NOTE: For number 12 & 13 above you may hold down the command (⌘) key to display the items or conditions of ALL the PCs in the party.
15) Heal party (while button is down). All PCs capable of casting healing spells will begin casting healing spells on all those injured.
In addition, you will see several other buttons. Here is a list of what they do:
Special Action Buttons
 
Makes the party SEARCH the immediate area while button is down.
 
Enter a temple. (You can change gold into gems here.)
 
Enter a shop or warehouse. (You can change gold into gems here.)
 
Attempt to perform an action. (See encounters)
Resting
Displayed below the character information on the main screen is a small bar with an X, Y and the word 'Fatigue' printed on it. This shows the current X and Y position of the party and their current level of fatigue. Note that as the party moves around, a bar will grow next to the word Fatigue. When it reaches the end, that signifies that the party is too tired to continue. The party must rest before moving any further.
 
Movement
Moving around is easy. Just place the cursor in the direction you want to go. When you click on the screen the party will move in the direction of the red arrow. You can also use the arrow keys on the keyboard and the number pad.
The '7', '9', '1' and '3' keys on the keypad allow diagonal movement.
Terrain
Different types of terrain take longer to travel over than others. Roadways and open fields are the easiest to traverse, while tunnels, rocky, muddy or shorelines take more. If you are in an area that is frequented by wandering bands of monsters, you are more likely to encounter them while moving in areas of slow progress because you are in the area longer. So to minimize your chance for unwanted encounters, try to stay in open areas.
  Mountains: Impassable
  Road: 5 Minutes
  Cave Entrance: 10 Minutes
  Open Ground: 15 Minutes
Wooded Area: 25 Minutes 
  Rocky Ground: 30 Minutes
  River/Shoreline 35 Minutes
  Buildings/Tunnels: 40 Minutes
Combat Movement Points
As PCs move around the combat screen they use movement points. Each PC has a maximum movement allowance that is determined when they are created. The total movement allowed during combat by an individual PC is determined by a ratio of there maximum movement x (load/maximum load). For an example lets take a PC who has a maximum movement of 12 when completely unloaded a maximum carrying capacity of 5000. If that PC picks up 2500 in weight they will only be able to move a maximum of 6 in combat. A PC will always have at least 3 movement points per round even if that PC is loaded to their maximum load.
The idea that rougher terrain takes longer to cross also holds true during combat. Open areas take 1 movement point to cross while obstacles, muddy, or rocky areas take more movement points. Some objects such as trees or mushrooms are solid barriers to small creatures, while larger creatures are able to step over or move through these objects.
Special Note On Random Encounters
Search Mode, (No. 5 above) increases the chance of finding a secret area, but there is also a downside. Searching takes MUCH more time to traverse the same distance and therefore will increase your chance of encountering wandering monsters. If you are sure you don't expect to find any secret areas, and don't want any more grief than necessary from battles then turn search mode off. The spell 'Detect Secret' also increases your chance of finding secret areas, but DOES NOT increase the time spent, or chance of encounters.