Lesson four – Use controller rooms for ambush. Other than the island dungeons, where controller guards are responsible for killing off entire parties, the regular dungeon controller guards really aren’t that strong compared to people in the siege.
So why bother protecting a controller room if that controller room isn’t vital? It can be used for ambush. You hide a party in a side room of the controller (if the map allows), wait for the enemy to capture the controller with little conflict (have one or two people protecting it). Once they capture the controller and main forces start moving, attack the controller guardians and the people guarding the controller from the side. This should be a quick victory because typically the controller guards are spawn buffer/healers. The enemy’s advanced forces now face a sandwich of your troops (your defending line, and the party that took the controller). Camps are hard to break, but if it’s a room with 3 portals, could be possible.
First I set up my large forces on the entry-point, to prevent enemies from advancing without running into my ambush. Then I send a small force in – 3 or 4 people at most. Their speed is more important than anything else. They just have to go in, then 2 of them run to the opposite side of the room, drawing attention, the other two goes into the portals that would lead to the ambush. Typically, the portal that leads to the ambush is not the one they just came in from. The point of this is to lead their camp away from their original distribution. Once they are in the room, the ambush has to enter the enemy’s ambush, by going into the enemy’s camp, and NOT ATTACK.
Instead, use only crowd control skills on nearby people, and then spread out around the walls of the room. Staying close to the wall and away from the cluster accomplishes two things: less lag for you, gets you to set up two or three parties in the room to attack any enemy who comes after you. Yes, they will attack you if you are in the room, and their exits are blocked. Setting up a camp and leading enemies into the camp can be difficult. What I do is have people who can do crowd control: stun, fear, petrify, seal, etc.
Nearby the gates, everyone else who have range attacks further out, and then the melee attackers are going to be the pullers. When enemies come into the gate, the first thing is to use up stuns, and then snares, petrifies, and lastly seals. This order is important, because remember we are trying to get the enemy into a crowd to maximize lag for them and minimize lag for us. Once they are in a crowd, it is easy to kill off most of them within a minute, thereby slowing down the enemy attacks. Use ambushes with care though, while powerful tools, they are slow to deploy, and difficult to manoeuvre.
Always be aware of your surroundings, before running through a dungeon, take a good look, do a few practice runs, to see at what point are you expected to meet your enemy if both are taking the same route to get to the other side. After the point of contact, if you enter an important portal room or controller with ease, take time to test your surroundings for ambush. It’s not uncommon to ambush the ambusher. Frequently in siege I see people going solo, parties scattered all over the place, people not listening to orders and just going out to be “the hero”.
You can have many heroes, but none of them are invincible, and so one-by-one they can be taken out without a fight. In this section I explain the importance of good communication between players, and tactics on finding out information about the enemy. Each party needs orders from central command – somebody who gives the orders for formations, attacks, ambushes, etc. However, a party is not useful if they are separated. Rappelz has the unfortunate bug of showing the HP bar of everyone in your party, as well as everyone in your guild that’s in the siege. This leads to a lot of confusion.
My suggestion is for everyone to pay attention to the little green dots. Your party should be clustered! Run as a group, if in a group of 8 and 2 is disconnected, go on. Otherwise, wait for having at least a good number of people before pressing on. It is also up to the strategist to take into account these mishaps. Anyways, the importance of staying with your party is so that central command knows where you are on the map, and able to coordinate two or more parties at the same time effectively. While it is important to know where your own troops are, it is also important to know what the enemy’s strengths and weaknesses are, where the enemy has set up ambushes and camps, and what their distribution of forces are. A few tactics I use.
4) Insider – somebody you know inside the opponent’s guild/alliance. They can provide valuable information like if a party has no healer, who is in what party, etc.
Formations Before you start thinking of Roman columns and Greek Phalanxes, I will tell you right now, I do not use either, as neither is effective in a game where people run through each other easily. Many already use some variation of formations: tanks in front, mage and healers in back. A simple one, works effectively, but ultimately this formation is no different from a human-wave tactic (Superior numbers and power decides the outcome). I like to be a little smarter than that, I know very little in ways of combat in real life, but I’ve learned a couple of things from a lot of sieges in Rappelz.
My design for formations is based on achieving several goals: Setting up ambush, making it difficult for enemy to run past, and to reduce movement on my side (to reduce lag). My favourite formation (defending controller 7 in PP) – Wall hugging and Line: In the vanguard, one or two parties hugging the both walls of the hallway. In the back, a cluster formation (wedge, line, you pick, as long as it covers a large area).
This will a) reduce the effect of meteor shower b) allow them to use ranged attacks in slowing down enemies, but give them a chance to run through. This is an important concept – always give enemies the illusion of being able to charge in instead of fight. Roughly 1 minute after the first person has run through the vanguard, the vanguard becomes a line formation, 3 or 4 ranks deep to encourage fighting. Meanwhile, the charging enemies were wounded by the line are now facing another formation and are forced to fight it, because running through would be pretty much impossible. My estimation for the efficiency of this formation is that with equal levels, the defenders need only half as many people as attackers to successfully defend con7. My favourite attacking formation – double line cluster: In the vanguard we have the weakest of the team – someone of low level, as a scout/meatshield. The reason for this is so that the enemy’s defense will use their strongest attacks on the weakest, giving the attackers a slight upper hand. The reason for double line cluster is because most of the travelling is done in hallways for all dungeons, but a double line cluster can easily surround a room, which as mentioned earlier, is less laggy, and gives an upper hand in confusing enemy defences. This formation is better known as the pincer formation in real life.
Keep thinking up your own formations! There are many to use for special situations, just remember that wave after wave of brute force attacks are very ineffective. Fidelity is always a problem for doing siege. A person who isn’t having fun in a siege will probably not attend the siege.
A guild forever losing sieges will also have low morale, and not be too interested in next siege. A terrible defeat can also lower morale, and cut people’s interest in siege. A long siege that is looking more and more hopeless with each moment is especially a kick to morale. If the leader, or someone thought was invincible dies, boom, there goes morale. Morale is so important, because it makes people want to follow orders, it gives them the energy to forget about lag and do their part in siege. Creating positive morale is pretty simple: lots of encouragements, lots of hurrahs, lots of laughing, keeping spirits high, and looking united. How do you lower enemy’s morale?
This bit is tricky. A soldier in the battlefield has some motivation to fight: protecting his country, serving his general, earning money, and in the case of games: because you want to kill people. However, being a game, there are many real-life distractions: food, sex, and other media, that can take away the motivation to feel lag, get killed, and waste chips. Protect your own troops from these distractions by always giving them something to do – an important mission such as capturing a controller, defending a choke point, or reinforcing an advancing team. Demoralize your enemies by talking about these distractions in front of them. Remind them that they’re hungry, or sleepy, or that their partner is waiting in bed, or that there’s a great movie out right now.
A little unconventional, but this method of psychological attack can disarmmany people – especially those who are getting a lot of lag. Fighters, and holy warriors have a skill called provoke, which draws a mob’s attention to attacking the tank. Now while the skill does not work on people, real provoking does.
A general who is insecure, or facing tremendous stress, are more likely to respond to provocation, and make a mistake. Provoking the people at the front of a choke point barricade can get them to come out and face challenge away from the group. Provoking the healer will cause the healer to strike instead of heal; provoking the mightiestwarrior of the enemy will cause him to hunt you down, which in turn you can lead him away from his group. A very powerful technique quite frequently overlooked is the tactic of waiting.
Waiting makes the enemies restless, you know when to launch the attack, they don’t know when you will attack, keeping them constantly on guard. Waiting can destroy a perfectly built formation. Building Troops Can’t go into a siege without people to fight. So, how do you build an army? In this section we look atthe process of training people to fight as a unit, gathering people to fight as a unit, creating alliances to increase shared manpower, and getting mercenaries. With increasing amount of soloers – people with high level pets generally, there has been general decrease in party cohesion.
As we all should know by now, poor party cohesion is quite hellish. I have some tips for creating party cohesion. Start gathering people for a siege from the moment you know somebody is going to be a siege. Gathering people, making sure they will make it on time, and getting confirmation notices take time. Many people may not want to come (time conflicts, family matters, upcoming exam, work, etc) so it will be up to the leader to motivate them to come.
People are driven by a few simple things: Basic Needs (food, water, shelter, social interaction), Sexual needs, and feeling of importance. Since this is a game, the previous two cannot be offered, but people play games to feel important. Let the person you want to come know how important they are to the siege effort.
Let them know how fun and meaningful it will be. Don’t forget to reward them by letting them know how happy you are that they do decide to come. If your guild is small, you may not be able to win sieges on your own. Even larger guilds, with over 150 people, may have merely 20 capable of going to a siege when they are called for. This is where forming an alliance is useful. Creating an alliance means going to the guild leader of the other guild and convincing him or her that you have a common goal, and by forming an alliance, can reach it.
Typicallythis goal is to kick stronger opponents out of their dungeon. When building a trustworthy army to siege, you may come across problems regarding motivation. Usually, people are willing to siege – they want to have the exhilarating experience, however there are time zone differences, real life distractions, and there’s the problem of getting people to work together. I’ve noticed something that happens repeatedly in siege: people are excited for siege, they come in, and they want to be the hero. They run out, not following orders, not staying coordinated. They quickly get lagged out and die, or get disconnected, or are unable to do anything for such a long time that they get frustrated and start to resent siege.
Sound familiar? What happened is that there was high motivation to siege, but low motivation to siege as a group. Each person wants to be the hero so they can brag to their friends about how many people they killed in the siege; however, what most people fail to see is that siege is a group effort. So, how do you get people to perform as a group? Unfortunately, I don’t have the answer. I’ve tried countless things: motivational speeches, warning about being separated from group, and tried to have some organizational structure. Looking at real life industry, there are monetary motivation techniques that I haven’t really tested in game to know if it works well or not.
4) Skill-based pay: a form of payment that has a base pay, and then additional pay for each skill learned and applied in the workplace. In siege, this can be something like level-based pay, higher levels get paid more. In general, I am somewhat opposed to monetary rewards. My reasoning is that in a siege, there can be many, often 50+ people attending, yet each week on average a dungeon makes roughly 50mil. So that means each person on average is going to get about 1million rupees. That is something like two hours of DPing, or half an hour of farming moonlight dungeon with a high level pet.
Also, by the time people arehigh level enough to siege effectively, 1million rupees is not a substantial amount. Personally, I favour intrinsic rewards, which are rewards that make people feel good, but cannot be bought, and have to be earned (sincere compliment, sense of camaraderie, feeling of importance, bragging rights, etc.). There’s no doubt you will sometimes be under sticky situations, I have this section here as a first hand advice on how to minimize or make best use of the problematic state. You’re getting spawn killed in the core/lobby – I must say this one is the absolute worst. It means you are pretty much incapable of combat because as soon as you respawn, you will be killed again. However, depending on the classes you have around you, and number of attackers, you can have a decent chance of getting back up. Everybody should understand by now that the key to winning anything is teamwork and timing. You’ll want to all get up at exactly the same time, so have a sort of counter.
As soon as you’re all up, the priest, the druid, the battle huna must all use their AOE heals. CMs and warlocks have to cast their meteor shower and fear traps around the perimeter of the spawn area to keep attackers away while everyone is rebuffed. Yes, a lot of things can go wrong in this move, and you probably won’t get it right the first time either, but it’s always worth a shot. You’re getting spawn killed at a controller room – If there’s no chance of rescue, then just relog. The thing is you’ve already lost the controller room, but if the enemy doesn’t take the controller room (so that you’ll spawn there later), then you want to relog to get back to where you started off. While this could be a pain in the ass for PP, for all other dungeons it’s relatively easy to find your way back to the action. Server goes boom – Unfortunately there’s nothing you can do during the siege, however this complication can be reduced earlier on through smart planning. When a server goes down, only the parties that were created by members of the alliance lead guild will remain in the siege.
So, that means all other parties are destroyed and people are out. A simple way to defend against this is to make sure that every party is led by someone in the guild of the lead. However, if this option does not apply, then you’ll need some pretty good communication off game, and remember who’s in your party, etc. What I normally do is stay in touch with everyone via msn if I suspect server instability (msn causes lag on my laptop). You’re lost in PP – What can I say, get a map. It’s easy to get lost in PP because of all the crazy portals, so don’t blame yourself. Best thing you can do is try to figure out where you are and how to get to your party as quickly as you can. If you’re absolutely lost and have no clue how to get to your party, then relog and help defend your core/stone.
8) Druid – often overlooked in siege for their lack of DDing abilities, however druids have an extraordinary number of ways to disable an opponent: Mass petrify, mass ensnare, move speed debuff, petrification, yak-transformation, seal, and mass silence. In addition, they also have a wide-area heal that works similar to the battle kahuna’s. Druid AoE abilities are less powerful admittedly, but they are strong in offering indirect damage (Buffing allies with reflection skills, using support of gust on a powerful DDer). 9) Evoker – Similar to champ, they have the ability to be very powerful DDs, furthermore though, they are capable of transforming into their pet. With this comes the advantage of being less targeted, and thus excellent in vanguard.
After all, how many of us are going to try to click on the scurrying little evo 1 sala? Whether solo or in a group, Evokers are deadly when using their combos, Evokers are well suited versus other melee attackers. In addition, evokers are fairly well suited versus magical attacks, being a pet class they have higher m def than warriors.
11) Shadow Hunter – a true squishy-defender, meaning they defend squishies. Shadow Hunters have a number of knock-back skills that keeps the nasty assassin away from healers. Shadow Hunters also have a variety of skills aimed to killing opponents slowly but surely. Did I mention shadow hunters have the best accuracy? Yep, a level 115 shadow hunter has a greater chance at hitting a level 150 than a level 130 knight. The speed at which a shadow hunter moves also makes them excellent scouts. It’s too bad there isn’t too many shadow hunters in the game.
Shadow Hunters are excellent for mid- guard or hindguard in static formations. 13 ) Soul Breeder – a healer, a DD, and a class whose BP never ever runs out of mana. Soul Breeders, likeBattle Summoners, can use ranged as well as melee combat. However I think the strength of a soul breeder lies in his or her pets.
SBs are great for cluster formation and cluster defence. Because of the extraordinary amount of HP their pets have, SBs are also one of the few classes that can survive a Dark Spiral combo relatively unscathed.
In siege, SBs are better off using Energy Beat for damage than melee.
You will now learn the basics of the game which will allow you to start your adventure. CONTROLS Rappelz is, unlike most of the MMORPGs, a click to move game. This means you have to point and click to the direction you want your character to move. MOUSE CONTROLS You will have to create a free WEBZEN account in order to login to the game and website.
This account will allow you to play any WEBZEN games on all languages available. In game you can use left mouse button, right mouse button and the wheel. Left click is to move, to talk to NPCs, to select, to attack, to collect. Right click is to change the camera and the wheel is used for zoom in and out.
KEYBOARD CONTROLS You can see below most of the short keys used in the game for different actions. IN GAME INTERFACE Rappelz proposes its own interface to help you through your adventures. It is important for you to understand all its aspects before you start with playing. On the screenshot above, you can see what the interface looks like and its different basic features: 1. This is your character status where information such as profession, level, health, mana, JP, Jlv and experience are displayed. This is your main pet health and mana status.
This is your own character buff bar. This is your target window. Note that you cannot see level & health/mana of another character. Only monster information is displayed.
This is your mini map, you can see where your character is and where are the closes NPCs. This is the chat window allowing you to contact other players. This is your skill bars. You can display a minimum of one and a maximum of four. This is your pet formation window. Allows to see which pet you are currently training. There are many other windows in the interface of Rappelz.
All the shortcuts are in there. QUESTS From your first steps in the world of Rappelz, you will be introduce to a few Non Playing Characters (NPC) and some of them have a glowing icon above them. This means this NPC has a quest for you and needs you to double click on him to open the discussion Window.
The available quest is in orange on the screen above, click on the text to accept the quest and Alt+Q to follow the status of your current quest. There are three different quest icons above NPCs or on the mini map having different meanings: The NPC has a quest for you You have accepted the quest but still in progress You have completed the quest. Talk to the NPC to claim your reward INVENTORY Throughout your adventures, you will pick up items from killing monsters, trading with other players or buying from merchants. This will be stored in your character’s inventory (Alt + I). All your equipped items.
Those are primary items. Accessory slots. There are also fashion items mostly available in the Guild of the Merchants to change the appearance of your character. They go on top of the primary items and can be hidden too.
Belt related items. You can enhance your belt to socket pet cards or boss cards and increase the stats of your character. Necklace slot. Your necklace allows you to story Laks (purple bar).
This is your main inventory window. You can see all the items you carry in there. You can see in the window the amount of Rupi (in game currency) you have, Bear Dungeon points and the weight of your inventory (a heavy weight will slow down your character). This is the weight bar, attached to the stat in #6 If your weight value reaches 75% your movement speed decreases. But this is not all, the inventory also hides: 1. The Guild of the Merchant and its inventory; 2.
The combination/ethereal interface. TRADING Now that your character received a few items, you may want to know how to trade them. Trading items for other is a major activity in Rappelz.
Mastering your trading skills will open the doors to a limitless fortune. AUCTION HOUSE The Auction House is at your disposition in each city when talking to the Auction House NPCs. The advantage of this solution is that you can sell you items while being logged of the game. Players can bid on your items allowing you to get a nice price for the item you sell. To sell an item, click on the “Sell” tab in the auction house interface. Put your item in the slot 2.
Define the price of the item 3. Define the duration of the auction 4. The auction house will take a commission on your offer if the item is sold If you have an offer, a yellow message will appear in your chat window. Once the auction is over, click on the “chest” tab in the auction house interface to receive your money.
If you want to buy an item from the auction house, just click on the “buy” tab and search for the item you are looking for. The auction that you win will be sent to your chest tab in the auction house interface. If you don’t take your item and rupees from “chest” for 15 days, all will be removed. PRIVATE SHOP You can, in Rappelz, open a private shop to sell/buy specific items to/from other players. Note that you can only open this shop in the MariCat Market and you will not be able to sell do anything else while the shop is opened, but you can cancel it at any time. Also, the shop will be cancelled once you logout from the game. You can open your private shop from the Action window (Alt + T) and click on the “shop” icon or directly type /shop in the chat window.
Once the shop is opened, the following window will appear where you can drag the items you want to sell/buy, set up the price, the quantity and the store name (note that an accurate name will attract more users). TRADE BETWEEN TWO CHARACTERS You can trade items on the go by meeting the other character you want to trade with. To open the trade window, select the character you want to trade with and right click on his portrait then click on “trade”. You can drag items you want to trade and/or set the amount of Rupis (clicking on R button in the middle of the window). Once both side (you and the other player) put all the necessary items for the trade, you can click on “Ok” and then “final decision” to complete the trade.
All the items the other players gave you will be found in your inventory. Before you click on “Final Decision” check once more the trading items. 4.TRADE WITH NPC And last but not least, the most common way to trade in MMORPGs: NPC.
There are different types of merchants NPCs in Rappelz which will provide you with different types of good (armours, weapons, consumables, etc). To buy from an NPC, simply double click on the item you want to buy and it will be placed in your basket. You can do that with other items and once finished, click the “transaction” button to complete the transaction.
The same way you buy items from the NPC, you can sell items to him. It works exactly the same, you will just have to pick the items from the list retrieved from you inventory. CHARACTER SKILLS One of the most exciting aspects of a MMORPG is to develop your character and learn new skills.
You will notice that when killing monster or completing quests, you will gain Job Points (JP) that can be used to purchase Job Levels and Skills. You must spend some JP to increase your JLv (Job Level). AS you increase your character’s JLv you will: 1. Increase the basic stats of your character in a pattern unique to your Profession & Race 2. Unlock additional skills in your skill tree. HOW TO INCREASE JLV AND BUY NEW SKILLS? You need to open your skill window (Alt + S).
You will then see that there are two different windows. If you want to increase your JLv, you need to click on the big JLv button you can find on the left window. If you want to buy skills or increase the level of a skill, you need to click on the small arrow below the icon of the respective skill on the right window. All the skills that you learnt will be listed on the left window below the JLv information. Your Character will have two types of skills; Passive and Active. Passive skills will be used automatically as soon as you learn them.
In order to use active skills you need to click on them to activate them. You can drag active skills on skills bars and also assign shortcuts.
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Some players came to the 'event' dissatisfied with what i've done.they want me to summon and give the big guns.i told them that i'm trying the new processes in summoning the monsters, yet i told them that i'm summoning monsters literally for the players to be all benefited and not only for the strong few.and that do the become pissed-out chickens.ranting all over like i'm 'new', i'm 'weak', i'm 'dumb'.i know i'm maybe a bit new to the field, but we have been though to know the right time to pull off a punishment. That is the perfect time, but i chose not to.simply because of 2 things.that doing would make me as 'noob' as them and second, that would made me a bit unprofessional, as sworn and what is expected of me in the company.
Contents. Keyboard and Mouse Usage RO's character movement is entirely controlled by the mouse. The keyboard is used for chatting, typing manual commands, changing the camera angle, and using skills quickly. Jumping in Ragnarok Online is not possible with the exception of the class. Mouse Controls The mouse controls the following actions in RO:.
Movement: Left-click a cell to move to it. Hold down the left mouse button for continuous movement. If the cell is not highlighted or is highlighted in red, that place is impossible to reach. Camera:.
Changing the side view: Hold down the right mouse button and the cursor will become two arrows curving left and right. Move the mouse left while holding the right mouse button and the camera will rotate around the character to the left. Likewise, moving the mouse right will rotate the camera to the right. Changing magnification: Roll the mouse-wheel to zoom in and out.
To do this without a mouse-wheel, hold the Ctrl key, right mouse button, and move the mouse. Changing the overview;; Hold the Shift key and move the mouse (wheel) up/down to change the height of the camera. To lower the height of the camera even more, hold both Ctrl + shift and move the mouse (wheel) up/down. Resetting to the default view: Quickly right-click twice to reset the view to face north. Hold the Shift key and quickly right-click twice to reset the camera's position. Character Interaction: Right-click another character and a window will pop up with a list of actions to choose from. Some options only appear under certain circumstances.
Item/Skill Description: Right-click an item or skill and a window will pop up giving detailed information on that particular item or skill. Drag-n-Drop: Allows the player to equip items, move items to the trade window or Kafra storage window, or drop items on the ground for someone else to pick up. The player can also drag-n-drop skills into the shortcut bar. NOTE: Drag-n-drop may be blocked if your equipment window is open. Auto-Follow another character: Hold Shift and right click on the target player to auto-follow him/her.
This character will keep following the target until you attack or use a targeted skill. Note that /noctrl and /noshift need to be disabled in order to work. Keyboard Controls By default, F1 to F9 keys are used for quick access to most-used skills, items, and equipments.
Chat anytime by typing in the dialog box and then pressing enter. Battlemode (/bm) significantly changes this aspect and is detailed below in the 'In-Game Commands' section. The keyboard is not used to move your character. UI Shortcut Description ALT + V Opens the basic information window which shows the character name, class, LV & JLV EXP in%, current HP/Max HP, current SP/Max SP, current weight/max weight, and Zeny. Other windows can also be opened from here. ALT + B Opens the instance window. ALT + E Opens the current inventory window.
Tabs on the left control what section is displayed. From top to bottom, the sections can be described as usable items, equipment, and miscellaneous items respectively. ALT + Q Opens the equipment and status window.type and classes can open the cart window or un-equip the cart here.
Dodger Game Gm 4
ALT + W Opens the window. This window is only accessible by a -type or with a cart equipped.
ALT + U Opens the window. Shows your current progress on various quests. ALT + R Opens the window. This window is only accessible. ALT + J Opens the pet window.
This window is only accessible by pet owners. ALT + S Opens the skill window. From here, skills can be used and learned/improved. Also, skill icons can be dragged to the shortcut bar.
F12 Cycles through sets of shortcuts in the shortcut bar. Cycling goes through Shortcuts Sets 1, 2, 3, 4, and off. ALT + F10 Toggles the chat window. F10 Cycles through the height of the chat window.
The mouse can also be used to change the window height. F11 Exit all windows except Basic Info and chat window. ALT + Z Opens the party window. ALT + H Opens the friends window which shows friends' online status.
CTRL + TAB Cycles through how the mini-map is displayed through off, semi-transparency, and no transparency. ALT + O Opens the options window where the volume for background music and effects can be adjusted.
The UI skin can also be changed here. ALT + C Creates a chatroom. ALT + L Displays different emoticons. Clicking the 'macro' button opens a window where different or phrases can be assigned to ALT + # keys. ALT + M Opens the macro window.
ALT + Y Displays a list of commands available. ALT + G Opens the window. CTRL + R Opens the window. ALT + T Switches between passive and aggressive modes for homunculii. CTRL + T Switches between passive and aggressive modes for mercenaries. INSERT Makes the character sit down or stand up. CTRL + Opens the in-game.
Displays your location as well as that of party members. This shortcut is different in some keyboard configurations, for others visit the page. ALT + END Toggles the players Health and SP bars.
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