Many creatures can be encountered in Other Life: some are peaceful unless you attack them, others are monsters ready to attack anyone on sight, so be careful when exploring.
Creatures regenerate 1 Material Point (health) per minute (MP/m) except for some, which generate 3 MP/m. They also have Ethereal Points (mana) and regenerate 1 Ethereal Points per minute. Some creatures like bears, spiders, tigers, and others do start with full mana when they spawn, so no regeneration needed before they can use some special attacks: cooldown, mana burn and paralysis.
Creatures can use the weapons and armor they have as drops against you, so not every one will feel the same statistics. If they have more than one, they can only use one. Mobs do not choose what armor to wear or weapon to wield when they get more than one; they always use the first one they get, not the best. They only equip as they spawn, so if they break their armor or weapon, they will not re-equip.
The spawn system is based on the Spawn Group concept:
- Each Spawn Group will have it's own set of spawn points
- Each auto spawned mob is associated with it's Spawn Group
- Maps can contain more than one Spawn Group with the same mob type
- Spawn Groups can have specific spawn points added to them, optionally with a different type of mob, not just one mob type per Spawn Group
- Spawn Groups can have optional delays in respawning (mostly to prevent abuse of a single mob stuck in a small space)
- In game mob counts will be done by Spawn Group
On the one hand, every 30 seconds, the spawn system checks how many mobs are still alive of what type per map that it controls. When that number drops below the minimum level one or more mobs will spawn based on what it needs, even if the mob has just barely died. The mobs are limited to spawning only at one of the spawn points for that type of monster. They will tend to respawn faster, but which spawn point is used will vary. On the other hand, the number of mobs also varies based on the number of players in game.
In short, this system means more mobs to fight but:
- They may not respawn at a specific location (some spawns have been observed to be rotating spawns)
- When the mobs respawn they are not guaranteed to respawn as the same type
- Multiple mobs will tend to spawn at once (instead of one at a time)
- Multiple mobs might respawn at the same point at the same time
- The number of mobs will automatically increase some as the number of players online goes up
Native Animals and other Non-Aggressive Creatures
Native Monsters and Races
Other Life have boss mobs in events and invasions. There are also some native bosses. They are slightly bigger than their counterpart with more health, damage, better stats and sometimes with a unique name.
Boss mobs regenerate their material points much more than 3 MP/m. They will be surrounded by a certain range of invasion creatures, referred to as a horde, staying around or near their boss and separating from the boss when it is killed. Often the tougher the boss, the tougher the horde around it.
Bosses have higher drop chances, and have special attribute rolls to decide how powerful a version of themselves they are. Anything may drop item-wise; from bread to a magic sword, but very rare drops depend on bosses' Combat Level (CL). A list of known and common boss drops can be found here. Invasion creatures can also drop special items, with special drops rolls.
Several spawns can produce native boss mobs if enough creatures are killed.
- Cyclops in Tahraji Desert
Some animals and monsters have their own boss version. They are slightly bigger than their counterpart with more health, damage and better stats.
These bosses have been classified by their difficulty, although killing them will always depend on your build (playstyle), your ability, equipment you use, or strategy you follow.