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Mad Cor Kalom

People and places · Characters

Mad Cor Kalom

Speaks with the player
CampSwamp Camp
GuildGuru
LocationSwamp Camp
Level1000

Attributes

Health600
Mana500
Strength70
Dexterity100
Super armor200
XP on defeat10000

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

Combat calculator

Their protection

Edge500
Blunt500
Point500
Fire80
Energy60
Ice60
Wind60

Their attack

Kalom's Sword

70 weapon damage · Melee

Health 600

Strength 70

Dexterity 100

Combat matchup

Difficulty

Dangerous

Your hit: 1 · 600 hits to drop Mad Cor Kalom.

Their hit: 135 · 1 hit to drop you.

Your attack

Mad Cor Kalom: 500 Edge protection, 600 health.

Your defence

Kalom's Sword: 70 damage + 70 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

  • 70Weapon damage
  • EdgeDamage type
  • 55Needs Strength

Protection

  • 500 bluntProtection
  • 500 edgeProtection
  • 500 pointProtection
  • 80 fireProtection
  • 60 energyProtection
  • 60 iceProtection
  • 60 windProtection

Equipment examples

Equipment examples. These items are separate from this character's carried items and loot.

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