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Guru armourHigh threat

Enemy class

Guru

Health
394
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 Guru to the next, so treat this as a guide to the fight rather than an exact readout.

Their stats

Level 30+300 XP

394

Health

70

Strength

52

Dexterity

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

Their armour

Estimated
Novice's ArmorNovice armour
Edge5
Blunt5
Point0
Energy3
Fire3
Ice3
Wind3

Typical 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.

Difficulty
Dangerous55 per hit·8 hits to drop

You drop Guru in 8 hits; they drop you in 2.

Your attack

Weapon damage
Strength
Dexterity

Damage type

Your defence

Your armour (Edge)
Your health

Your hit

55

per connecting swing · 8 hits to drop

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

Target health

Guru's health at Gothic.

Guru's Edge protection-5 (est.)
Their hit on you73

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.

Other enemy types