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Gothic 1 Remake
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Wiki/Trainers guide

Trainers guide

In Gothic 1 Remake, every stat increase, weapon mastery, and skill unlock goes through a trainer. There's no allocation menu — you find the right NPC, pay learning points, and they teach you. Miss a trainer and that progression path stays locked.

Trainers cover three types of progression:

  • Attributes — Strength, Dexterity, Mana. The raw numbers that determine which weapons you can equip and which spells you can cast. See the learning points guide for stat targets and weapon thresholds.

  • Weapon mastery — One-handed, two-handed, bow, crossbow. Each weapon family has mastery tiers that change your animations, recovery speed, and combos. See the combat guide for how mastery actually works in a fight.

  • Utility skills — Lockpicking, pickpocketing, acrobatics. One-off unlocks that open new options.

Your faction choice determines which trainers stay accessible after you join. Visit all three camps before committing — some trainers lock behind faction membership.

Old Camp trainers

The Old Camp has the deepest trainer bench in the Colony. Scatty is the go-to for weapon mastery, Torrez covers the widest spread of attributes, and the Fire Mages handle all mana training. If you're running melee or fire magic, most of your LP goes through people in this camp.

Old Camp8

Trainer ▲TrainsNotes
CorristoManaHighest Fire Mage. Leads the Circle of Fire
DamarokManaFire Mage and alchemist
DiegoStrength, DexterityYour first contact in the Colony. Available early and easy to find
GlenLockpickingWorks at the Old Mine. Also sells ore and lockpicks
ScattyOne-Handed Weapons, Two-Handed WeaponsArena master. The only melee weapon mastery trainer in the Old Camp — fight in his arena to prove yourself first
ScorpioCrossbowWarder at the castle. Also the Colony's biggest weapon vendor
ThorusStrength, DexterityCastle gate guard. You need standing with the camp before he takes you seriously
TorrezStrength, Dexterity, ManaFire Mage. The most versatile attribute trainer — all three stats from one NPC

Scorpio is the only crossbow trainer in the Colony — miss him and you can't advance crossbow mastery. For melee weapon mastery (the single biggest combat upgrade in the game), Scatty handles both one-handed and two-handed. Diego is the easiest attribute trainer to reach early, with Torrez offering all three attributes once you have access to the Fire Mages.

New Camp trainers

The New Camp trades roster depth for a couple of unique specialists. Cord handles one-handed weapon training, the bandits cover attributes, and Wedge is the only pickpocketing trainer in the entire Colony.

New Camp6

Trainer ▲TrainsNotes
CordOne-Handed WeaponsMercenary. Found near the lake during the day
CronosManaWater Mage. Near the ore pile. Also sells spells and scrolls
HoratioStrengthFarmer. Straightforward — he just trains Strength
LaresStrength, DexterityBandit leader. Stays in his hut — two bodyguards at the door
LeftyStrength, DexterityBandit. Oversees the rice field workers
WedgeLockpicking, PickpocketingBandit. The only pickpocketing trainer in the Colony

No two-handed weapon trainer here. If you plan to join the New Camp and want two-handed mastery, train with Scatty at the Old Camp before locking in your faction. Cord covers one-handed only.

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Swamp Camp trainers

The Swamp Camp relies on psionic magic and alchemy more than a deep trainer roster. Two NPCs cover all attribute and mana training.

TrainerTrainsNotes
Gor Na TothStrength, Dexterity, ManaTemplar at the training grounds. The camp's only attribute trainer — all three stats from one NPC
Baal CadarManaGuru who teaches novices. Also sells psionic spells

Gor Na Toth is the one-stop shop — Strength, Dexterity, and Mana from a single trainer. If you're a templar or guru build, he's your primary LP sink for attributes. The Swamp Camp has no dedicated weapon mastery trainers, so plan melee training at one of the other camps before you commit.

Trainers outside the camps

A few trainers operate between the three main camps. Cavalorn and Cohsel are both bow trainers reachable without faction commitment.

TrainerTrainsNotes
CavalornBowShadow. Lives in a hut west of the Old Camp, on the path to the New Camp. Also sells bows and arrows
CohselBowShadow. Lives outside the camp
BusterAcrobaticsBandit. The only acrobatics trainer in the Colony

Bow training is entirely outside the main camps — neither faction commitment nor reputation required. Cavalorn is the easier find: his hut sits on a well-traveled path, and he sells bows alongside the training.

Which trainers to visit first

Talk to every reachable trainer before spending a single LP. Knowing what's available prevents wasted points on a stat you could have trained cheaper elsewhere. Then:

  1. Weapon mastery trainer. Scatty for melee, Cavalorn or Cohsel for bow, Scorpio for crossbow. The jump from Untrained to Trained is the single biggest combat upgrade — do this in chapter 1.

  2. Primary attribute trainer. Push Strength or Dexterity to the next weapon threshold you're targeting. Pick whoever's closest and cheapest. See the learning points guide for exact breakpoints.

  3. One utility skill. Lockpicking (Glen or Wedge) opens the most actual doors. Pickpocketing (Wedge only) is niche but lets you loot NPCs. Acrobatics (Buster) helps with some environmental shortcuts.

  4. Hold some LP in reserve. Once you join a faction, new trainers and higher training tiers open up. Don't show up empty-handed.

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