Which camp should you join in Gothic 1 Remake?

Updated 2026-06-09 · based on v1.0 · 7 min read

Quick Answer

There is no single best camp — it depends on how you want to play. Old Camp suits melee and newcomers and unlocks Fire Magic; New Camp rewards ranged, free-roaming play and unlocks Water Magic; the Swamp Camp is the atmospheric roleplay pick but caps your magic. All three progress the main story — your choice mainly changes the first chapter, your starting gear and which side quests you keep.

The short answer

In Gothic 1 Remake you are a nameless convict dropped into a penal colony sealed by a magic Barrier. Three factions split the valley — the Old Camp, the New Camp and the Swamp Camp — and each dislikes the others. Picking one is the game's signature decision, but it is not permanent in the way new players fear: every camp can reach the Fire Mages and finish the story. What really changes is your playstyle, your magic school, your starting armour and a handful of quests you give up when you sign on.

Old vs New vs Swamp Camp

The quick comparison, then a breakdown of each camp below.

Comparison of the three camps in Gothic 1 Remake
Camp Playstyle Magic Starting armour
Old Camp Melee, order, resource-rich Fire — full 6 Circles Shadow → Warder Armour
New Camp Ranged, freedom, self-directed Water — full 6 Circles Bandit's Dress
Swamp Camp Mystic roleplay, most underbaked Limited — no Guru, no 5th/6th Circle Novice Armour

Camp decider quiz

Still torn? Answer five questions and we'll recommend a camp — with the guild path, magic and starting armour that come with it. (The full breakdown is right below, so you can read on if you'd rather decide yourself.)

Interactive · 5 questions

Which camp should you join?

Answer five quick questions and we'll point you at the Old, New or Swamp Camp — with the guild path, magic and starting armour that come with it.

Old Camp

The first faction you meet — Diego pulls you out of trouble and walks you in. It is the most organised and resource-rich camp, ruled by the ore barons, and the Fire Mages you need for the main quest live inside its castle, so it is a tempting place to settle. You start in Shadow Armour and graduate to the sturdier Warder Armour. Best for heavy melee, players who like structure, and anyone wanting the smoothest opening.

New Camp

Run by free miners and the Water Mages who want to bring the Barrier down. You progress by acting as a messenger for the Water Mages, and the camp is far looser than the Old Camp — more freedom to wander and do things your way. Ranged combat is the house style, and you start in the Bandit's Dress. Pick it for a dexterity / ranged build and Water Magic.

Swamp Camp

The Brotherhood of the Sleeper — a swamp-weed cult steeped in atmosphere. The remake expands it, but it is still the most underbaked of the three, and it carries a real mechanical cost: you can never become a Guru, which permanently locks you out of 5th and 6th Circle magic. You start in Novice Armour. Choose it for roleplay and flavour, not for raw power.

FAQ

Can you change camps later in Gothic 1 Remake?
Your faction choice locks in during the first chapter and shapes the rest of the story. Joining one camp also forfeits some quests tied to the others, so treat it as a real commitment rather than a menu you can flip.
Which camp is best for beginners?
The Old Camp is the gentlest start: Diego introduces you to it, it is the most organised and well-supplied, and the Fire Mages you need for the main quest live inside its castle.
Which camp is best for a mage?
The Old Camp (Fire Magic) and New Camp (Water Magic) both let you climb all six Circles of Magic. The Swamp Camp is the weakest for casters — you can never become a Guru, so 5th and 6th Circle magic stay locked.
Which camp is best for ranged or stealth builds?
The New Camp. It is looser and freer than the Old Camp and leans into ranged combat, which suits a dexterity-focused bow or light-weapon build.

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