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 / regionWhat lives there
Top leftGame clock, with the game-speed readout beneath it (off / on / blink)
Top rightAlways-on mini-map, independent of TAB's full map
Bottom leftHealth orb
Bottom rightMana orb
Bottom centreThe middle HUD plate: LMB well, six belt slots, RMB well, and the XP bar beneath
Above the LMB wellLevel-up icon when attribute points are unspent
Above the RMB wellThe skill-point frame, with the count drawn in its well, when skill points are unspent
Under the mini-mapMessage 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.

StateLMB wellRMB well
Nothing readiedRegular or Fist Attack, depending on whether hands are emptySame
A skill readiedThe skill's own icon, scaled to the net rectSame
An aura lit-The aura's icon; it is the button's setting
Cannot cast right nowThe plate turns pink - out of mana, missing a shield, wrong level
Clicking the wellOpens 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.

Right click still casts. The picker is reached from the well on the HUD, never by right-clicking the world.

It lists what you can use right now, in two groups:

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

WindowOpened byNotes
InventoryI, or the burger menu10 x 7 grid, ten tabs, thirteen equipment slots
StashThe stash chest in townMulti-page, its own save file
CharacterCStats, with a reset-points button when enabled
AbilitiesS, or the burger menuSpells sheet plus three class-tree pages. Spends points only - the skill wells open the picker instead
Quest logQ
WaypointsA waypoint25 entries, scrolling, 43px sigils
Event logF11, or the burger menuTimestamped session events
Runeword bookW, or the burger menuEvery 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 RoarThe monument in town at tile 55,66 - one north of the stash3x4 grid, all seventeen recipes including socket extraction. Operated from an adjacent tile
Crafting bookThe burger menuAll 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

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.

This window spends points. It does not choose what is on your mouse. Selecting moved to the skill picker above, and the two jobs want opposite things - managing points wants space, tier structure and room to read; picking wants density and speed.

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.

MarkerMeaning
Green plateHas points in it and is usable
Red plateUnlocked but at rank 0 - yours to fill
Grey plateNot yours yet, or not built
Bright gold outlineThis cell will take a point right now
Red X across the iconListed but not implemented; wholly inert
Yellow ringReadied on the right button
Red ringReadied on the left button
Corner badgesThe F-key it is bound to: top-right for right button, top-left for left