Enemy class
Guard
Old Camp gate watch, the Ore Barons' law. Meet a generic one and these are the numbers you can expect to fight through.
- Health
- 150
- Strength
- 15
- Dexterity
- 70
- Threat
- High threat
Can you beat one?
These are typical numbers for the class, not a single fixed creature. The exact strength, health and kit shift from one Guard to the next, so treat this as a guide to the fight rather than an exact readout.
Their stats
150
Health
15
Strength
70
Dexterity
Base attributes at Gothic (Standard) difficulty.
Their armour
EstimatedTypical Guard kit. The exact piece varies from one to the next, so this shows the guild's armour as a guide.
Their weapon
- Damage
- 61
- Damage type
- Edge
- Needs Strength
- 50
- Worth
- 1085
Typical Guard weapon, shown as a guide. The exact sidearm varies by instance.
Can you beat them?
Work in progressDial in your own weapon and gear. Each swing varies, so you see a damage band; the matching armour channel is subtracted on both sides.
This matchup is still being refined, so treat the numbers as a guide while we sharpen them against real fights.
You drop Guard in 3 to 5 hits; they drop you in 1 to 2.
Your attack
Weapon skill
Untrained: critical hits are rare.
Damage type
Your defence
Your hit
30 to 50
per swing · 3 to 5 hits to drop
A weak-spot hit can spike higher.
Guard's health.
Rusty Two-Hander (about 70 Dexterity) drops you in 1 to 2 hits through your armour.
Typical Guard weapon; the exact one varies.
Each hit = weapon damage + attribute (Strength for melee, Dexterity for ranged) minus their armour, never below 1. The game varies every swing, so we show a band from a low roll up to a clean full hit rather than one fixed number. Weapon skill is a tier (Untrained, Trained, Master) that sets how often a rare weak-spot critical lands; it does not change the band.
Approximate. Enemy health and damage scale with your in-game difficulty settings.