HUD and windows
The interface was rebuilt around a limestone theme and a compact centre plate. This is where everything sits and what it does.
The screen
| Corner / region | What lives there |
|---|---|
| Top left | Game clock, with the game-speed readout beneath it (off / on / blink) |
| Top right | Always-on mini-map, independent of TAB's full map |
| Bottom left | Health orb |
| Bottom right | Mana orb |
| Bottom centre | The middle HUD plate: LMB well, six belt slots, RMB well, and the XP bar beneath |
| Above the LMB well | Level-up icon when attribute points are unspent |
| Above the RMB well | The skill-point frame, with the count drawn in its well, when skill points are unspent |
| Under the mini-map | Message history, and the event log when opened |
The two skill wells
The LMB and RMB wells each show what their button will do. Their opening between the bezels is 46 x 46 pixels - the hard boundary every icon and background is scaled into, so nothing spills onto the frame.
| State | LMB well | RMB well |
|---|---|---|
| Nothing readied | Regular or Fist Attack, depending on whether hands are empty | Same |
| A skill readied | The skill's own icon, scaled to the net rect | Same |
| An aura lit | - | The aura's icon; it is the button's setting |
| Cannot cast right now | The plate turns pink - out of mana, missing a shield, wrong level | |
| Clicking the well | Opens that button's skill picker - see below. Clicking the same well again closes it | |
The skill picker
Left click the LMB well and its picker opens; left click the RMB well and you get the right button's. Click an entry, it binds and the window closes. Two clicks to act, the same motion mirrored for each button - which is the whole point of it.
It lists what you can use right now, in two groups:
- Skills - Regular and Fist Attack, then class-tree rows that are built, unlocked and have a rank in them. Passives never appear: one cannot be readied, and an entry that does nothing when clicked is worse than an absent one.
- Spells - everything you have learned, from books, abilities or a staff.
Each cell shows its rank bottom-centre, and hovering names it. A tree row's number is the points sunk into it; a spell's is its effective level, which is books plus items and never points - see Class trees.
Auras are greyed in the LMB picker and stay clickable. An aura is a toggle with no spell slot, so the left button has nothing to hold - but clicking it still lights it, which lands on the right button, and that saves opening the other picker to do it.
The list grows to fit its contents rather than filling a fixed grid, so a level-3 character sees three icons and not a wall of empty cells. If it ever outgrows the space above the panel, the wheel scrolls it.
Windows
| Window | Opened by | Notes |
|---|---|---|
| Inventory | I, or the burger menu | 10 x 7 grid, ten tabs, thirteen equipment slots |
| Stash | The stash chest in town | Multi-page, its own save file |
| Character | C | Stats, with a reset-points button when enabled |
| Abilities | S, or the burger menu | Spells sheet plus three class-tree pages. Spends points only - the skill wells open the picker instead |
| Quest log | Q | |
| Waypoints | A waypoint | 25 entries, scrolling, 43px sigils |
| Event log | F11, or the burger menu | Timestamped session events |
| Runeword book | W, or the burger menu | Every runeword in five columns, with recipe, rune icons and the full affix list. Filters by host slot and by rune; the yellow X at the top left selects the runes you actually hold. Opening it closes every other window - the log, the mini-map and the burger row included, since the book is 944px wide on a 960px screen |
| Levski's Roar | The monument in town at tile 55,66 - one north of the stash | 3x4 grid, all seventeen recipes including socket extraction. Operated from an adjacent tile |
| Crafting book | The burger menu | All seventeen recipes, in the monument's own order - a reading window, not a forge. Nothing here can produce an item: clicking a row says where it is crafted. Same 944px window as the runeword book and closes the same things on opening, the mini-map included |
Standing interface rules
- Every window is keyboard-reachable and never needs more than two clicks to act.
- OK and Cancel sit in the same two zones in every dialog.
- A window never lets a click through to the world beneath it.
- Content that overflows scrolls; it is never clipped silently.
- An open window hides the HUD behind it rather than overlapping it.
- Every window the player can browse carries a small red X in its own top-right corner, and clicking it closes that window. Escape closes it too.
- Space is the master closer: it shuts every open window at once, and is reserved so no keybinding can take it. A store steps back through its own Escape path; Levski's Roar refuses if your pack is too full to take back what is in its grid.
The Abilities window
Four sheets: Spells (the book list, grouped by level band and sorted alphabetically inside each) and three class-tree pages, on a 56 x 56 icon cell.
Left click a tree cell to put a point in. Right click to take one back. Refunds are free
and unlimited - there is no respec cost and no confirmation. There are no + and
- buttons any more: they only ever existed because the icon itself used to mean "ready
this", so the two actions had to be kept apart by geometry. Now the whole cell is one target.
The Spells sheet takes no points at all - see the rule on Class trees.
| Marker | Meaning |
|---|---|
| Green plate | Has points in it and is usable |
| Red plate | Unlocked but at rank 0 - yours to fill |
| Grey plate | Not yours yet, or not built |
| Bright gold outline | This cell will take a point right now |
| Red X across the icon | Listed but not implemented; wholly inert |
| Yellow ring | Readied on the right button |
| Red ring | Readied on the left button |
| Corner badges | The F-key it is bound to: top-right for right button, top-left for left |