HUD

A game's HUD is a video game's way of visually showing information to the player. Like all videogames, Otherworld Legends has a HUD, in this case, a rather elaborate one, composed of a few parts:

### Statistics

This part of the HUD is located on the top left side of the screen. It shows an image of your character along with a gray bar and a red bar, which show your character's maximum and current values of health and shield respectively. This part of the HUD is extremely important, since health and shield are the only things that keep your character from dying, and keeping a tally of their state is a mandatory part in Otherworld Legends. Otherwise, you wouldn't know if you're pristine or dead to one attack. Both bars grow longer the more of that stat you have, but if your health or shield were to increase past around 70, the bar's increasing in length slows a lot, and attacks will now drop a proportionately smaller amount of the bar, so that the bar does not have to grow that much longer but still accurately represents your health or shield.

Below the bars you can see a set of icons. These show an image of the items you currently have equipped, as well as those your weapon has the effects of, which are not shown in the Inventory unless if you tap on the weapon. This allows you to know what items you've equipped and check and see if one of your items was stolen by a Desert Thief. This part is less important, but adds a bit to the game.

Also below the bars, you can see the health of the last enemy you attacked. Indirect attacks like debuff damage, follower attacks, or hits from indirect sources like Peddler's Whirling Blow tornadoes will not show the bar. You can see an image of the enemy in question, how much of their current health bar is left and how many health bars they have left, displayed as a yellow number to the right of the bar. This is especially important in the case of bosses, where they have loads of health bars and it would be quite hard to judge their current health without this HUD.

### Top-right of the screen

The scene indicator is at the very top-right of the screen, and shows the name of the scene you're in. The text will change color depending on the difficulty of the game: pale green for Normal, blue for Hard, yellow for Epic and red for Real Mirage. To the left of the scene indicator is the pause button, and further left shows all Power of Six Realms powers equipped onto your character at the moment. The powers are displayed in reverse order to the order they're equipped in, and are listed from right to left.

### Controls

Your controls are an essential part of the game: without them, you would not be able to move your character and use skills. The controls themselves aren't part of the HUD, but they have indicators that are included in this category. For one, there is an icon for every skill that allows you to tell what you have equipped in each skill button. Apart from that, the skill's status is shown at all times: if the button is bright, your skill is ready. If the button is partially filled, your skill is cooling down. You can tell how much cooldown time is left by checking how far the circle is from being full. Finally, there is a small icon next to your primary skill showing what skill style you currently have equipped.

Some characters even have more indicators: for example, skills that stack will show the number of stacks on top of the skill icon, although this number displays one number less than it should when all stacks have been charged.

### Minimap

This part of the HUD is located above your controls on the right side of the screen and shows the current scene's layout, what rooms you've explored and what rooms you have not and what type of room the explored ones are. Rooms are shown in the minimap as squares with an icon inside them. There are several types of icons that can be above discovered and undiscovered rooms, namely:

* A white frame around the room's icon: You are currently in that room.
* A black question mark on a dark gray background: The room has yet to be explored.
* A black square on a light gray background: The room is a completed enemy room.
* A black chest on a yellow background: The room is a special room.
* A black potion on a blue background: The room is a Shop.
* A black hammer on a red background: The room is a Forge.
* Three black circles forming a triangle on a pink background: The room is a Merging station.
* Purple corners, and a purple square made of smaller square dots on a black background: The room is an already discovered secret room, or possibly an undiscovered one if the Compass is used.
* A black exclamation mark on a red background: This is Meyer's room.

The player can also tap on the minimap to make it larger so that they'll be able to see more rooms and not get lost. Tapping the map again causes it to collapse back to its original size.

On the top right corner of the map one can see a level indicator. This indicates what biome and what scene within that biome the player is in currently, in this format: 2-1, 2-2 and 3-3 would indicate the player being in the first scene of the second biome, the second scene of the second biome and the third scene of the third biome respectively.

Note that the minimap completely disappears when the player is in an enemy room to free up space for the player to see.

### Character-specific HUD

Oli and Hannah have two displays at the bottom of their screens: Oli has her bolt count, represented by eight bolts, which are either transparent or solid depending on how many bolts she has, and will flash red if Oli does not possess enough bolts to make a machine, and Hannah has her bullet count, which does the same as Oli's. Hillding has a HUD of his own as well, being his Wrath meter, which fills and empties as he plays.