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 Guru to the next, so treat this as a guide to the fight rather than an exact readout.
Their stats
Level 30+300 XP394
Health
70
Strength
52
Dexterity
Gothic difficulty values - Novice and Hard rescale them in-fight.
Their armour
EstimatedTypical Guru kit. The exact piece varies from one to the next, so this shows the guild's armour as a guide.
Their weapon
No weapon on record. They likely fight with fists or a plain camp tool.
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 Guru in 8 hits; they drop you in 2.
Your attack
Damage type
Your defence
Your hit
55
per connecting swing · 8 hits to drop
A charged heavy strike doubles this; blocked swings land 1.
Guru's health at Gothic.
Unarmed (fists) (70 Strength) drops you in 2 hits through your armour.
Swings in their attack chain vary by attack type; plan on the full hit.
Their Strength is exact; the bare-fist base damage is an estimate.
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.