STGUR · ST
Mad Cor Kalom
GUR of the ST. Speaks to the player.
- Camp
- ST
- Guild
- GUR
- Routines
- 3
Where you find Mad Cor Kalom
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 confirmedTypical GUR kit, shown as a guide. The exact armour varies from one GUR to the next.
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.
You drop Mad Cor Kalom in 182 hits; they drop you in 1.
Your attack
Damage type
Your defence
Your hit
55
per connecting swing · 182 hits to drop
A charged heavy strike doubles this; blocked swings land 1.
Mad Cor Kalom's health at Gothic.
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

Kalom's Sword
Equipped weapon
264
Pyrokinesis
Carried
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.

