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Mad Cor KalomST

GUR · ST

Mad Cor Kalom

GUR из ST. Говорит с игроком.

Есть диалогOtStartStartt
Лагерь
ST
Гильдия
GUR
Распорядки
3

Бой

Their stats

10,000

Health

1,000

Strength

70

Dexterity

500

Mana

Base attributes at Gothic (Standard) difficulty.

Typical GUR armour

Not confirmed
Novice's ArmorNovice armour
Edge0
Blunt5
Point5
Energy0
Fire3
Ice3
Wind3

Typical GUR kit, shown as a guide. The exact armour varies from one GUR to the next, so treat these as a rough guide.

Their weapon

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

Can you beat them?

Work in progress

Dial 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.

Difficulty
Dangerous36 to 60 per hit·167 to 278 hits to drop

You drop Mad Cor Kalom in 167 to 278 hits; they drop you in 1.

Your attack

Weapon damage
Strength
Dexterity

Weapon skill

Untrained: critical hits are rare.

Damage type

Your defence

Your armour (Edge)
Your health

Your hit

36 to 60

per swing · 167 to 278 hits to drop

A weak-spot hit can spike higher.

Target health

Mad Cor Kalom's health.

Mad Cor Kalom's Edge armour0 (typical)
Their hit on you639 to 1065

Kalom's Sword (about 1000 Strength) drops you in 1 hit through your armour.

Their confirmed signature weapon.

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. This NPC's exact armour is typical guild gear, not their confirmed loadout.

Лут

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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