Squirrels (brown 's'): Walk on ground, avoid water and trees
  - Animals are harmless and decorative
  - Shown in Look menu ('l' key)

FISHING SYSTEM
--------------
Fishing allows you to catch food and occasionally find treasure in the water.

HOW TO FISH:
  1. Stand adjacent to water tile (~)
  2. Press 'f' to fish
  3. Wait 5 turns for fishing attempt
  4. 5% chance of success per attempt

FISHING LOCATIONS:
  - Any water tile in wilderness
  - Two ponds near town (left and right side)
  - Cannot fish in dungeons (no water)

WHAT YOU CAN CATCH:
  50% Fish (food items):
    - Common: cod, bass, trout (50 nutrition)
    - Uncommon: salmon, catfish (75 nutrition)
    - Rare: golden fish (100 nutrition)

  35% Junk (worthless items):
    - soggy boot, tin can, seaweed, driftwood
    - rusty dagger, broken shield
    - Sells for 1 gold (better than nothing)

  15% Equipment:
    - Common: 67% chance (weapons, armor, rings)
    - Uncommon: 27% chance
    - Rare: 6% chance

FISHING MECHANICS:
  - Time cost: 5 turns per attempt (animals move, hunger increases)
  - Success rate: 5% (1 in 20 attempts)
  - Caught items go to inventory (or drop at feet if full)
  - Fish and junk ONLY come from fishing (won't find in dungeons/shops)

FISHING TIPS:
  - Fishing is slow and unreliable (5% success, 5 turns each)
  - Better for emergency food than primary food source
  - Occasionally find equipment you couldn't afford in shop
  - Junk items at least sell for 1 gold
  - Keep inventory space available or items drop on ground
  - Animals continue moving while you fish (watch for wildlife)

FISHING STRATEGY:
  - Early game: Low-risk food source if broke
  - Mid game: Occasional shop alternative for equipment
  - Late game: Usually not worth the time vs. dungeon delving
  - Emergency: Better than starving, worse than shop food


================================================================================
11. DUNGEON EXPLORATION
================================================================================

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/corpses, ! = potion, [ = armor,
                           ) = weapon, / = wand, ? = scroll, = = jewelry
  Press 'g' to pick up
  Multiple items? Menu appears to choose
  Corpses (%) can only be eaten, not picked up

AUTO-EXPLORE
------------
  Press 'o' to automatically explore the dungeon

  - Pathfinds to unexplored areas
  - Opens doors automatically
  - Picks up items if inventory has space
  - Stops when: monster spotted, item found, low HP, fully explored
  - Cancel anytime: press 'o' again or any movement key
  - Shows progress: "Exploring... (X steps)"

  WARNING: Only use auto-explore when area is safe (no monsters)

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%)


================================================================================
12. INVENTORY MANAGEMENT
================================================================================

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)
               Jewelry: "on left hand", "on right hand", "around neck"

  [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)

WIELD MENU (press 'w')
----------------------
  Quick access menu for equipping/unequipping items

  - Shows all equippable items
  - Press item letter to equip/unequip
  - Shows current equipment status
  - Faster than navigating full inventory

EQUIPMENT SLOTS
---------------
  Weapon:      1 slot  (damage dice shown)
  Body Armor:  1 slot  (AC bonus shown)
  Shield:      1 slot  (AC bonus shown)
  Ring (Left): 1 slot  (effects shown)
  Ring (Right):1 slot  (effects shown)
  Amulet:      1 slot  (effects shown)

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


================================================================================
13. SPECIAL ABILITIES
================================================================================

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 & TRAPS
--------------
SEARCHING:
  - Press 'S' (shift+s) to actively search for traps
  - Searches adjacent tiles (1 tile radius)
  - Uses d20 + DEX modifier vs trap's Detection DC
  - Takes 1 turn

TRAP TYPES:
  Dart Trap        - 1d4 damage, DC 12 to detect, DC 10 to avoid
  Pit Trap         - 2d6 damage, DC 10 to detect, DC 12 to avoid
  Poison Gas Trap  - Poison (5 turns), DC 14 to detect, DC 14 to avoid

TRAP MECHANICS:
  - Traps spawn in dungeon rooms (~5% of floor tiles)
  - Undiscovered traps are invisible (shown as '.' floor)
  - Discovered traps show as '^' (cyan/red depending on visibility)
  - Passive detection: Auto-check within 2 tiles every turn (harder DC)
  - Walking into undiscovered trap: DEX check to avoid triggering
  - Walking into discovered trap: Easier DEX check with advantage
  - Discovered traps can be stepped over safely with good DEX

TRAP TIPS:
  - High DEX helps detect and avoid traps
  - Search (S key) actively in suspicious areas
  - Discovered traps are much easier to avoid
  - Poison resistance jewelry helps with poison gas traps
  - Cure potions remove poison from gas traps


================================================================================
14. MONSTER BESTIARY
================================================================================

  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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15. 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 (50g at shop)
  3. Fight Giant Rats to gain early XP (1 XP each, need 16 for level 2)
  4. Don't venture below depth 3 until you have decent equipment
  5. Save healing potions for emergencies
  6. Use witch to identify items early (50g vs waiting 100 turns)
  7. Buy cure potions (20g) when fighting rats frequently
  8. Fishing is available but unreliable (5% success, 5 turns) - shop is better

MID GAME (Levels 4-8)
---------------------
  8. Buy a town portal scroll before deep dives
  9. AC bonuses stack - wear armor, shield, AND jewelry
  10. Use doors to limit enemy approach angles
  11. Ranged combat (wands/throwing) softens tough enemies
  12. Every 4 levels you gain a stat - plan your progression
  13. Auto-explore ('o') speeds up cleared level exploration
  14. Prioritize jewelry with stat bonuses (STR/DEX/CON/AC)

LATE GAME (Levels 9+)
---------------------
  15. Dragons and Demons are extremely dangerous - use wands
  16. Keep multiple healing potions ready
  17. Watch your hunger - weak/starving = -2 to -3 STR penalty
  18. Portal out if overwhelmed, restock, and return
  19. Legendary equipment is worth the gold investment
  20. Ring of Regeneration (+2 HP/turn) is excellent for deep dives
  21. Free Action/Clarity rings provide future-proofing against tougher enemies

GENERAL TIPS
------------
  22. Identify items before selling (100 turns or witch = 2x sell price)
  23. Shop regenerates when you level up or descend - check often
  24. Resting in dungeon is risky - only rest in cleared areas
  25. Higher AC is better - aim for 15+ AC by mid-game
  26. Strength affects inventory capacity AND damage - very important
  27. Cursed jewelry is a trap - remove at witch or avoid wearing unidentified
  28. Currently only Giant Rats inflict status effects (Disease, 10% chance)
  29. Fishing is slow (5% success, 5 turns) - use as emergency food source only
  30. Fish and junk only come from fishing - won't clutter dungeon/shop loot

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)
  - Wearing unidentified jewelry (might be cursed!)

When in doubt: PORTAL OUT!

CORPSE EATING
-------------
  - Only eat corpses in emergency (25% poison chance!)
  - Always prefer regular food items
  - Have cure potions ready if you must eat corpses
  - Poison deals 2 HP per turn for 10 turns (20 HP total damage)
  - Any poison resistance reduces to 1 HP/turn (10 HP total - 50% reduction)


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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
w           - Wield menu       z - Zap wand
g/G         - Get/Interact
</>         - Stairs           JEWELRY SLOTS
o           - Auto-explore     -------------
.           - Rest             2 Ring slots (left/right hand)
?           - Help             1 Amulet slot (around neck)
q           - Quit             Provides: Stats, AC, Resistances
                               WARNING: Can be cursed!

TOWN BUILDINGS                 STATS MATTER
--------------                 ------------
Shop (S)  - Buy/sell items     STR - To-hit, damage, inventory size
Inn (I)   - Healing (100g/lvl) DEX - AC, ranged to-hit
Witch (W) - Identify (50g)     CON - HP gain per level
            Remove curse (100g/tier)
>         - Enter dungeon      HUNGER STATES
O         - Portal (if active) -------------
                               1000+ Satiated
                               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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