This is very good.
Suggestions:
- More advanced walking, so it looks just a bit better without losing the retro style. Kind of like pokemon actually, with 1 spirte less or something.
- Get rid of the java components. It looks and feel more like a game if you make a set gameframe.
- Maybe polish the world a bit more, it is recocnize things from others.
- And please add a map so we can see where we are

thanks for the reply Masochist.
-I'm assuming you mean walking animations? Eventually this would be nice to add, but for the moment at least i'm really concentrating on the core gameplay functionality.
-by get rid of the java components are you referring to the metal look & feel? One of the first things I did was try out the synthetica L&F because it's supposedly "easy" to make your own L&F. The first two things that struck me about it was it's poor performance especially related to my custom tooltips which use the glasspane. Secondly their idea of "easy" isn't anywhere close to what I would call easy. Eventually i'll probably extend the basic L&F to do what I want, but for now i'll work on the gameplay instead. It does annoy me that I cannot even do simple things like change the titlebar color of a JInternalFrame without jumping through a bunch of hoops. /boggle
-polish is coming slowly to the world. The terrain tiles are being fleshed out and the world editors are making it a more interesting place to be.

-mini map is on my todo list!
build 125 patch notes:
[bugfix] dagger was listed twice in copper golem lore window.
[bugfix] resolved issue where kill rights could be granted even in no security areas
[change] reduced number of uses for coin recipes
[change] lowered ore requirements for coin recipes
[change] higher level monsters now have a better chance of dropping essences (especially beholders and above to help compensate for their difficulty)
[change] it now costs fewer essences to increase health & stamina (the increases now comes at every +20 instead of every +10)
[change] increased health/stamina potion recipe drop rate
[change] decreased health/stamina potion recipe number of uses
[change] decreased teleportation potion drop rates for beholders
[change] increased deathward potion drop rates for ancient ents
[change] increased chance to get a teleportation/deathward recipe
[change] reduced teleportation/death ward potion recipe max uses
[change] pressing the esc key returns focus to the map
[bugfix] minor lore typos
[bugfix] performing a spit stack on a full bag item would cause the bag to become unusable
[bugfix] resolved issue where splitting a stack inside a corpse could result in a loss of the new stack on rare occassions
[change] corpse/bag/bank/reclamation center windows are now brought to the front when the window contents are refreshed
[bugfix] resolved an issue where a rare chain of events could strip the ownership flag from items stored inside bags rendering them invisible to the owner
[change] some serverside changes for better long-term item tracking
[change] new players cannot attack other players until they aquire at least 10 karma (karma bonuses from items do not count toward this total)
[added] minimalist "jump to page" feature in the market
[added] page up/page down can now be used to navigate market pages
[change] double clicking on the same item stack now repeatedly activates the item. For example you can now continue double clicking on a stack of potions and every second click will use an additional potion.
[feature] inventory hotkeys are now setup by default for new players
[bugfix] resolved issue where it was possible to manipulate items inside corpses from another dungeon
[feature] players now receive an event log message when entering a crevasse denoting how many monsters are inside
[feature] players now receive an event log when the last monster in a crevasse