People and places · Characters
Fingers
Voice and dialogue
Attributes
Gothic difficulty values - Novice and Hard rescale them in-fight.
Combat calculator
Their protection
Combat matchup
Dangerous
Your hit: 39 · 6 hits to drop Fingers.
Their hit: 38 · 3 hits to drop you.
Your attack
Fingers: 21 Edge protection, 224 health.
Your defence
Thorn of Wounds: 18 damage + 25 Strength - 5 protection.
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.
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.
Confirmed equipment
Weapon details
- 18Weapon damage
- EdgeDamage type
- 15Needs Strength
Protection
- 21 bluntProtection
- 21 edgeProtection
- 22 pointProtection
- 20 fireProtection
- 14 energyProtection
- 18 iceProtection
- 12 windProtection
Skills taught
Teacher profile
Carried items
These are the items this character 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.
Dialogue
Then you should find yourself a nice spot of sunlight.
Then you should find yourself a nice spot of sunlight. I want to become a Shadow.
I wouldn't know how.
I wouldn't know how. Can you help me with that?
Now, why would I do that?
Now, why would I do that? Ah, why didn't you lead with that. Yeah, I guess I could give you some backing. Thing is, I have to be sure you're good for something. Say - do you know your way around a lock? I'm looking for folks to put in a good word for me. Because Diego says you're one of the key players.
Depends. What do you wanna know?
Depends. What do you wanna know? What can you teach me?
Ahh ... the mother of skullduggery.
Ahh ... the mother of skullduggery. Frankly, the biggest rookie mistake is when people use their lockpicks like randy sailors trying to crack open a harbor brothel. All force, no flair. What I'm saying is, be careful with your lockpicks, and you'll break a LOT less of them.
Right. So, remember what I told you about being gentle with your picks, and all? They make a special sound when they're about to break.
Right. So, remember what I told you about being gentle with your picks, and all? They make a special sound when they're about to break. Learn to attune your ear to it, and you'll never waste one again. Good luck! How do I become a master at lockpicking?
What a noble wish. Very well.
What a noble wish. Very well. Pickpocketing is all about distraction. Just bump into your mark or tap their shoulder, and they'll never notice your other hand slipping right into their pocket. Of course, you've got to make sure there are no witnesses. Just give it a try. There's no better teacher than field practice. Teach me how to pick pockets.
Hmm. All right then, I guess you're ready.
Hmm. All right then, I guess you're ready. You probably already figured out that there's easy victims and guys that you better stay away from. Always make sure you're mark is isolated. Fewer witnesses means better odds. I want to be an even better pickpocket.