SEE THE PROFILE :
just
click
on the button at the top left corner of the screen or press
CONTROL + 1
on the keyboard.
LEVEL
: your current experience level. Other player can compare their level
with yours by using the
examine
action (see "
Action buttons").
CELL
: your cell is identified by the cellblock numbre, the wing (north,
south, east, west) and cell code (number and letter).
WEIGHT
: the weight load your character is carrying in the inventory is
represented by current weight and maximum weight.

The
maximum weight doesn't depend of any attribute or stat, it only depends
on your level. You can learn how weight load affects to your character
in the "
The inventory and the locker"
section.
INTOXICATION
: your character gets 'intoxicated' whenever eats food or receive the
effects of medicines or chemical sprays. If the intoxication bar is
full, your body won't be able to assimilate any more food or chemicals,
so you can't eat or heal yourself / be healed, and an
intoxication icon will show up
beside your character profile or in the combat screen. To eliminate the
intoxication you just have to rest and it will wear out with time.
HEALTH : the health
bar displays your health points (or hitpoints). To the left you can see
the current life point of your character. If the bar is below 50% your
character will be weaker and walk fatigued. If your health reaches zero
during combat, you lose the combat and respawn at your cell or, if you
paid for it, in front of one of the infirmaries.

While
your character is
standing still
it will recover health points, albeit very slowly, and lose
intoxication. You can recover health points by eating or, if you have
the first aid skill, by taking
medicines.
During combat you can be healed with chemical healing
sprays.
STATS : usually the
numbers are shown in
white.
Any stat that is shown in
green
instead means that this stat is being affected from a bonus in
something you are wearing (i.e. a shirt that gives +2 to STRENGTH).
A.P. (ACTION POINTS)
: The action points are used only for combat. In combat, action
points are the points that are spent in every combat action (attacking,
healing, taunting, etc) depending on the action and the item used for
that action. Thus, action points define how many "things" you can do
every turn when fighting (see "
combat
screen" section). Your number of action points depend on your level
and your offence.
EXPERIENCE
BAR :
Whenever your experience bar is
filled your character will level up to the next level, so you can spend
STAT and SKILL points in the STATS/SKILLS screen to evolve your
character.

The yellow number is the experience is the accumulated
experience for the current level. Every one of the four "squares" that
form the complete bar represent 25% of the level experience. The thin
line below the experience bar represent the portion of the current
"square" already filled, so when the thin line is as long as the full
experience bar means that the current "square" is full. To fully
understand how experience and leveling works take a look at Appendix: Experience and Level.
By clicking on the
EQUIPMENT button in the character
profile all you will see all the equipped items on the character.
To equip an item from the inventory just
double click
on it. Once equipped, the character benefits from all the bonuses and
stats of the item, ranging from protection (armor points) againts
attacks in combat to bonuses to stats, skills, etc.
CLOTHES change the
original appearance of your character. You can put on shirts and
pants/skirts, just the same way protections are equipped, by double
clicking on it.
If the slot for the item is already occupied by another item, this one
will be automatically removed and put in your inventory prior to equip
the new piece.

If you are in a
gang
and the leader defined a gang uniform your character will show that
uniform unless you put on your own clothes. A special case is when your
clothes have stats/skill bonuses. If you wear such clothes, your
character will still show the gang's uniform, so you can put on special
"magical" clothes without losing the gang's look (see "
The gangs" section).