Gothic 1 Remake has a ton of difficult choices to make, but perhaps the most important one is to choose which faction you want to belong to. Between the Old Camp, the New Camp, and the Swamp Camp, there's a clear difference in terms of status and other deciding factors that can push players to pick either side.

If you are stuck with the most important decision in the game, then this guide might provide some insight into the benefits of joining each camp. From access to trainers, vendors, and magic, here's whether you should join Old, New, or Swamp Camp in Gothic 1 Remake.

Nameless Hero walking toward the Old Camp in Gothic 1 Remake
Best Start in Gothic 1 Remake

Follow this early Gothic 1 Remake route to get safe XP, early weapons, armor, ore, and a strong start before choosing a faction.

Which Camp is Better in Gothic 1 Remake?

Starting at Chapter 1 (Welcome to the Colony) in Gothic 1 Remake, players will be able to complete a series of tasks to join either the Old, New, or Swamp Camp. The Old Camp is the most common designated route, but if players want to experience the entirety of what the game has to offer, they should pick any of these in another playthrough.

Let's cut to the chase: There's no best camp to pick, or, at least, no clear winner in terms of benefits or difficulty to advance into the late game. Each camp has its own pros and cons, so let's analyze them one by one to help players determine which would best suit their playstyle.

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Joining Old Camp In Gothic 1 Remake

Old Camp in Gothic 1 Remake

The classic choice is to follow Diego into the Old Camp and do whatever it takes to join the ranks of the Shadows, Gomez's private army of mercenaries and trained goons. It is also related to the other main quest, "A Letter to the Fire Mages," which can be completed by accessing the inner fortress of the Old Camp.

So, in terms of benefits, each camp has access to a series of Trainers that will set the course for the players' build into the late-game. Here's what the Old Camp can unlock:

  • Warder or Fire Mage promotion means access to advanced combat training and advanced Fire and Destruction Spells.
  • Access to Faction Armor: Fire Mage Robe, Shadow Dress, both of which can be upgraded later on.
  • Following the Quest line to join the Fire Mages and unlocking faction-specific quests.
  • Access to faction-specific weapons
  • Unlocks progress to reach 6th Circle Magic (extremely important for mage builds)

Joining the Old Camp will automatically forfeit any of the other Camp-related quests, like Admission to the New Camp and Admission to the Swamp Camp.

The outcome of the story will slightly change as well, but to avoid spoilers, let's leave it at that. Joining the Old Camp will also permit players to continue their warrior training, focusing more on Two-Handed or One-Handed weapons.

Joining New Camp In Gothic 1 Remake

Going to New Camp with Mordrag - Gothic 1 Remake Image: GameRant via THQ Nordic

Considered by many to be one of the most difficult playthroughs to follow, since it requires players to complete a series of difficult tasks to earn the trust of the Bandits at the New Camp and the Water Mages. Finding the Hunting Knife and giving it to Drax (which can be found in the crossroads leading to Old Camp) is the way to start your path into becoming a Mercenary or a Rogue.

Here's what joining the New Camp entails in Gothic 1 Remake:

  • Mercenary, Rogue, and Water Mage training. Water Magic is especially good in terms of crowd control.
  • Access to Faction Armor: Rogue Dress, Mercenary Armor, Water Mage Robe. All of them can be upgraded later on.
  • Betraying the King's trust, giving the Letter to the Fire Mages to the Water Mages, and unlocking faction-specific quests.
  • Access to Magic Training and faction-specific weapons.
  • Unlocks progress to reach 6th Circle Magic

This will also automatically fail all Swamp and Old Camp-related quests and lock you out of specific class advancements and trainers. If you want to build for crowd control or mobility combat (Dexterity builds, Bow builds), then pick New Camp.

Water Magic (especially Ice spells). As with the Old Camp, joining New Camp also unlocks the ability to reach 5th Circle Magic, which later translates into reaching 6th Circle.

Joining Swamp Camp In Gothic 1 Remake

Gothic 1 Remake - Path to Swamp Camp 10 Image: GameRant via THQ Nordic

Joining the Swamp Camp will unlock Magic a bit faster than the other two camps, plus, access one of the most powerful Melee builds in the game: The Templar. The thing is, that while the other two camps are balanced in terms of power and access to late-game builds, the Swamp Camp does limit magic tier progression later on. Players will only be able to acquire up to 4th Circle Magic when they join this faction, locking progress to 6th Circle later on.

Here are the benefits of joining the Swamp Camp in Gothic 1 Remake:

  • Acolyte and Templar training. Unlocks access to powerful Melee techniques and Psyonic Magic, like Charm (extremely useful). Powerful early on, and great for crowd control.
  • Access to Faction Armor: Templar Armor, Novice's Armor. Can be upgraded.
  • Access to The Brotherhood questline, unlocking the Cult of the Sleeper's path.
  • Access to Alchemy training.
  • Powerful Hybrid Builds that are great from early to mid-game.

This faction grants players a quick path to power, in exchange for cutting off their access to Magic progression later on. Players won't be able to become Gurus, but stay Acolytes of the Brotherhood. This means they won't be able to access 5th and 6th Circle Magic, and that's a bummer. Still, Psionic spells like Charm or Sleep are extremely useful for hybrid builds.

Joining any of the factions has its advantages and disadvantages. To summarize, either the New Camp or Old Camp grants access to the highest levels of magic, whereas the Swamp Camp will limit players to only 4th Circle spells, but in return, they will be able to progress faster with a powerful hybrid build.

Gothic 1 Remake Tag Page Cover Art
Gothic 1 Remake
Top Critic Avg: 73/100 Critics Rec: 46%
Released
June 5, 2026
ESRB
Mature 17+ / Blood and Gore, Strong Language, Suggestive Themes, Use of Drugs and Alcohol, Violence
Developer(s)
Alkimia Interactive
Publisher(s)
THQ Nordic

WHERE TO PLAY

DIGITAL
PHYSICAL

Genre(s)
RPG, Action, Adventure, Exploration