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 ▲ | Trains | Notes |
|---|---|---|
| Corristo | Mana | Highest Fire Mage. Leads the Circle of Fire |
| Damarok | Mana | Fire Mage and alchemist |
| Diego | Strength, Dexterity | Your first contact in the Colony. Available early and easy to find |
| Glen | Lockpicking | Works at the Old Mine. Also sells ore and lockpicks |
| Scatty | One-Handed Weapons, Two-Handed Weapons | Arena master. The only melee weapon mastery trainer in the Old Camp — fight in his arena to prove yourself first |
| Scorpio | Crossbow | Warder at the castle. Also the Colony's biggest weapon vendor |
| Thorus | Strength, Dexterity | Castle gate guard. You need standing with the camp before he takes you seriously |
| Torrez | Strength, Dexterity, Mana | Fire 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 ▲ | Trains | Notes |
|---|---|---|
| Cord | One-Handed Weapons | Mercenary. Found near the lake during the day |
| Cronos | Mana | Water Mage. Near the ore pile. Also sells spells and scrolls |
| Horatio | Strength | Farmer. Straightforward — he just trains Strength |
| Lares | Strength, Dexterity | Bandit leader. Stays in his hut — two bodyguards at the door |
| Lefty | Strength, Dexterity | Bandit. Oversees the rice field workers |
| Wedge | Lockpicking, Pickpocketing | Bandit. 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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The Swamp Camp relies on psionic magic and alchemy more than a deep trainer roster. Two NPCs cover all attribute and mana training.
| Trainer | Trains | Notes |
|---|---|---|
| Gor Na Toth | Strength, Dexterity, Mana | Templar at the training grounds. The camp's only attribute trainer — all three stats from one NPC |
| Baal Cadar | Mana | Guru 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.
| Trainer | Trains | Notes |
|---|---|---|
| Cavalorn | Bow | Shadow. Lives in a hut west of the Old Camp, on the path to the New Camp. Also sells bows and arrows |
| Cohsel | Bow | Shadow. Lives outside the camp |
| Buster | Acrobatics | Bandit. 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:
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.
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.
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.
Hold some LP in reserve. Once you join a faction, new trainers and higher training tiers open up. Don't show up empty-handed.
