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Guard armourHigh threat

Enemy class

Guard

Health
220
Strength
70
Threat
High threat

Can you beat one?

These are typical numbers for the class, not a single fixed creature. The exact strength, health and kit shift from one Guard to the next, so treat this as a guide to the fight rather than an exact readout.

Their stats

Level 13+135 XP

220

Health

70

Strength

50

Dexterity

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

Their armour

Estimated
BreastplateOld Camp Guard armour
Edge28
Blunt33
Point8
Energy3
Fire8
Ice2
Wind3

Typical Guard kit. The exact piece varies from one to the next, so this shows the guild's armour as a guide.

Their weapon

Judgment SwordTypical Guard weapon
Damage
30
Damage type
Edge
Needs Strength
20
Worth
145

Typical Guard weapon, shown as a guide. The exact sidearm varies by instance.

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
Dangerous32 per hit·7 hits to drop

You drop Guard in 7 hits; they drop you in 1.

Your attack

Weapon damage
Strength
Dexterity

Damage type

Your defence

Your armour (Edge)
Your health

Your hit

32

per connecting swing · 7 hits to drop

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

Target health

Guard's health at Gothic.

Guard's Edge protection-28 (est.)
Their hit on you95

Judgment 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.

Typical Guard weapon; the exact one varies.

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

Aggregated from the confirmed inventories of every Guard in the game: the percentage is how many of them carry the item, the count the typical stack. Worn armour is never dropped.

Other enemy types