
Gothic 1 Remake Wiki
Pick a faction, win fights, and craft your way through the Colony.

Faction guide
Not sure which camp to join? This breaks it down by build — melee, magic, or hybrid — and shows what each choice locks you out of.

Old Camp guide
Guard plate or fire magic — the Old Camp has the heaviest armor and the highest-damage spells. The safest pick for a first playthrough.

New Camp guide
The only camp that lets you run melee and magic at the same time. Also where bow builds and hybrid builds belong.

Swamp Camp guide
Crowd-control spells that ignore armor, the cheapest alchemy in the Colony, and more story branches than the other camps combined.

Combat guide
Mastery matters more than raw stats, and the wrong enemy at the wrong time will end you. How weapon families, skill tiers, and enemy matchups actually work.

Learning points guide
There's no respec. Which teachers to find first, the stat thresholds that unlock real weapons, and how to avoid wasting points.

Trainers guide
Every trainer in the Colony — who they are, where to find them, and what they teach. Miss one and that progression path stays locked.

Vendors guide
Every vendor in the Colony — who they are, where to find them, and what they sell. Plus how the ore economy works and where to spend first.

Blacksmithing guide
All 40 craftable weapons with real material costs. When forging your own beats buying from a vendor — and when it doesn't.

Alchemy and potions
Only 10 of the 25 potions are craftable. Know which ones to brew, which to find as loot, and where your rare ingredients actually matter.

Cooking and food
Cook what you kill, save potions for combat. Every campfire and cauldron recipe, plus which four stews also restore mana.

What's Mud's deal?
That digger who won't stop following you around the Old Camp has real content later. Here's why you shouldn't kill him.
