Quick answer

There's no objective best camp and no clear winner — each has its own pros and cons. The Old Camp is the most common designated route. Pick for fit: Old = deepest armor + pure melee or fire magic, New = flexible build with water magic on the side, Swamp = psionic magic, cheap alchemy and the most dialogue content.

Old Camp vs New Camp vs Swamp Camp at a glance
Old CampNew CampSwamp Camp
Controls / believes The ore trade, answers to the Ore BaronsFree miners + Water Mages who want the Barrier downThe Sect that prays to the Sleeper
Paths to join Guard (melee) or Magician of FireMercenary (combat) or Water MageTemplar (Brotherhood)
Magic school Fire magicWater magicPsionic / Fire (capped)
Magic ceiling 6th Circle6th Circle (Water)Capped at 4th Circle
Armor Deepest progression, heavy oreMercenary armor / Water Mage robesTemplar robes / guard
Standout draw Most common route, pure melee or fireFlexible build, wants the dome torn downCheap alchemy + most dialogue content
⚠️Joining is exclusive

Committing to the Old Camp forfeits the other camps' admission quests — you can't shop all three at once, so decide before you start the join chain.

Old Camp — fighters, fire magic and the ore monopoly

Old Camp castle entrance

Old Camp

Ore Barons

Born when convict Gomez led a revolt; his men became the Ore Barons who now run the ore trade. Roughly 200 bags of magic ore ship out every month.

Melee path Guard, under Thorus
Magic path Magician of Fire, under Corristo
Best for Pure melee or fire magic
Armor Deepest ore progression

📜 The most common designated route — the path the game nudges most players toward.

✅ Pros

  • Deepest armor progression in the game
  • Strong pure-melee or fire-magic builds
  • The most common, well-supported route
  • Backed by the faction that controls all ore

❌ Cons

  • Joining forfeits the New and Swamp admission quests
  • Guard admission is a long, multi-gate trust chain
  • Tied to the Ore Barons' politics

How to join as a Guard

  • Complete Diego's trust chain to vouch for you
  • Win the approval of multiple Shadows
  • Pass the test-of-faith ritual

New Camp — mercenaries, Water Mages and tearing down the Barrier

Travelling to the New Camp with Mordrag

New Camp

Free Miners

Free miners allied with the Water Mages, whose whole goal is bringing the Barrier down. Lee — an ex-Myrtanan general — leads the mercenaries; Saturas and the Water Mages study and aim to destroy the dome; Lares organizes the Rogues.

Combat path Mercenary, under Lee
Magic path Water Mage, under Saturas
Best for Flexible build + water magic
Goal Destroy the Barrier

📜 Admission runs through Mordrag: he escorts you, then you present his ring — after which Lares may demand 400 ore nuggets.

✅ Pros

  • Flexible build with water magic on the side
  • Two distinct paths: mercenary combat or Water Mage
  • Aligned with the goal of destroying the Barrier
  • Led by a former Myrtanan general

❌ Cons

  • Lares may demand 400 ore nuggets to finalize entry
  • Entry gated behind Mordrag's escort and ring
  • Joining forfeits the Old and Swamp admission quests

How to join the New Camp

  • Let Mordrag escort you to the camp
  • Present Mordrag's ring as proof of safe passage
  • Pay Lares up to 400 ore nuggets if demanded

Swamp Camp — psionic magic, faith and the most dialogue

Path to the Swamp Camp and the Sect

Swamp Camp / Brotherhood

The Sect

The Templar path. Founded by Old Camp digger Berion (who became Y'Berion), the Sect prays to the Sleeper — in truth an arch-demon summoned centuries earlier by Orcs. It offers psionic magic, cheap alchemy and the most dialogue content of the three.

Path Templar
Magic Psionic / Fire
Best for Roleplay + cheap alchemy
Magic cap 4th Circle only

📜 Caveat: the Swamp Camp caps you at 4th Circle Magic, locking the 6th Circle later.

✅ Pros

  • Psionic magic and cheap alchemy
  • The most dialogue content of any camp
  • Deep, faith-driven roleplay around the Sleeper

❌ Cons

  • Caps you at 4th Circle Magic — 6th Circle is locked
  • Built around worship of what is actually an arch-demon
  • Joining forfeits the Old and New admission quests

How to join the Brotherhood

  • Win the approval of at least 4 of the 5 Gurus, each via a different task
  • Earn advocacy from Lester
  • Deliver a dreamcall, recruit members, help the harvest, and demonstrate magical aptitude
Which camp / faction should you join?
Which camp / faction should you join?

Standalone takeaway: there's no wrong choice for the story, only a wrong choice for your build. Chase armor and pure combat in the Old Camp, flexibility and water magic in the New Camp, or alchemy, psionics and roleplay in the Swamp Camp.

Frequently asked questions

Is there a best camp in Gothic 1 Remake?

No. There's no objective best camp and no clear winner — each has its own pros and cons. The Old Camp is the most common designated route, but the right pick depends on your build.

Which camp is best for a mage?

It depends on the school. The Old Camp offers fire magic (Magician of Fire under Corristo), the New Camp offers water magic (Water Mage under Saturas), and the Swamp Camp offers psionic magic but caps you at 4th Circle.

Can I join more than one camp?

No. Commitment is exclusive — joining the Old Camp forfeits the other camps' admission quests.

Why avoid the Swamp Camp if I want to be a strong mage?

The Swamp Camp caps you at 4th Circle Magic, which locks the 6th Circle later. If you want top-tier spellcasting, the Old or New Camp keep that ceiling open.

What does joining the New Camp cost?

After Mordrag escorts you and you present his ring, Lares may demand 400 ore nuggets to finalize your entry.

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