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Mad Cor KalomST

GUR · ST

Mad Cor Kalom

GUR of the ST. Speaks to the player.

Has dialogueOtStartStartt
Camp
ST
Guild
GUR
Routines
3

Where you find Mad Cor Kalom

Location of Mad Cor Kalom on the overworld map

Location

On overworld Yes

Combat

Their stats

10 000

Health

1 000

Strength

500

Mana

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

Typical GUR armour

Not confirmed
Novice's ArmorNovice armour
Edge5
Blunt5
Point0
Energy3
Fire3
Ice3
Wind3

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

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
Dangerous55 per hit·182 hits to drop

You drop Mad Cor Kalom in 182 hits; they drop you in 1.

Your attack

Weapon damage
Strength
Dexterity

Damage type

Your defence

Your armour (Edge)
Your health

Your hit

55

per connecting swing · 182 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-5 (typical)
Their hit on you1065

Kalom's Sword (1000 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.

Loot

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.

More of the ST