Gameplay: Humanoid Mob Classes
  What the heck is a Nanoaddict? You have probably run into these mysterious creatures on several occasions, and even observing their odd behaviour still can't figure out what their purpose in life is. Worry not though, here it is - a classification of humanoid mobs.      
 
  Keep in mind that humanoid mobs behave radically different from players, have wildly different stats and are otherwise not very comparable at all. We can derive some information from the class though, so this should give you atleast a little heads up on what the enemy you are facing is capable of.

Mob names also differ from side to side, depending on what sides fight what mob. OT aligned mobs seem to often have more benign names, or even corporate sounding names than Clan aligned mobs, wich often have more thug/criminal/rebel inspired names, atleast when met out in the wild.

The list and information within is obviously not complete and in cases might not even be fully accurate. There are literary tons of other named humanoid mobs out there. This list is however an attempt to start mapping them out, and we would be very grateful for additional input on this. Mob names, any errors, special skills or traits, weaknesses, and so on. Please use contributions@anarchyarcanum.com to send us what insight you might have on this issue.

Actual Class & Tips Mob name
Adventurers    
Always use pistols and are often found with a running damage shield in place that reflect back some of the damage you deal to them. Adventurer mobs also use heals when low on health, but not as often as the Doctors or Martial Artist mobs. These mobs also have a slight chance of dropping the Adventurer-only backpack and Globetrotter helmet.   Bountyhunter
Freelancer
Huntsman
Lookout
Outlaw
Raider
Agents    
Agents wear mostly leather and always carry rifles. They cast mild DoT's and sometimes Slows or roots, but never seem to use any specials.   Contract Killer
Diversionist
Gridrunner
Hired Killer
Hitman
Lasersniper
Saboteur
Spy
Thief
Bureaucrats    
'Crats use pistols, and besides the annying slowdown programs, casts nukes every once in a while. Of all the humanoid mobs, the 'Crat is the easiest to beat due to what seems like a very low amount of hitpoints compared to other mobs at the same level. However - crats DO spawn a helper droid which is roughly 30% below his level, and this one can hit you pretty hard unless you are prepared for it. Killing the master without touching the pet will make it stop fighting however.   Attache
Clerk
Diplomat
Functionary
Official

Doctors    
Doctors carry pistols and use mostly Waitt armor. Programwise, they use initiative debuffs and Damage over Time to hurt you. When they get low on health they also heal, wich make them a lot tougher than they seem.   Biologist
Disavowed Medic
Felon
Manhunter
Miscreant
Nanoplaguer
Virusbuilder

Enforcers    
These brutes are always carrying spiked maces, and are suprisingly often females. Armor is mostly Kevlar, Flak and Elite, and they have incredible amounts of hitpoints compared to the other classes. Sometimes you'll also see huge versions of these, that appear to be the hitpoint and str/sta buffs regular Enforcers use giving the mobs more hitpoints. These mobs frequently drop blooworm carapaces, lead pipes and wooden clubs.   Bodyguard
Bully
Convict
Rascal
Ruffian
Scoundrel
Thug
Torpedo
Engineers    
Wielding pistols and light armor, Engineers are one of the weakest mobs. They don't cast any programs, but what they can do is to spawn a bot pet which is roughly 30% below his level, and this one can hit you pretty hard unless you are prepared for it. Killing the master without touching the pet will make it stop fighting however. Better watch out for those slayers.   Nanohoarder
Robotbuilder
Scientist
Scrap Pillager
Techdabbler
Techhunter
Fixers    
Steel-ribbed armor seems to be a favourite here, wich is very suspectible to Cold and Radiation dmg. Fixers always use SMG's and are even known to burst for a solid chunk of damage now and then. The real hassle with Fixer class mobs is the constant Root programs they cast. Fixer mobs also seem to drop tradeskill items a lot more frequent than other mobs.   Contrabandist
Freebooter
Gridcourier
Gridsmugler
Informer
Plunderer
Rustler
Trickster
Lab Assistant
Martial Artists  
Wearing most often inferior armor like leather and Martial Artist armor, and is very suspectible to odd damage types like cold and fire. Always seem to carry a 2 handed spear, and is lethal in close combat. Criticals are high and most players fear MA classes in pvm at their own level and higher. Programwise, a Martial Artist mob will use heals when they get low on health, and it also seems they casts the melee/physical fist buffs with the halo which changes their damagetype to anything from fire damage to chemical damage. MA mobs are also more likely to drop MA attacks as loot.
  Bandit
Criminal
Lunatic
Rouge
Scout
Techrejecter
Techwrecker
Meta Physicist    
Meta mobs would appear to be suffering from the same demise NT and 'Crat mobs do, with no pets to help them, but this is not the case. In PvM Metas functions more like Enforcers and rely on melee damage from their shields. In addition these shields deal chemical damage wich constitues and overall higher damage as players are less protected against this form than normal projectile or melee. On top of this, Meta mobs are often debuffing particular nanoskills and also throw out initiative debuffs to slow you down, albeit not as serious as the doctor debuffs. Metas can also spawn a manifestation pet of their own which can be a pretty rough customer. Taking down the meta will make the pet stop fighting however.   Bioengineer
Grid Saboteur
Nanoaddict
Nanomanipulator
Rebooter
Techno-Architect
Nano Technicians    
NT mobs have had a varied history, from instant death machines with their insane nukes, to lowly wimps that didn't do anything. Nano Technician mobs today nuke now and then now, but nothing serious. Pistol wielders.   Exterminator
Nanohoarder
Bothacker
Nanogun
Soldiers    
High hitpoints and heavy armor, the soldiers are effective mobs. They fire fast and seem to score critical hits more often than other mobs, and can even do bursts from time to time. They can be mistaken for Agents too, as their weapon is the exact same rifle model. Soldiers rarely, but it happens, use their MK-shields which makes some of them a real pain to kill. These mobs also have a slight chance of dropping the soldier helmet.
  Highwayman
Laseraim
Marksman
Mercenary
Poacher
Sharper
Sharpshooter
Traders    
One of the most feared mobs, Traders debuff most all of your skills quite frequently. Several trader mobs at once even stack their debuffs in your NCU for better (or worse if you will) effect. They always use shotguns of the small "sawed off" looking model and often drop the regular shotguns as loot.   Con Man
Dealer
Embezzler
Nanoshifter
Swindler


Last updated 07. May 2003

Contributors
Thadlerian, Atlantean
Chela, Rimor
Joramon, Rimor
Mharc, Atlantean
Ostioperosis, Atlantean
Jagienka, Rimor