"The New Camp is a place free from hierarchies. A band that takes care of its people – as long as you have something to contribute. Could be a good place to join."
Quest log "Admission to the New Camp"
You become a Water Mage in three steps: First Lares accepts you as a Bandit into the New Camp (Ch. 1), then Lee makes you a Mercenary (Ch. 3), then Saturas makes you a Water Mage (Ch. 3–4).
How you become a Water Mage: your path chapter by chapter
Every chapter has the same structure: first your goal (level and status), then what you must do, what you learn, your equipment – and what's worth doing additionally.
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Chapter 1 Become a Bandit
Mandatory: Admission to the New Camp · Learn: Max Mana, Novice Magician · Armor: Bandit's Dress
Your goal in this chapter
Level 5 (7.500 experience) – only then will Lares accept you. Until then, the quests in this chapter give you 4.100 experience, plus what you get from combat.
That's how you'll look then · Magic only, 10 learning points per level
- Level 5
- Ch. 1–2 · Lares accepts you from level 5 onwards
- Learning points
- 50 of 50 LP: Mana 50, Novice Magician
- Spell
- Flaming Arrow Novice Magician · 1 Mana per spell · Rune from Torrez
- Wolf
- 4 hits until he falls
- Withstands
- no hits from the Shadow Beast · 100 HP
What you must do
Step 1 · Mandatory · Chapter 1under Lares, leader of the BanditsLares accepts you only from level 5 onwards (7.500 experience).
What counts for admissionOut of Sight Calm Roscoe with a scroll of “Beseeching” – only before you speak with Lares for the first time A Piece of the Pie Something the matter? Test of FaithThree of the five tokens of trust are enough.
Where you need to goLares sleeps from 1 to 7 o'clock and is at a standing spot from 7 to 1 o'clock.
The tasks for admission
counts toward recruitmentQuest giver: Thorus
Chapter 1 · 750 XP
Thorus casts his vote for admission to the Old Camp.
counts toward recruitmentQuest Giver: Lares
Chapter 1 · 500 XP
Lares' trust for admission to the New Camp
counts toward recruitmentQuest giver: Diego
Chapter 1 · 750 XP
Bonus points with Diego for admission to the Old Camp.
What you learn
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Recommendation
Max Mana (+1 / +5)
at
Cronos
1 LP per point
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Recommendation
Novice Magician
at
Torrez
5 LP
Your equipment
The best spell per level of this chapter from level 5, plus the next best ones – runes only that a merchant in this chapter reliably sells. Chests don't count here – their chapter is not defined in the game data.
Worth doing additionally in Ch. 1
Quest Giver: Lares
Chapter 1 · 500 XP
Joining the Bandits; in return, a weapon of your choice from Gorn (Steel Tongue, Judgment Sword, or Field Bow).
Quest giver: Torrez
Chapter 1 · 200 XP
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Ring of Power
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Ring of Lesser Dexterity
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Essence of Spirit
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Scroll: Fireball
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Scroll: Ball Lightning
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Scroll: Transform into Fire Lizard
Through Milten you choose ONE from Torrez: Ring of Power, Ring of Lesser Dexterity, Essence of Spirit, or three spell scrolls (Fireball, Chain Lightning, Fire Lizard Transformation). Directly from Torrez there is only the Ring of Power; if the seal is broken, only an Elixir of Healing.
Quest giver: Torrez
Chapter 1 · 150 XP
Torrez teaches you magic (Circle of Novices, costs 5 learning points). As your first rune you choose Rune: Healing or Rune: Fire Bolt; after that Torrez trades with you.
Quest Giver: Rice Lord
Chapter 1 · 300 XP · 50 ore
If you present Bran's Axe to the Rice Lord as proof, he will give you the Blue Handle Axe and pay – depending on the dialogue path – 50 ore.
Quest Giver: Gorn
Chapter 1 · 200 XP
Shrike's Hut belongs to you after that – with bed and chest, the only free sleeping place in the New Camp.
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Chapter 2 Apprentice of the Water Mages
Required for Lee: The Minecrawler Nest · Learn: Alchemy, Inscription
What you learn
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Mandatory
Alchemy
at
Riordian
10 LP · 100 ore
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Mandatory
Inscription
at
Merdarion
10 LP · 100 ore
Your equipment
The best spell per level of this chapter from level 5, plus the next best ones – runes only that a merchant in this chapter reliably sells. Chests don't count here – their chapter is not defined in the game data.
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Mandatory
Alchemy
at
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Chapter 3 Mercenary, then become a Water Mage
Required: Joining the Mercenaries, Initiation into the Circle of Water · Learn: First Circle of Magic, Second Circle of Magic, Third Circle of Magic · Armor: Water Robe
Your goal in this chapter
Level 10 (27.500 experience) – only then will Lee accept you. Until then, the quests in this chapter will give you 8.000 experience, plus experience from combat and previous chapters.
That's how you'll look then · Magic only, 10 learning points per level
- Level 10
- Chapter 3 · Lee accepts you from Level 10 onwards
- Learning points
- 100 of 100 LP: Mana 30, Circle 4
- Spell
- Ice Block Circle 3 · 3 Mana per spell · Rune from Cronos
- Shadow Beast
- 14 hits until he falls
- Withstands
- no hits from the Shadow Beast · 160 HP
- Level 15
- from Chapter 3
- Learning points
- 150 of 150 LP: Mana 10, Circle 6Circle 6 only from Chapter 5 (Xardas)
- Spell
- Ice Wave Circle 5 · 15 Mana per spell · Rune from Cronos
- Shadow Beast
- 4 hits until he falls
- Withstands
- 1 hits from the Shadow Beast · 220 HP
- Level 20
- from Chapter 3
- Learning points
- 200 of 200 LP: Mana 60, Circle 6Circle 6 only from Chapter 5 (Xardas)
- Spell
- Ice Wave Circle 5 · 15 Mana per spell · Rune from Cronos
- Shadow Beast
- 4 hits until he falls
- Withstands
- 1 hits from the Shadow Beast · 280 HP
- Level 25
- from Chapter 3
- Learning points
- 240 of 250 LP: Mana 100, Circle 6Circle 6 only from Chapter 5 (Xardas)
- Spell
- Ice Wave Circle 5 · 15 Mana per spell · Rune from Cronos
- Shadow Beast
- 4 hits until he falls
- Withstands
- 2 hits from the Shadow Beast · 340 HP
What you must do
Step 2 · Mandatory · Chapter 3under Lee, leader of the MercenariesLee only accepts you from Level 10 onwards (27.500 experience) – and only if you have completed both quests:
“To be accepted into the Mercenaries, I should help Myxir with his undertaking.”
Steps- I must meet with Myxir.
- I must find the source of magic.
- I should now talk to Lee.
Bring Lockpicks with you: Chest No. 133 has a Lockpick lock with 4 plates.
Where you need to goLee sleeps from 1 to 6 o'clock, is at a bench from 6 to 7 and from 19 to 1 o'clock, and chats from 7 to 19 o'clock.
Step 3 · Required · Chapter 3–4from Saturas, leader of the Water MagesYou must first learn Alchemy and Inscription.
"Before I can become a Water Mage, Saturas wants to test me."
Steps- I must learn Alchemy.
- I need to learn Inscription.
- I am ready to take the oath.
- It is time to talk to Saturas.
Teaches you on this pathFirst Circle of Magic 10 LP Second Circle of Magic 15 LP Third Circle of Magic 20 LP Fourth Circle of Magic 25 LP Fifth Circle of Magic 30 LPWhere you need to goSaturas is at a chair from 8:20 to 9:45 and from 14:20 to 15 and from 22:50 to 23:40 o'clock, stands at a writing desk from 9:45 to 11:25 and from 19:45 to 22:50 o'clock and sleeps from 23:40 to 8:20 o'clock.
Saturas in the Water Mages' library during the oath for Initiation into the Circle of Water This must be completed first
Mandatory for LeeQuest Giver: Cor Angar
Chapter 3 · 2000 XP
At the beginning Cor Angar pays 70 ore on request (“Sounds dangerous. What's in it for me?”), otherwise he gives you the Ring of Wooden Skin.
What you learn
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Recommendation
First Circle of Magic
at
Saturas
10 LP
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Recommendation
Second Circle of Magic
at
Saturas
15 LP
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Recommendation
Third Circle of Magic
at
Saturas
20 LP
Your equipment
The best spell per level of this chapter from level 10, plus the next best ones – runes only that a merchant in this chapter reliably sells. Chests don't count here – their chapter is not defined in the game data.
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Chapter 4 Find Xardas
Learn: Fourth Circle of Magic, Fifth Circle of Magic
What you learn
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Recommendation
Fourth Circle of Magic
at
Saturas
25 LP
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Recommendation
Fifth Circle of Magic
at
Saturas
30 LP
Your equipment
The best spell per level of this chapter from level 10, plus the next best ones – runes only that a merchant in this chapter reliably sells. Chests don't count here – their chapter is not defined in the game data.
Worth doing additionally in Ch. 4
Quest Giver: Saturas
Chapter 4 · 2000 XP
The Demon trades the three Golem hearts for the Rune, which teleports into Xardas' Library.
Quest Giver: Nefarius
Chapter 4 · 1000 XP
Additionally 500 XP if you have the Grace of Innos with you; you may keep the amulet.
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Recommendation
Fourth Circle of Magic
at
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Chapter 5 The Sixth Circle
Learn: Sixth Circle of Magic
What you learn
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Recommendation
Sixth Circle of Magic
at
Xardas
40 LP
Your equipment
The best spell per level of this chapter from level 10, plus the next best ones – runes only that a merchant in this chapter reliably sells. Chests don't count here – their chapter is not defined in the game data.
Worth doing additionally in Ch. 5
Quest giver: Xardas
Chapter 5 · 2000 XP
1000 XP for identifying the sword, 2000 XP for completion; the five shamans give an additional 42 000 XP total (each 8000, Arushat 10 000).
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Recommendation
Sixth Circle of Magic
at
„Recommendation“ means: this is what we suggest. Documented is when it becomes possible – not when you must learn it.
For reference
Everything else for your Water Mage.
Your spells by circle
Each rune only needs its circle, not the guild – you can also cast runes from other schools. Damage on the respective circle, before the opponent's protection.
Novice Magician (before the first circle)
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Flaming Arrow
35 damage · 1 mana per spell · rune at Torrez
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Healing
2 mana per spell · rune at Cronos, Torrez, Baal Cadar
Circle 1
Circle 2
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Ball Lightning
150 damage · 2 mana per spell · rune at Cronos, chest
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Sleep
3 mana per spell · rune at Baal Cadar
Circle 3
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Charm
5 mana per spell · rune at Baal Cadar
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Fireball
130 damage · 2 mana per spell · rune at Torrez
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Ice Block
60 damage · 3 mana per spell · rune at Cronos, chest
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Pyrokinesis
20 damage · 5 mana per spell · rune at Baal Cadar
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Telekinesis
3 mana per spell · rune at Baal Cadar, chest
Circle 4
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Lightning
20 damage · 5 mana per spell
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Control
5 mana per spell · rune at Baal Cadar
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Destroy Undead
500 damage · 25 mana per spell · rune from Cronos, Xardas, chest
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Storm Fist
120 Damage · 10 Mana per spell · Rune at Baal Cadar, Vault
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Firestorm
250 damage · 30 mana per spell · rune at Cronos, chest
Circle 5
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Fire Rain
50 Damage · 20 Mana per spell · Rune at Xardas, Vault
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Frost Wave (Main spell)
120 damage · 15 mana per spell · rune at Cronos
Circle 6
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Death Touch
150 damage · 15 mana per spell
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Uriziel's Wave of Death
90 damage · 40 mana per spell
From the spell catalog of the game code (Circle requirement of the rune, damage per circle), damage and mana fully charged; under the first support point, the base damage applies. Effect spells without damage are listed without a number.
Magic only or also One Handed?
What each path costs in learning points – you get 10 learning points per level.
- Magic only 240 LP · from level 24
- Magic and One Handed 360 LP · from level 36
Calculated with the Build Helper using the target values for each path (training to 100, skills at level 2, circles up to the highest teachable), without jewelry and potions.
Learning points and experience per chapter
How much level you need in each chapter and how much of that the quests on this page already give you – the rest you get from combat.
| Chapter | Learning points for skills | Minimum level | Experience from quests | From combat |
|---|---|---|---|---|
| Chapter 1Become a Bandit | +5 LPNovice Magician · up to here 5 LP – at level 5 remain 45 LP for attributes | Level 57.500 experience · Lares will only accept you then | 4.100 | 3.400 |
| Chapter 2Apprentice of the Water Mages | +20 LPAlchemy, Inscription · up to here 25 LP – at level 5 remain 25 LP for attributes | Level 57.500 experience | 7.500 | nothing, the quests are sufficient |
| Chapter 3Mercenary, then become a Water Mage | +45 LPFirst Circle of Magic, Second Circle of Magic, Third Circle of Magic · up to here 70 LP – at level 10 remain 30 LP for attributes | Level 1027.500 Experience · Lee will only accept you then | 16.300 | 11.200 |
| Chapter 4Find Xardas | +55 LPFourth Circle of Magic, Fifth Circle of Magic · up to here 125 LP – at level 13 remain 5 LP for attributes | Level 1345.500 experience | 22.500 | 23.000 |
| Chapter 5The Sixth Circle | +40 LPSixth Circle of Magic · up to here 165 LP – at level 17 remain 5 LP for attributes | Level 1776.500 experience | 24.500 | 52.000 |
Learning points count only the skills of the path with fixed costs; attributes cost per point and take what is left over. Experience from quests are all quests on this page up to this chapter combined – the reward of an acceptance quest counts starting from the next chapter, since you only receive it after you already have the level.
All levels at a glance
Which Water Mage build carries from which level onwards? The same numbers as on the path, for each level. Per level you get 10 learning points.
- Chapter 1: Wolf 80 HP
- Chapter 2: Minecrawler 90 HP
- Chapter 3: Shadow Beast 400 HP
- Chapter 4: Minecrawler Warrior 350 HP
Magic only
| Level | Learning points | Spell | Hits until he falls | Withstands |
|---|---|---|---|---|
| Level 5Ch. 1–2 · Lares accepts you from level 5 onwards | Mana 50, Novice Magician50 of 50 LP |
|
no hit from the Shadow Beast100 HP | |
| Level 10Chapter 3 · Lee accepts you from Level 10 onwards | Mana 30, Circle 4100 of 100 LP |
|
no hit from the Shadow Beast160 HP | |
| Level 15from Chapter 3 | Mana 10, Circle 6150 of 150 LPCircle 6 only from Chapter 5 (Xardas) |
|
1 hits from the Shadow Beast220 HP | |
| Level 20from Chapter 3 | Mana 60, Circle 6200 of 200 LPCircle 6 only from Chapter 5 (Xardas) |
|
1 hits from the Shadow Beast280 HP | |
| Level 25from Chapter 3 | Mana 100, Circle 6240 of 250 LPCircle 6 only from Chapter 5 (Xardas) |
|
2 hits from the Shadow Beast340 HP |
Calculated with the Build Helper on "Gothic", without jewelry and potions: first the circles in order, then mana – spell damage depends on the circle, not on mana. "Hit" = hits to kill with the named spell; the enemies are listed in the order of the chapters; gray = the build does not carry at this level yet. From level 10 onwards, the table calculates with the Water Robe and the circles – an assumption, because which level Saturas demands for the initiation is not in the decoded game code. A full playthrough was at level 20–28 in Chapter 4.
Your finished Water Mage in detail
Combat values, protection, Build Helper
with "Initiation into the Circle of Water", Chapter 3–4
Blade 50 · Blunt 50 · Thrust 10 · Super-Armor 20
Available from Saturas for 2.600 ore; before the 4. Circle, Saturas says it is still too early. You put it on immediately.
120 Damage per hit · Circle 5 · 15 Mana
This is how his spell works
against Shadow Beasts
4 Hits · 120 Damage per Hit
Shadow Beast hits you with 150 – you can take 1 Hits.
against Troll
20 Hits · 50 Damage per Hit
The cost of this path
200 Learning Points
Open this build in Build Helper
Calculation at level 20, difficulty "Gothic", Mana 55, Circle 6, High Robe of Water, without jewelry and potions.
Other Water Mages builds
Playstyles with teachers and weapons
The Arch Mage of Water
Circles, Mana, Ice Spells
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First Circle of Magic
at
Saturas
10 LP
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Second Circle of Magic
at
Saturas
15 LP
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Third Circle of Magic
at
Saturas
20 LP
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Fourth Circle of Magic
at
Saturas
25 LP
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Fifth Circle of Magic
at
Saturas
30 LP
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Sixth Circle of Magic
at
Xardas
40 LP
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Max Mana
at
Cronos
1 LP per point
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Alchemy
at
Riordian
10 LP · 100 ore
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Inscription
at
Merdarion
10 LP · 100 ore
Wave of Ice: Shadow Beasts in 4 hits (120 per hit) · in the Build Helper
The Bandit Legacy
what you take with you as a Bandit
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Lockpicking 1–2
at
Wedge
30 LP · 300 ore
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Pickpocketing 1–2
at
Wedge
30 LP · 240 ore
The best potions for the Water Mage
Permanent values and healing
Sleeping quarters and tavern in the New Camp
Your hut and the tavern
Your home
“Shrike has a hut. I should make it clear to him that it's mine now.” Quest log “A Roof Over My Head”
The hut belongs to you with the quest A Roof Over My Head (Ch. 1).
The most valuable chests in the New Camp
Content, Lock and Solution
- Elixir of Magic Energy ×2
- Elixir of Healing
- Mercury ×4
- Sulfur ×2
- Syrianic oil ×2
- Seraphis
- and 1 more
Other careers in Gothic 1 Remake
Frequently Asked Questions about the Water Mage
How do I become a Water Mage?
First Admission to the New Camp with Lares (Ch. 1), then Joining the Mercenaries with Lee (Ch. 3), then Initiation into the Circle of Water with Saturas (Ch. 3–4). Lee requires The Minecrawler Nest and Orc Cemetery for the Swamp Camp beforehand.
From what level can I become a Water Mage?
Lares accepts you from level 5 as a Bandit (7.500 experience), Lee from level 10 as a Mercenary (27.500 experience).
How do I join the New Camp?
Talk to Lares: With Admission to the New Camp (Chapter 1) you become a Bandit. These quests count toward it: Out of Sight, calm Roscoe with a „Calm“ spell scroll – only before you speak to Lares for the first time, A Piece of the Pie, Something the matter? and Test of Faith.
Until when can I become a Water Mage?
Initiation into the Circle of Water with Saturas is a quest of Ch. 3–4. Whether initiation still works afterwards is not determined by the game code – the initiation dialogues have not been decoded.
Where do I sleep in the New Camp?
With the quest A Roof Over My Head (Chapter 1). In the quest log it says: „Shrike has a hut. I need to make it clear to him that it's mine now.“
Why won't Xardas teach me Sixth Circle of Magic?
Xardas teaches Sixth Circle of Magic only once you know Fifth Circle of Magic, and only for Water Mages.