gothic guide: fix/reorder section - www.codemadness.org - www.codemadness.org saait content files
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DIR Log
DIR Files
DIR Refs
DIR README
DIR LICENSE
---
DIR commit b505b4b576b47588a13859c607229cfa0b3e0fd6
DIR parent 9b9d71098267d593fb8c70e72f868ccc095ce7b4
HTML Author: Hiltjo Posthuma <hiltjo@codemadness.org>
Date: Mon, 8 Jun 2026 20:32:24 +0200
gothic guide: fix/reorder section
Diffstat:
M output/atom_content.xml | 108 ++++++++++++++++----------------
M output/atom_content_gopher.xml | 108 ++++++++++++++++----------------
M output/gothic-1-guide.html | 108 ++++++++++++++++----------------
M output/gothic-1-guide.md | 121 +++++++++++++++----------------
M output/jsonfeed_content.json | 2 +-
M output/jsonfeed_content_gopher.json | 2 +-
M output/phlog/gothic-1-guide | 121 +++++++++++++++----------------
M output/rss_content.xml | 108 ++++++++++++++++----------------
M output/rss_content_gopher.xml | 108 ++++++++++++++++----------------
M output/sfeed_content.tsv | 2 +-
M output/sfeed_content_gopher.tsv | 2 +-
M pages/gothic-1-guide.md | 121 +++++++++++++++----------------
12 files changed, 454 insertions(+), 457 deletions(-)
---
DIR diff --git a/output/atom_content.xml b/output/atom_content.xml
@@ -3940,60 +3940,6 @@ having a general overview before he
dedicates himself to his
next mission."
</code></pre>
-<h2>Mechanics of damage calculation</h2>
-<p>Below is an archived quote from the WorldOfGothic forum about how damage is
-calculated in Gothic 1.</p>
-<p>Very interesting I think is how dexterity does not scale the damage like
-strength does (one might expect it to work that way).</p>
-<p>Full credit to <strong>WernerTWC</strong> of WorldOfGothic.de forum for documenting and
-sharing it!</p>
-<p><a href="https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181">https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181</a></p>
-<pre><code>So, here is what i found, a collection of formulas:
-First, the damage calculation is a bit different in Gothic 1 and 2(NotR):
-
-TD = Total Damage
-WD = Weapon Damage
-STR = Strenght
-AP = Armor Protection of the enemy
-NH = Normal Hit
-CH = Critical Hit
-1H = One Hander
-2H = Two Hander
-P = Percent on the Weapon-Skill (1H or 2H)
-
-For Gothic 1, melee weapons:
-NH: WD + STR - AP = TD
-CH: WD x 2 + STR - AP = TD
-
-Chance for a Critical Hit:
-1H: lvl1: 5% for the ctitical hit, cost 10 LPs, lvl2: 10% cost 20 more LPs
-2H: lvl1: 5%/30LP, lvl2: 10%/40LP
-Bow: lvl1: 15%/10LP, lvl2: 30%/20LP
-X-Bow: lvl1: 20%/10LP, lvl2: 40%/20LP
-
-For Gothic 1, distance weapons:
-
-NH: WD - AP = TD
-CH: WD x 2 - AP = TD
-
-(Dex only influence the distance range).
-
-
-For Gothic 2 and NotR, melee weapons:
-
-NH: (WD + STR - AP - 1) / 10 = TD, TD >= 5
-CH: WD + STR - AP = TD, TD >= 5
-
-Chance for a Critical Hit:
-Is given by the talent-%.
-
-
-For Gothic 2 and NotR, distance weapons:
-
-WD + DEX - AP = TD
-
-(STR, even if it's needed to equip the weapon, is not counted for the damage).
-</code></pre>
<h2>Chromanin</h2>
<p>The clue is in the words "general overview" on the second page.
One of the highest points on the map is the tower where you find and free the orc Ur-Shak
@@ -4098,6 +4044,60 @@ Then there is evil laugh and 2 skeleton mages and skeleton minions will spawn.</
<p>Here are the texts in the quest log:</p>
<p><a href="downloads/gothic1/chromanin/quest_log_part_1.png">Quest log part 1</a><br />
<a href="downloads/gothic1/chromanin/quest_log_part_2.png">Quest log part 2</a><br /> </p>
+<h2>Mechanics of damage calculation</h2>
+<p>Below is an archived quote from the WorldOfGothic forum about how damage is
+calculated in Gothic 1.</p>
+<p>Very interesting I think is how dexterity does not scale the damage like
+strength does (one might expect it to work that way).</p>
+<p>Full credit to <strong>WernerTWC</strong> of WorldOfGothic.de forum for documenting and
+sharing it!</p>
+<p><a href="https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181">https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181</a></p>
+<pre><code>So, here is what i found, a collection of formulas:
+First, the damage calculation is a bit different in Gothic 1 and 2(NotR):
+
+TD = Total Damage
+WD = Weapon Damage
+STR = Strenght
+AP = Armor Protection of the enemy
+NH = Normal Hit
+CH = Critical Hit
+1H = One Hander
+2H = Two Hander
+P = Percent on the Weapon-Skill (1H or 2H)
+
+For Gothic 1, melee weapons:
+NH: WD + STR - AP = TD
+CH: WD x 2 + STR - AP = TD
+
+Chance for a Critical Hit:
+1H: lvl1: 5% for the ctitical hit, cost 10 LPs, lvl2: 10% cost 20 more LPs
+2H: lvl1: 5%/30LP, lvl2: 10%/40LP
+Bow: lvl1: 15%/10LP, lvl2: 30%/20LP
+X-Bow: lvl1: 20%/10LP, lvl2: 40%/20LP
+
+For Gothic 1, distance weapons:
+
+NH: WD - AP = TD
+CH: WD x 2 - AP = TD
+
+(Dex only influence the distance range).
+
+
+For Gothic 2 and NotR, melee weapons:
+
+NH: (WD + STR - AP - 1) / 10 = TD, TD >= 5
+CH: WD + STR - AP = TD, TD >= 5
+
+Chance for a Critical Hit:
+Is given by the talent-%.
+
+
+For Gothic 2 and NotR, distance weapons:
+
+WD + DEX - AP = TD
+
+(STR, even if it's needed to equip the weapon, is not counted for the damage).
+</code></pre>
<h3>The End</h3>
<p>When you use the tips described above Gothic should be an easier game and you
should be able to get at a high(er) level with lots of mana/strength/hp.</p>
DIR diff --git a/output/atom_content_gopher.xml b/output/atom_content_gopher.xml
@@ -3940,60 +3940,6 @@ having a general overview before he
dedicates himself to his
next mission."
</code></pre>
-<h2>Mechanics of damage calculation</h2>
-<p>Below is an archived quote from the WorldOfGothic forum about how damage is
-calculated in Gothic 1.</p>
-<p>Very interesting I think is how dexterity does not scale the damage like
-strength does (one might expect it to work that way).</p>
-<p>Full credit to <strong>WernerTWC</strong> of WorldOfGothic.de forum for documenting and
-sharing it!</p>
-<p><a href="https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181">https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181</a></p>
-<pre><code>So, here is what i found, a collection of formulas:
-First, the damage calculation is a bit different in Gothic 1 and 2(NotR):
-
-TD = Total Damage
-WD = Weapon Damage
-STR = Strenght
-AP = Armor Protection of the enemy
-NH = Normal Hit
-CH = Critical Hit
-1H = One Hander
-2H = Two Hander
-P = Percent on the Weapon-Skill (1H or 2H)
-
-For Gothic 1, melee weapons:
-NH: WD + STR - AP = TD
-CH: WD x 2 + STR - AP = TD
-
-Chance for a Critical Hit:
-1H: lvl1: 5% for the ctitical hit, cost 10 LPs, lvl2: 10% cost 20 more LPs
-2H: lvl1: 5%/30LP, lvl2: 10%/40LP
-Bow: lvl1: 15%/10LP, lvl2: 30%/20LP
-X-Bow: lvl1: 20%/10LP, lvl2: 40%/20LP
-
-For Gothic 1, distance weapons:
-
-NH: WD - AP = TD
-CH: WD x 2 - AP = TD
-
-(Dex only influence the distance range).
-
-
-For Gothic 2 and NotR, melee weapons:
-
-NH: (WD + STR - AP - 1) / 10 = TD, TD >= 5
-CH: WD + STR - AP = TD, TD >= 5
-
-Chance for a Critical Hit:
-Is given by the talent-%.
-
-
-For Gothic 2 and NotR, distance weapons:
-
-WD + DEX - AP = TD
-
-(STR, even if it's needed to equip the weapon, is not counted for the damage).
-</code></pre>
<h2>Chromanin</h2>
<p>The clue is in the words "general overview" on the second page.
One of the highest points on the map is the tower where you find and free the orc Ur-Shak
@@ -4098,6 +4044,60 @@ Then there is evil laugh and 2 skeleton mages and skeleton minions will spawn.</
<p>Here are the texts in the quest log:</p>
<p><a href="downloads/gothic1/chromanin/quest_log_part_1.png">Quest log part 1</a><br />
<a href="downloads/gothic1/chromanin/quest_log_part_2.png">Quest log part 2</a><br /> </p>
+<h2>Mechanics of damage calculation</h2>
+<p>Below is an archived quote from the WorldOfGothic forum about how damage is
+calculated in Gothic 1.</p>
+<p>Very interesting I think is how dexterity does not scale the damage like
+strength does (one might expect it to work that way).</p>
+<p>Full credit to <strong>WernerTWC</strong> of WorldOfGothic.de forum for documenting and
+sharing it!</p>
+<p><a href="https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181">https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181</a></p>
+<pre><code>So, here is what i found, a collection of formulas:
+First, the damage calculation is a bit different in Gothic 1 and 2(NotR):
+
+TD = Total Damage
+WD = Weapon Damage
+STR = Strenght
+AP = Armor Protection of the enemy
+NH = Normal Hit
+CH = Critical Hit
+1H = One Hander
+2H = Two Hander
+P = Percent on the Weapon-Skill (1H or 2H)
+
+For Gothic 1, melee weapons:
+NH: WD + STR - AP = TD
+CH: WD x 2 + STR - AP = TD
+
+Chance for a Critical Hit:
+1H: lvl1: 5% for the ctitical hit, cost 10 LPs, lvl2: 10% cost 20 more LPs
+2H: lvl1: 5%/30LP, lvl2: 10%/40LP
+Bow: lvl1: 15%/10LP, lvl2: 30%/20LP
+X-Bow: lvl1: 20%/10LP, lvl2: 40%/20LP
+
+For Gothic 1, distance weapons:
+
+NH: WD - AP = TD
+CH: WD x 2 - AP = TD
+
+(Dex only influence the distance range).
+
+
+For Gothic 2 and NotR, melee weapons:
+
+NH: (WD + STR - AP - 1) / 10 = TD, TD >= 5
+CH: WD + STR - AP = TD, TD >= 5
+
+Chance for a Critical Hit:
+Is given by the talent-%.
+
+
+For Gothic 2 and NotR, distance weapons:
+
+WD + DEX - AP = TD
+
+(STR, even if it's needed to equip the weapon, is not counted for the damage).
+</code></pre>
<h3>The End</h3>
<p>When you use the tips described above Gothic should be an easier game and you
should be able to get at a high(er) level with lots of mana/strength/hp.</p>
DIR diff --git a/output/gothic-1-guide.html b/output/gothic-1-guide.html
@@ -442,60 +442,6 @@ having a general overview before he
dedicates himself to his
next mission."
</code></pre>
-<h2>Mechanics of damage calculation</h2>
-<p>Below is an archived quote from the WorldOfGothic forum about how damage is
-calculated in Gothic 1.</p>
-<p>Very interesting I think is how dexterity does not scale the damage like
-strength does (one might expect it to work that way).</p>
-<p>Full credit to <strong>WernerTWC</strong> of WorldOfGothic.de forum for documenting and
-sharing it!</p>
-<p><a href="https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181">https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181</a></p>
-<pre><code>So, here is what i found, a collection of formulas:
-First, the damage calculation is a bit different in Gothic 1 and 2(NotR):
-
-TD = Total Damage
-WD = Weapon Damage
-STR = Strenght
-AP = Armor Protection of the enemy
-NH = Normal Hit
-CH = Critical Hit
-1H = One Hander
-2H = Two Hander
-P = Percent on the Weapon-Skill (1H or 2H)
-
-For Gothic 1, melee weapons:
-NH: WD + STR - AP = TD
-CH: WD x 2 + STR - AP = TD
-
-Chance for a Critical Hit:
-1H: lvl1: 5% for the ctitical hit, cost 10 LPs, lvl2: 10% cost 20 more LPs
-2H: lvl1: 5%/30LP, lvl2: 10%/40LP
-Bow: lvl1: 15%/10LP, lvl2: 30%/20LP
-X-Bow: lvl1: 20%/10LP, lvl2: 40%/20LP
-
-For Gothic 1, distance weapons:
-
-NH: WD - AP = TD
-CH: WD x 2 - AP = TD
-
-(Dex only influence the distance range).
-
-
-For Gothic 2 and NotR, melee weapons:
-
-NH: (WD + STR - AP - 1) / 10 = TD, TD >= 5
-CH: WD + STR - AP = TD, TD >= 5
-
-Chance for a Critical Hit:
-Is given by the talent-%.
-
-
-For Gothic 2 and NotR, distance weapons:
-
-WD + DEX - AP = TD
-
-(STR, even if it's needed to equip the weapon, is not counted for the damage).
-</code></pre>
<h2>Chromanin</h2>
<p>The clue is in the words "general overview" on the second page.
One of the highest points on the map is the tower where you find and free the orc Ur-Shak
@@ -600,6 +546,60 @@ Then there is evil laugh and 2 skeleton mages and skeleton minions will spawn.</
<p>Here are the texts in the quest log:</p>
<p><a href="downloads/gothic1/chromanin/quest_log_part_1.png">Quest log part 1</a><br />
<a href="downloads/gothic1/chromanin/quest_log_part_2.png">Quest log part 2</a><br /> </p>
+<h2>Mechanics of damage calculation</h2>
+<p>Below is an archived quote from the WorldOfGothic forum about how damage is
+calculated in Gothic 1.</p>
+<p>Very interesting I think is how dexterity does not scale the damage like
+strength does (one might expect it to work that way).</p>
+<p>Full credit to <strong>WernerTWC</strong> of WorldOfGothic.de forum for documenting and
+sharing it!</p>
+<p><a href="https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181">https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181</a></p>
+<pre><code>So, here is what i found, a collection of formulas:
+First, the damage calculation is a bit different in Gothic 1 and 2(NotR):
+
+TD = Total Damage
+WD = Weapon Damage
+STR = Strenght
+AP = Armor Protection of the enemy
+NH = Normal Hit
+CH = Critical Hit
+1H = One Hander
+2H = Two Hander
+P = Percent on the Weapon-Skill (1H or 2H)
+
+For Gothic 1, melee weapons:
+NH: WD + STR - AP = TD
+CH: WD x 2 + STR - AP = TD
+
+Chance for a Critical Hit:
+1H: lvl1: 5% for the ctitical hit, cost 10 LPs, lvl2: 10% cost 20 more LPs
+2H: lvl1: 5%/30LP, lvl2: 10%/40LP
+Bow: lvl1: 15%/10LP, lvl2: 30%/20LP
+X-Bow: lvl1: 20%/10LP, lvl2: 40%/20LP
+
+For Gothic 1, distance weapons:
+
+NH: WD - AP = TD
+CH: WD x 2 - AP = TD
+
+(Dex only influence the distance range).
+
+
+For Gothic 2 and NotR, melee weapons:
+
+NH: (WD + STR - AP - 1) / 10 = TD, TD >= 5
+CH: WD + STR - AP = TD, TD >= 5
+
+Chance for a Critical Hit:
+Is given by the talent-%.
+
+
+For Gothic 2 and NotR, distance weapons:
+
+WD + DEX - AP = TD
+
+(STR, even if it's needed to equip the weapon, is not counted for the damage).
+</code></pre>
<h3>The End</h3>
<p>When you use the tips described above Gothic should be an easier game and you
should be able to get at a high(er) level with lots of mana/strength/hp.</p>
DIR diff --git a/output/gothic-1-guide.md b/output/gothic-1-guide.md
@@ -416,7 +416,6 @@ demonicly possessed could be an excuse for that :)
Note that the Old books only spawn in a specific order after reading each found
book. So they have to be done in this specific order.
-
[Fog tower mage](https://codemadness.org/downloads/gothic1/chromanin/0_mage_fog_tower.png)
[Location](https://codemadness.org/downloads/gothic1/chromanin/0_fog_tower.png)
[Map](https://codemadness.org/downloads/gothic1/chromanin/0_map.png)
@@ -440,66 +439,6 @@ Text:
next mission."
-## Mechanics of damage calculation
-
-Below is an archived quote from the WorldOfGothic forum about how damage is
-calculated in Gothic 1.
-
-Very interesting I think is how dexterity does not scale the damage like
-strength does (one might expect it to work that way).
-
-Full credit to **WernerTWC** of WorldOfGothic.de forum for documenting and
-sharing it!
-
-<https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181>
-
- So, here is what i found, a collection of formulas:
- First, the damage calculation is a bit different in Gothic 1 and 2(NotR):
-
- TD = Total Damage
- WD = Weapon Damage
- STR = Strenght
- AP = Armor Protection of the enemy
- NH = Normal Hit
- CH = Critical Hit
- 1H = One Hander
- 2H = Two Hander
- P = Percent on the Weapon-Skill (1H or 2H)
-
- For Gothic 1, melee weapons:
- NH: WD + STR - AP = TD
- CH: WD x 2 + STR - AP = TD
-
- Chance for a Critical Hit:
- 1H: lvl1: 5% for the ctitical hit, cost 10 LPs, lvl2: 10% cost 20 more LPs
- 2H: lvl1: 5%/30LP, lvl2: 10%/40LP
- Bow: lvl1: 15%/10LP, lvl2: 30%/20LP
- X-Bow: lvl1: 20%/10LP, lvl2: 40%/20LP
-
- For Gothic 1, distance weapons:
-
- NH: WD - AP = TD
- CH: WD x 2 - AP = TD
-
- (Dex only influence the distance range).
-
-
- For Gothic 2 and NotR, melee weapons:
-
- NH: (WD + STR - AP - 1) / 10 = TD, TD >= 5
- CH: WD + STR - AP = TD, TD >= 5
-
- Chance for a Critical Hit:
- Is given by the talent-%.
-
-
- For Gothic 2 and NotR, distance weapons:
-
- WD + DEX - AP = TD
-
- (STR, even if it's needed to equip the weapon, is not counted for the damage).
-
-
## Chromanin
The clue is in the words "general overview" on the second page.
@@ -644,6 +583,66 @@ Here are the texts in the quest log:
[Quest log part 2](https://codemadness.org/downloads/gothic1/chromanin/quest_log_part_2.png)
+## Mechanics of damage calculation
+
+Below is an archived quote from the WorldOfGothic forum about how damage is
+calculated in Gothic 1.
+
+Very interesting I think is how dexterity does not scale the damage like
+strength does (one might expect it to work that way).
+
+Full credit to **WernerTWC** of WorldOfGothic.de forum for documenting and
+sharing it!
+
+<https://forum.worldofplayers.de/forum/threads/127320-Damage-System?p=2198181#post2198181>
+
+ So, here is what i found, a collection of formulas:
+ First, the damage calculation is a bit different in Gothic 1 and 2(NotR):
+
+ TD = Total Damage
+ WD = Weapon Damage
+ STR = Strenght
+ AP = Armor Protection of the enemy
+ NH = Normal Hit
+ CH = Critical Hit
+ 1H = One Hander
+ 2H = Two Hander
+ P = Percent on the Weapon-Skill (1H or 2H)
+
+ For Gothic 1, melee weapons:
+ NH: WD + STR - AP = TD
+ CH: WD x 2 + STR - AP = TD
+
+ Chance for a Critical Hit:
+ 1H: lvl1: 5% for the ctitical hit, cost 10 LPs, lvl2: 10% cost 20 more LPs
+ 2H: lvl1: 5%/30LP, lvl2: 10%/40LP
+ Bow: lvl1: 15%/10LP, lvl2: 30%/20LP
+ X-Bow: lvl1: 20%/10LP, lvl2: 40%/20LP
+
+ For Gothic 1, distance weapons:
+
+ NH: WD - AP = TD
+ CH: WD x 2 - AP = TD
+
+ (Dex only influence the distance range).
+
+
+ For Gothic 2 and NotR, melee weapons:
+
+ NH: (WD + STR - AP - 1) / 10 = TD, TD >= 5
+ CH: WD + STR - AP = TD, TD >= 5
+
+ Chance for a Critical Hit:
+ Is given by the talent-%.
+
+
+ For Gothic 2 and NotR, distance weapons:
+
+ WD + DEX - AP = TD
+
+ (STR, even if it's needed to equip the weapon, is not counted for the damage).
+
+
### The End
When you use the tips described above Gothic should be an easier game and you
DIR diff --git a/output/jsonfeed_content.json b/output/jsonfeed_content.json
@@ -296,6 +296,6 @@
"title": "Gothic 1 game guide",
"url": "https://www.codemadness.org/gothic-1-guide.html",
"authors": [{"name": "Hiltjo"}],
codemadness.org:70 /git/www.codemadness.org/commit/b505b4b576b47588a13859c607229cfa0b3e0fd6.gph:549: line too long