Combat is the melee side of fighting consisting of two skills: Attack and Defense, that allow you to, alongside cross attributes, develop your character into the fighting machine you have dreamed of. Melee combat strength depends on many factors such as attack and defense levels, cross attributes, weapons, armors, some medallions, some rings, some clothes, combat books and healing ability (magic, potions, or clothing). However, melee combat is not the only way to fight. You can fight using magic, summoning or ranging.
Ranking of creatures (by difficulty)
Therefore, the only way to know whether you can defeat a particular enemy is to fight it. For best results, focus on the combat order or ranking of creatures by difficulty. Move through the list from weakest to strongest until the creatures become too difficult for you.
Attack is the skill that constitutes your ability to hit a target and the damage you do to the target. The damage and chance to hit a target also depends on your weapon as well as the targets defense and armor. It is easier to hit a target with a lower defense than your attack, and more difficult to hit a target with a higher defense than your attack. Critical Hits and Critical Damage may occur as well, which will deal damage to the opponent regardless of its defense, in a similar way to a Ring of Damage, though it has only a random chance of happening.
Cross attributes such as Dexterity and Might help to increase such abilities, and can allow you to hit creatures with higher defenses. It still requires a decent attack level to be fully effective, meaning its best to use it as an aid to your attack level, not as a replacement.
Defense is the skill that determines how often you will be hit, and for how much. This also relies on your own armor, as well as your opponents weapon. It will be easier for your character to defend or block an opponent with a lower attack than your defense, while it would be harder to defend or block and attack from a higher level opponent. Some opponents may also have high Critical chances, which may by pass your defense partly or entirely, in a similar way to a Ring of Damage.
Cross attributes such as Reaction and Toughness will help to reduce them amount of times your hit and the damage received when you are hit respectively. It still requires a decent defense level to be fully effective, and are best used to aid your defense level, not as a replacement.
Player versus Environment (PvE)
PvE, or fighting against computer controlled creatures, make up a large amount of the game's combat. When you initiate combat, your character will automatically fight that enemy, trying to attack and defend in a turn based style. This leaves you the ability to switch in weapons, armors or other equipment if one isn't working well against the enemy, or one has broken. You can also heal your character or cast other spells, use combat items, communicate to others, change which enemy you are targeting (if multiple are on you), or try to disengage. Once you kill an opponent, it may drop a bag if it had any items on it. Besides, there is an experience bonus at the end of a creature kill called a Bonus Kill, which makes it so that you want to kill creatures as fast as possible.
Other features of Other Life are:
- Ordinary creatures and bosses can use the weapons and armor they have as drops against you, so not every one will feel the same statistics
- For the spawns, instead of having one spawn for one fixed creature, a certain spawn may spawn one of a couple possible mobs; even the number of creatures could vary. The spawns are based on mobs within a certain combat level range. This does NOT mean all mobs within a certain range can spawn; possibly only a small set of mobs are coded for each spawn
- Several spawns can produce a native boss if enough ordinary mobs are killed
- Advanced Bonus Kill based on teamwork. When the creature dies, the Bonus Kill experience is shared by the players and distributed on how you played (Attack/Defense/Magic/Ranging)
- When you click on a mob to attack, it will turn towards you then, instead of waiting until you get there and start fighting. It does not happen if you get the Too Far Away message, but at least you will start walking towards where the mob was when you clicked, instead of standing still
Invasions and Events also constitute a large amount of the PvE, but are slightly more devious, with hordes surrounding a boss, and will team up to try and kill you if you are in a multi-combat map. Invasion Masters (IMs) create such invasions and events and have a general pattern of invading certain maps with a certain level range of creatures.
Player versus Player (PvP)
Player Killing (PK) or Player Versus Player (PvP) fighting involves fighting other players characters. There are designated areas for PvP combat; either in an arena, such as Desert Pines Arena and Lucky Punch Arena or an open Player Killing map, such as Valunde, Kilaran Field and Tahraji Desert. Some maps will allow multiple player/creatures to fight against each other, and/or have high level aggressive monsters as well.
- Hades's Attribute Guide on the Other Life Forums.
- EatsAllLife's New Player/Low Level Guides on the Other Life Forums.