People and places · Characters
Orry
Voice and dialogue
Attributes
Gothic difficulty values - Novice and Hard rescale them in-fight.
Combat calculator
Their protection
Combat matchup
Dangerous
Your hit: 35 · 9 hits to drop Orry.
Their hit: 47 · 2 hits to drop you.
Your attack
Orry: 25 Edge protection, 300 health.
Your defence
Crude Sword: 17 damage + 35 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
- 17Weapon damage
- EdgeDamage type
- 14Needs Strength
Protection
- 24 bluntProtection
- 25 edgeProtection
- 20 pointProtection
- 22 fireProtection
- 18 energyProtection
- 22 iceProtection
- 18 windProtection
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
It's chaos, that's what. It's every man out for himself down there - compared to them, the Old Camp's a bloody temple.
It's chaos, that's what. It's every man out for himself down there - compared to them, the Old Camp's a bloody temple. Since we control the Exchange Zone, the New Campers also don't get any fresh goods from the outside. That's why they got a gang o' bandits who just steal whatever they can get their hands on. What's so bad about this "New Camp"?
Well, don't piss off the ore barons, that's a good start. Same goes for us warders - we are next in the chain of command. Oh, and the Shadows may be lower than that, but they have a lot of sway as well, so you want them to be your friends.
Well, don't piss off the ore barons, that's a good start. Same goes for us warders - we are next in the chain of command. Oh, and the Shadows may be lower than that, but they have a lot of sway as well, so you want them to be your friends. At the end of the day, just think hard about who you're gonna piss off in here. You're a freshie, so folk in the Old Camp will see you as a digger by default. Any advice you can give me about the Old Camp?
Make sure you get to the camp safely.
Make sure you get to the camp safely.
Yeah, fate of every freshie. They call it "the Cleansing."
Yeah, fate of every freshie. They call it "the Cleansing." There's bastards, I'll give you that. But just pay your protection money and you'll be fine. A couple of guys beat me up when I got out of the water. One was wearing armor just like yours. Are all of you Old Campers this friendly?
Hmm ... maybe try the abandoned mine farther down the canyon. There could be some weapons.
Hmm ... maybe try the abandoned mine farther down the canyon. There could be some weapons. Don't settle for the first pickaxe you can find, though - they're heavy and slow. Use them as a last resort. Any idea where I can find a weapon?