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Mad Cor KalomST

GUR · ST

Mad Cor Kalom

STのGUR. プレイヤーと話す。

会話ありOtStartStartt
キャンプ
ST
ギルド
GUR
日課
3

Mad Cor Kalomの居場所

Location of Mad Cor Kalom on the overworld map

場所

オーバーワールドに はい

戦闘

Their stats

Level 1000+10,000 XP

600

Health

70

Strength

100

Dexterity

500

Mana

200

Super armor

Gothic difficulty values - Novice and Hard rescale them in-fight.

Their protection

Confirmed
Novice's ArmorNovice armour
Edge500
Blunt500
Point500
Energy60
Fire80
Ice60
Wind60

Mad Cor Kalom's own protection values per damage channel - what your hits are reduced by. The GUR armour above is their gear.

Their weapon

Kalom's SwordSignature
Damage
70
Damage type
Edge
Needs Strength
55
Worth
264

Can you beat them?

Dial in your own weapon and gear. Every connecting swing deals weapon + attribute minus the matching protection - an exact figure, verified against live in-game combat - so both sides show their true per-hit damage.

Difficulty
Dangerous1 per hit·600 hits to drop

You drop Mad Cor Kalom in 600 hits; they drop you in 1.

Your attack

Weapon damage
Strength
Dexterity

Damage type

Your defence

Your armour (Edge)
Your health

Your hit

1

per connecting swing · 600 hits to drop

A charged heavy strike doubles this; blocked swings land 1.

Target health

Mad Cor Kalom's health at Gothic.

Mad Cor Kalom's Edge protection-500
Their hit on you135

Kalom's Sword (70 Strength) drops you in 1 hit through your armour.

Swings in their attack chain vary by attack type; plan on the full hit.

Their confirmed signature weapon.

Every connecting swing deals weapon damage + attribute (Strength for melee, Dexterity for ranged) minus the matching protection, never below 1 - verified hit-for-hit against live combat. On top of that baseline: a charged heavy strike doubles the net hit, a fully drawn bow lands about a quarter higher, blocked swings drop to 1, and individual swings in an attack chain vary by attack type.

All stats shown are the Gothic baseline. Difficulty rescales enemies per archetype: on Hard they swing with half again the attributes and carry 20% more health; on Novice their protections drop. The numbers above already apply the selected difficulty.

戦利品

Confirmed drops

These are the items Mad Cor Kalom actually carries, with their stack counts. Values are the item's base worth in ore, the lumps of magic ore that are the Colony's only currency. Worn armour is never dropped.

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