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Previous: 4 - Game Controls Up: Contents Next: 6 - Items

Subsections

- 5.1 - Game Menu
- 5.2 - Inventory Menu
- 5.3 - Character Menu
- 5.4 - Diary Menu
- 5.5 - Spells Menu

5 - Other Game Menus

5.1 - Game Menu

1 – Character’s health indicator. Green color indicates that the character has been poisoned. If the flask is full, you have enough health. Your health drops as the sand vanishes from the flask. When the flask is empty, the character dies.
2 – Board displaying description of items or characters appearing in the game. The description always applies to the item or character that is currently selected.
3 – Character’s stamina indicator. If the line is full, the character has enough strength and power. However, when running and fighting, the power drops and the line becomes smaller. When the line vanishes, the hero has no power to run!
4 – Active spell with the appropriate number of charges. (The spell you currently use.)
5 – Automatic run/walk toggle.
6 – Button to display the “Main menu”.
7 – Button to display the “Spells menu”.
8 – Button to display the “Diary menu”.
9 – Button to display the “Character menu”.
10 – Button to display the “Inventory menu”.
11 – Button indicating undistributed “Skill points”. With this button, you can access the “Inventory menu”. (When this button appears, this means that your experience has increased and you have gained new points for upgrading RPG characteristics of your character.)

5.2 - Inventory Menu

1 – Box to place weapons. Weapons include swords, daggers, pistols, shotguns, and rifles. (The box represents the character’s right hand.)
2 – Box to place ammunition for guns. Unless the amount of ammunition installed in this box is greater than zero, the character cannot fire. (Character’s left hand, which loads the guns.)
3 – Boxes to place bracelets.
4 – Boxes to place necklaces.
5 – Box to place a belt.
6 – Boxes to place rings.
7 – Box showing your current money value.
8 – Button to deactivate the “Inventory menu”. (Clicking this button closes the menu.)
9 – Area where you can place all items found in the game. When you install any potion to the first six columns, you can use it by pressing 1 – 6. Numbers match the order of columns. The potion located in the topmost box of the given column is always used. (These boxes symbolize places for items that the character can carry, although he is not wearing them or holding them in his hands. Every item may occupy a different number of boxes. Make sure that you organize the items well, so that you can carry as much as possible.)

5.3 - Character Menu

1 – Experience: Current level of your experience, gained through fights, and the remaining amount of experience needed to progress to the next level.
2 – Level: Character’s current level. Progressing to the next level generates a specific number of Skill points. (Whenever you gain skill points, this is indicated by highlighted boxes described in 18.)
3 – Strength: Character’s physical fitness, influencing the “Attack” (applies only to close-range weapons) and “Damage” characteristics.
4 – Agility: Weapon handling skills and ability to defend, influencing the “Attack”, “Damage”, and “Defense” characteristics.
5 – Perception: Ability to quickly respond to outer stimuli, influencing the “Defense” characteristic.
6 – Recognition: Influences the “Search”, “Solving”, and “Casting” characteristics.
7 – Ancient Lore: Mastering of the ancient knowledge, influencing the “Casting” and “Resistance” characteristics.
8 – Skill points: Number of skill points that can be distributed among the aforementioned characteristics.
9 – Attack: Determines success when hitting enemies with weapons.
10 – Searching: Determines success when finding traps and secret locations.
11 – Damage: Damage inflicted to enemies if a successful attack is performed.
12 – Casting: Determines success when hitting enemies with weapons. This characteristic also affects the range of spells the character can utilize.
13 – Defense: Determines success when defending against enemies.
14 – Solving: Determines success when deciphering texts in unknown languages.
15 – Resistance: Determines success when defending against magic and poison.
16 – Life: Current /maximal level of the character’s health. (Matches the status of the flask in the “Game menu”.)
17 – Stamina: Current/maximal level of the character’s stamina. (Matches the status of the line in the “Game menu”.)
18 – Buttons to increase values of individual characteristics. These buttons are only active when your “Skill points” are greater than zero. (Whenever you click any of these buttons, a point is added to the characteristic represented by the given line.)

5.4 - Diary Menu

This menu will display all texts that you decipher during the game. Usually, these texts include useful tips or advices, helping you to locate hidden rooms, or spells.

1 – Spells – Button to activate the “Spells menu”.
2 – Char. – Button to activate the “Character menu”.
3 – Diary – Button to activate the “Diary menu”.
4 – Button to close this menu.
5 – Using these arrows, you can navigate among pages. (This will be often needed when you have lots of text deciphered – a true character’s diary.)

5.5 - Spells Menu

This menu shows written spells, allowing you to select the active spell. To select the active spell, click the name of the desired spell with the left mouse button. This will move the spell to the right side of the “Game menu”.

1 – Spell name (spell hotkey). You can set the spell hotkey by placing your mouse pointer over the spell name and pressing any of F1 – F12. Hotkeys can be later used to change the active spell in the “Game menu”, eliminating the need to open the “Spells menu” next time you want to change the active spell.
2 – Description of spell properties (for information purpose).
3 – Spell level, determining the spell properties.
4 – Current number of spell “Charges: (indicating the number of possible spell uses).
5 – Minimal “Casting” level needed to use the given spell (for information purpose – check this value, since extremely strong spells require high casting levels; unless you possess the required level, the spell will not work!)
6 – Minimal “Casting” level needed to achieve the next level of the given spell.

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