Grog 1.0.2 · in-game help

Grog ships no manual: this is its online help (h / ?), as in the original grog.exe 1.0.2 (the HelpText table in Constants.cs of the decompiled source), before our port added g explore, stairs walking and the Enter menu. © 2018–2023 Dr.-Ing. Thomas Biskup, all rights reserved; quoted here as the game’s own reference.

Online Help

 Grog is controlled by case-sensitive key presses:

 <Ctrl> + q ................ Quit the game
 Q ......................... Save & quit
 o ......................... Configure options

 w or Cursor-Up (*) ........ Move north
 a or Cursor-Left (*) ...... Move west
 s or Cursor-Down (*) ...... Move south
 d or Cursor-Right (*) ..... Move east
 <Shift> + <Movement-Key> .. Move quickly

 <SPACE> ................... Wait for one turn
 . ......................... Wait until fully healed

 <ENTER> or r............... Interact (e.g. use stairs)
 e or i .................... Manage your inventory

 c or , .................... Pick up items
 f or u .................... Use item
 z ......................... Zap wand
 x or t .................... Throw an item
 p ......................... Pray for help

 m ......................... Enemy (monster) list

 <Ctrl> + r ................ Redraw the screen
 h or ? or <ESC> or <HELP> . Show the help menu
 v ......................... Display game version

 (*) Cursor keys behave weirdly on some terminals.

More

 At various places in the game '---more---' prompts
 show up. They are inserted to give you the time needed
 to consume the information presented. Passing these
 prompts in the message line at the top of the game
 screen can be sped up by pressing ENTER which skips
 all further prompts.

Character Generation

 Your name, gender and type deterministically generate
 your initial attributes and starting equipment. Feel
 free to experiment to find an adventurer that suits
 your particular needs.

Rules

 Your character is described by a number of statistics
 shown in the status bar at the bottom of the screen.
 These are:
 * Armor Class (AC): How hard it is for monsters to hit
   your character. Higher is better.
 * Hit Points (H): Your life energy. When they drop to
   zero your character dies and is gone forever.
 * Strength (St): Raw physical might. Affects the
   number of items you can carry as well as hit
   probabilities and damage in melee combat.
 * Dexterity (Dx): Affects Armor Class (AC) and how
   fast you move in comparison to monsters.
 * Constitution (Cn): Health and toughness. Affects
   your Hit Points (H).

 Additionally the game shows your current dungeon level
 (D), the amount of gold carried ($), the number of
 moves executed so far (M) and your experience (XP).
 Experience shows your current level, followed by a
 slash followed by the number of experience points
 needed to advance to next level. Experience is gained
 from killing monsters.

 Finally 'Piety' is shown - which basically is an
 indicator on whether the player character can safely
 utter more prayers (via the 'p' command) or not.

Enemy (monster) list

 The enemy list shows data for all enemies in sight.
 Depending on your experiences with the monster in question
 the following data might be available:
 * Name
 * AC (Armor Class, how hard it is to hit the monster)
 * HD (Hit Dice, the number of dice thrown to determine
   the hit points of the monster
 * H: the actual and maximum hit points
 * #A: the number of melee attacks made by the monster
   during a single turn
 * D: the amount of damage caused by the available
   melee attacks

Hints

 * Run if you can't win.
 * Think smart. There are surprisingly many strategies
   available to get out of tight situations.
 * Pray in times of need. But pray sparingly because
   your god might get annoyed when pestered too often.
 * Carrying items for prolonged periods of time will
   identify them.
 * Remember that you also can throw stuff at monsters.

Credits

 * Thanks to the organizers of Roguelike Celebration
   for allowing me to experience the original Rogue
   on an original PDP-11 (during Roguelike Celebration
   2018). It was a marvelous experience and the
   morning afterwards Grog was born as a nod to this
   amazing game.
 * Slashie (Santiago Zapata) for being the torchbearer
   of the roguelike world, many great discussions about
   game design and friendship across continents.
 * Ignacio Bergkamp for his lightning talk at Roguelike
   Celebration 2018 (there you go again ;-) ) providing
   the idea of allowing players to add custom flavor
   texts to highscore entries - Grog probably was the
   game to deliver on this idea.
 * Andrew Clifton for his talk at Roguelike Celebration
   called 'Don't generate, hash!' from which I took
   inspiration and code in order to create grog player
   characters in a stable and platform-independent
   manner.
 * Krzysztof Dycha for relentless play testing, bug
   squashing and invaluable design discussions.

--- Axes High!
    Thomas Biskup, { [Ultimate] ADOM | Grog } Maintainer