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Gothic 1 Remake
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Wiki/Old Camp guide

Old Camp guide

The Old Camp in Gothic 1 Remake gives you two paths: guard (pure melee with the heaviest armor in the Colony) or fire mage (the highest-damage magic school in the game). Diego walks you there from the opening. If this is your first playthrough, this is where you want to be.

Still deciding? Compare all three camps. Or skip straight to the New Camp guide or Swamp Camp guide.

The camp runs on ore and hierarchy. Gomez controls the supply. Thorus enforces the rules. Corristo and the Circle of Fire handle the magic. Everyone else mines, fights, or gets out of the way. The camp also houses the Colony's largest smithy (blacksmithing guide) and Cronos teaches alchemy, though the Swamp Camp goes deeper.

Old Camp location

Old Camp map showing the walled settlement in the northern valley
The Old Camp sits in the open valley north of the starting drop point.

The Old Camp is the first settlement you reach. Diego catches up to you within minutes of the opening and walks you toward the main gate on the south road. Stick to the road -- molerats and scavengers are the only things between you and the gate. Inside, the camp splits into an outer ring (diggers, traders, the smithy) and an inner ring (guards, Gomez's throne room, the Circle of Fire tower).

Old Camp ranks and gear

Two paths diverge at shadow rank. One leads to heavy plate. The other leads to setting things on fire.

Guard path: Digger -> Shadow -> Rogue -> Light Guard -> Medium Guard -> Heavy Guard. The longest melee ladder in the Colony. Diggers mine ore. Shadows handle enforcement. Rogue and above opens the inner camp and heavier armor. Thorus promotes you at each gate.

Fire mage path: Fire Mage -> High Fire Mage. Branch into the Circle of Fire instead of climbing guard ranks. Corristo teaches fire magic through Circle 5. Fire mages trade plate for the most destructive spell school in the Colony.

The Old Camp fields the deepest armor set in the Colony — five melee tiers and two mage tiers.

ArmorRolePath
Digger light armorStarting digger gear. Slightly better than prisoner ragsGuard
Digger medium armorMid-tier digger set. Earned through early camp tasksGuard
Guard/shadow medium armorShadow rank promotion unlocks this setGuard
Guard heavy armorStrong physical protection. Full guard rank requiredGuard
Senior guard heavy armorOld Camp endgame. The heaviest physical set in the ColonyGuard
Fire mage apprentice robesLight robes for Circle of Fire initiatesFire Mage
Senior fire mage robesLate-game mage set. High magic utility, low physical defenseFire Mage

Old Camp guards carry named swords. These are unique items tied to their NPCs.

WeaponTypeCarried by
Scar's SwordOne-handed swordScar, master-tier sword teacher
Whistler's SwordOne-handed swordWhistler, sword mastery trainer
Thorus' SwordTwo-handed swordThorus, head of the guards

The endgame legendary weapons — Innos' Rage and Claw of Beliar — are available regardless of faction. See the combat guide for weapon families and mastery tiers.

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Old Camp fire magic

The Circle of Fire is exclusive to the Old Camp. Corristo teaches fire magic, and no other camp offers it. Fire is the highest single-target and area damage school in the Colony -- the tradeoff is that you wear robes instead of plate.

SpellEffect
Fire BoltSingle-target fire projectile. Your bread and butter from Circle 1
FireballLarger fire projectile with area splash
PyrokinesisDirect damage spell. No projectile, no dodging
Rain of FireArea bombardment. Clears groups of enemies
Storm of FireLate-circle devastation. The endgame fire spell
Storm FistMelee-range burst. Useful when something gets too close
Teleport to the Fire MagesFast travel back to the Circle of Fire tower

Old Camp trade-offs

Joining the Old Camp locks you out of water magic, psionic magic, and most Swamp Camp content. The New Camp also becomes less cooperative in later chapters. For the full comparison of what each faction trades away, see which faction to pick.

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