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Gothic 1 Remake
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Wiki/New Camp guide

New Camp guide

The New Camp in Gothic 1 Remake is where you go if you want options. It's the only faction that lets you run a mercenary combat path and a water mage apprenticeship at the same time, making it the home of hybrid builds, bow specialists, and anyone who wants healing magic without giving up a real weapon. Lee runs the mercenaries. Saturas runs the Circle of Water. You can work for both.

Still deciding? Compare all three in Which faction should you pick? Or read the Old Camp guide and Swamp Camp guide directly.

New Camp location

New Camp map texture from Gothic 1 Remake
The New Camp on the lake east of the Old Camp.

The New Camp sits on the lake to the east of the Old Camp. Two main routes:

  • The road. Long but safer. Pass through Old Camp territory, then east past the swamp. Some stretches have orc dog patrols.

  • The swamp shortcut. Faster but goes through Swamp Camp territory. You'll be questioned. Don't pick fights with the templars.

Visit early. Reaching the New Camp before you commit to any faction keeps your options open and lets you compare the teachers before spending learning points you can't get back.

New Camp ranks and gear

The New Camp runs two paths side by side, and you can walk both.

Mercenary path: Light Mercenary -> Heavy Mercenary. Talk to Lares, prove yourself, get promoted by Lee. Opens the Free Mine, melee teachers, and heavier armor.

Water Mage path: Water Mage -> High Water Mage. Saturas takes you on when you bring ore as tribute. Separate from mercenary rank entirely.

The hybrid option is what makes the New Camp different. Both ranks run in parallel. You can be a Heavy Mercenary who studies water magic, or a Water Mage who trained with Lee's fighters. The cost is learning points — you'll spread thinner, but the flexibility is worth it if you understand the LP economy.

Armor

ArmorPathWhen you get it
Light Mercenary ArmorMercenaryLight Mercenary rank
Water Mage Apprentice RobesWater MageWater Mage rank
Senior Water Mage RobesWater MageHigh Water Mage rank

Mercenaries favor axes. Five of the seven named weapons here are axes, four two-handed. This is also the bow camp — 24 bows across small, long, and war tiers, plus 5 crossbow tiers for Strength-focused ranged builds.

Named weapons

WeaponTypeCarried by
Lee's Axe2H axeLee
Gorn's Revenge2H axeGorn
Torlof's Axe2H axeTorlof
Orik's Axe2H axeOrik
Cord's Cleaver1H axeCord
Lares' Axe1H axeLares
Arto's Sword1H swordArto
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New Camp water magic

The Circle of Water teaches ice, healing, and utility spells. Water magic is the most versatile school in the Colony -- it's the only one that mixes real offensive power with support spells.

Water magic spells

SpellSchoolUse
Ice BoltIceSingle-target ranged damage. Your bread and butter early on.
Ice BlockIceFreezes a target in place. Crowd control that buys you time to reposition or heal.
Wave of IceIceArea damage in a cone. Your answer to groups.
HealingSupportRestores health. The reason hybrid builds work -- you can heal without potions.
Fist of WindUtilityKnocks targets back. Useful for creating distance against melee-heavy encounters.
Ball LightningLightningSlow-moving projectile that hits hard. High mana cost, high reward.
Chain LightningLightningArcs between multiple targets. The endgame group-clearing spell.
LightUtilityIlluminates dark areas. Not glamorous, but the mines are dark and torches take a hand.

For hybrid builds, the key spell is Healing. It turns your mana pool into a second health bar and saves you from burning through food and health potions mid-fight. Ice Bolt handles ranged damage when your bow isn't cutting it. The lightning spells are where pure mage builds find their late-game damage ceiling.

New Camp trade-offs

Joining the New Camp locks you out of fire magic, psionic magic, and the Old Camp's heavy guard armor. Old Camp guards also turn hostile if you push late-game New Camp quests. For the full comparison of what each faction trades away, see which faction to pick.

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