Classe d'ennemi
Guru
Sect Camp preacher, far tougher than the robe suggests. Croise-en un générique et voilà les chiffres que tu peux t'attendre à affronter.
- Santé
- 300
- Force
- 30
- Dextérité
- 70
- Menace
- Forte menace
Peux-tu en battre un ?
Ce sont des chiffres typiques de la classe, pas d'une créature unique et fixe. La force, la santé et l'équipement exacts varient d'un Guru à l'autre, alors prends ceci comme un guide du combat plutôt qu'un relevé précis.
Their stats
300
Health
30
Strength
70
Dexterity
Base attributes at Gothic (Standard) difficulty.
Their armour
EstimatedTypical Guru kit. The exact piece varies from one to the next, so this shows the guild's armour as a guide.
Their weapon
No weapon on record. They likely fight with fists or a plain camp tool.
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 Guru in 5 to 9 hits; they drop you in 2.
Your attack
Weapon skill
Untrained: critical hits are rare.
Damage type
Your defence
Your hit
36 to 60
per swing · 5 to 9 hits to drop
A weak-spot hit can spike higher.
Guru's health.
Unarmed (fists) (about 70 Dexterity) drops you in 2 hits through your armour.
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.