» Contents
» (0) Quickstart
» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (3.2) The display (user interface)
» (4) The world
» (5) Item and flag details, elements
» (6) Monster details
» (7) Character details
» (8) Tactics & strategy
» (9) Miscellanous

(3.1c) Character names, collisions and reservations
(3.2a) The encumberment bar
(3.2) The display (user interface)                                              
After you logged in with a character you will now see yourself (you are the
'@' symbol, except if you chose 'fruit bat' body, then you'll be a 'b')
in the town of Bree in the main window.
You will already have a few basic starter items equipped, so you're mostly
ready to move out. Note that Bree has already two dungeon entrances, one is the
"Training Tower" where you should go first, the other one is "Barrow-Downs",
the first 'real' dungeon. The training tower entrance is a green '<' symbol,
step on it and press the '<' key to enter. To actually locate the entrance you
can use Shift+L which will let you look around the local map. The entrance to
the training tower is somewhat south of your starting position.
Note that the Bree already has some "monsters", well, townspeople, denoted by
the letter 't'. They're all more or less hostile though so don't hesitate to
kill them off for some extra money and beware of mean-looking mercenaries and
battle-scarred veterans since these could make short work of you at level 1.
You could enter some shops (numbers and '+' symbols) and see if you find
anything affordable worth buying, maybe some armour, potions, scrolls or a
brass lantern.

You can move around in all 8 directions by using the number pad keys! You can
run by pressing the SHIFT key together with a direction key.
IMPORTANT: To run (SHIFT+direction) make sure that the Numlock key above your
number key pad on the right side of your keyboard is turned off. A green lamp
will usually indicate whether it is on or off.
Running will not work while awake monsters are in your line of sight, except
for the starting town of Bree, where running is always possible.

You can also use the arrow keys to move, but the numpad is better since it
allows you to move diagonally too, which is very important.

You can wear/wield items with 'w' (weapons, armour, light source..)
You can pickup items with 'g'. Drop items with 'd'. Destroy items with 'k'.
You can see a list of players who are currently online with '@' key. Other
 players eligible to form a party with you have their level displayed in light
 blue colour in this list. Press SHIFT+P to invoke the party menu.
You can chat with other players (say hello ^^) with ':' key.

The top right window will give an overview of your character attributes and
miscellanous abilities. The bottom right window will show the contents of your
backpack, also called inventory. All characters except ghosts have a backpack.
The bottom left window will show combat- chat- and server-messages. If most
of the windows stay totally empty, see (9.8) for possible solutions.
To the left border in the main window you see a short overview of your most
important stats:
-starting with your race
-your class
-your current title
 (the title will change as you gain experience levels by fighting monsters),
-followed by your character level
-your amount of experience
-and your money ('Au' stands for Aurum, latin for gold)
-the 'encumberment' bar (blank at the beginning)
-a mini lag-o-meter bar displaying your 'ping' by coloured plusses, 1 plus
 symbol means your latency is below 50ms, each further plus symbol means 50ms
 more, so if you see +++ your latency is between 100 and 149 ms.
-your 6 character attributes:
 STRength, INTelligence, WISdom, DEXterity, CONstitution, CHaRisma,
-your current sanity (sound means you are completely sane, this might drop, for
 example if a mindcrafter blasts your mind with psionic energy, leaving you
-then comes your Armor Class (AC) which describes how well you are protected
 by all the armor you're currently wearing.
-The next two values are most important and will change all the time while
 fighting monsters.
 They are your Hit Points (HP) and Mana Points (MP), current/maximum values.
 The current hit points (Cur HP) tell you if you are injured. If they drop
 below zero you die! If they are the same as your Max HP then you are fully
 Mana points are very important for classes that can cast spells or recite
 prayers, since they determine which spells and how many of them you can cast.
 A list of all spells and prayers can be found at (7.8).
 If your current MP or HP are low and you wish to regenerate them faster, you
 can press SHIFT+R to rest. While resting, regeneration is greatly increased.
-Next entry is your stamina (ST), if you chose a class that makes use of it.
 Stamina may allow you to employ special techniques accessed with 'm', see
 chapter (7.12) for details. Maximum stamina is always 10.
 If your current ST is low and you wish to regenerate it faster, you can press
 SHIFT+R to rest. While resting, regeneration is greatly increased.
-Below stamina is a 'flag bar' which displays certain combat-related modi of
 your character, if available to your class:
 -Combat stance (Bl = balanced, Df = defensive, Of = offensive, see (7.2))
 -Dual-wield mode (DH = dual-hand aka default, MH = main hand only, see (7.2))
 -Fire-till-kill toggle (FK = enabled, see (5.2a))

Below that, there are further status indicators such as
-your current world map location (sector 32,32 aka the starter town of 'Bree'
 when you log in for the first time) and the 'AFK' status indicator
-as well as your food indicator ('full' by default). Note that if you don't
 eat when you become hungry you might get paralyzed sporadically and eventually
 even die of starvation!

In the lower middle to lower right area of the bottom status line of the main
window, you find:
-your speed (Normal, Slow or Fast)
-your number of melee attacks per round (BpR aka blows per round)
-your current depth or town. If you are in a town the town's name is displayed,
 otherwise the dungeon depth (negative numbers) or tower height (positive
 numbers) are shown, either in feet (each level equals 50 ft) or in levels,
 depending on your configuration. So if you stand on the world surface (0 ft)
 and enter a dungeon, you'd end up at -50 ft.
 This number can also have different colour, indicating some things:
 -A white number means no special effect.
 -An orange number means that Word of Recall magic is pending.
 -A yellow number means that your character's level is somewhat too high
  compared to the dungeon/tower level you are on, and therefore you will get
  greatly reduced amounts of experience points.
 -A grey number means that your character's level is way too high compared to
  the dungeon/tower level you are on, and therefore you will not get any
  experience points at all here.
 -When you spend about 2 minutes on a dungeon floor, a light blue asterisk '*'
  will appear behind the depth indicator, or if you are in a town the town's
  name will change colour to light blue.
  This means that on the next dungeon floor you enter you will receive an extra
  feeling, displayed in yellow colour, that tells you some rough information
  about the dangers lurking there. For more information see (4.8).

Note: There are certain areas in the game that inhibit teleportation, mostly
so-called "no-teleport vaults". These areas are extremely dangerous because if
a monster summons other monsters around you, you might not be able to escape!
If you enter such a no-tele area, it will be indicated as described in (4.8)
under "vault feelings".

By the way: If you enter the game and find that you don't like your
character and want to recreate it from scratch, you can suicide by pressing
'Q' (capital Q), followed by confirming the question if you really want to
commit suicide with 'y' and then finally verify your suicide with '@' key.
Note that a suicided character is completely and permanently gone (as is a
no-ghost/hellish character on mundane death).
Also see (0.2) for some details about suiciding.
(3.1c) Character names, collisions and reservations
(3.2a) The encumberment bar