Water Mage in the High Water Robe, Gothic 1 Remake
Career New Camp

Becoming a Water Mage: Circles, Mana & Ice Spells

This is what your Water Mage looks like at the end – and here's how you get there, chapter by chapter, with everything that fits the role.

"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).

The barred, blue-glowing pit of the ore heap in the New Camp, Gothic 1 Remake
The barred, glowing blue pit of the ore heap in the New Camp

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.

  1. 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

    Lares, Gothic 1 Remake
    Step 1 · Mandatory · Chapter 1
    under Lares, leader of the Bandits

    Lares accepts you only from level 5 onwards (7.500 experience).

    What counts for admission
    Out 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 Faith

    Three of the five tokens of trust are enough.

    Where you need to go

    Lares sleeps from 1 to 7 o'clock and is at a standing spot from 7 to 1 o'clock.

    Map: New Camp, Lares New Camp

    Lares at 12 o'clock

    World map of the Colony, Lares World Map

    Lares on the world map

    The tasks for admission

    Thorus
    counts toward recruitment

    Out of Sight

    Quest giver: Thorus

    Chapter 1 · 750 XP

    Thorus casts his vote for admission to the Old Camp.

    Lares
    counts toward recruitment

    A Piece of the Pie

    Quest Giver: Lares

    Chapter 1 · 500 XP

    Lares' trust for admission to the New Camp

    Diego
    counts toward recruitment

    Test of Faith

    Quest giver: Diego

    Chapter 1 · 750 XP

    Bonus points with Diego for admission to the Old Camp.

    Lares
    counts toward recruitment

    Something the matter?

    Quest Giver: Lares

    Chapter 1 · 750 XP

    What you learn

    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

    Lares

    The Raid

    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).

    Torrez

    A Letter from the Fire Mages

    Quest giver: Torrez

    Chapter 1 · 200 XP

    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.

    Torrez

    The Price of Magic

    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.

    Rice Lord

    Up To His Neck

    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.

    Gorn

    A Roof Over My Head

    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.

  2. Chapter 2

    Apprentice of the Water Mages

    Required for Lee: The Minecrawler Nest · Learn: Alchemy, Inscription

    What you must do

    This must be completed first

    Cor Kalom
    Mandatory for Lee

    The Minecrawler Nest

    Quest Giver: Cor Kalom

    Chapter 2 · 2500 XP

    What you learn

    Your equipment

    Fire Arrow, Rune in Gothic 1 Remake Flaming Arrow Novice Magician · 1 Mana per spell Buy from Torrez (Old Camp)

    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. 2

    Lares

    The Brotherhood's Plan

    Quest Giver: Lares

    Chapter 2 · 500 XP · 50 ore

    Cronos

    The Water Mages' Messenger

    Quest Giver: Cronos

    Chapter 2 · 200 XP · 50 ore

  3. 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

    Lee, Gothic 1 Remake
    Step 2 · Mandatory · Chapter 3
    under Lee, leader of the Mercenaries

    Lee 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
    1. I must meet with Myxir.
    2. I must find the source of magic.
    3. I should now talk to Lee.

    Bring Lockpicks with you: Chest No. 133 has a Lockpick lock with 4 plates.

    Where you need to go

    Lee 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.

    Map: New Camp, Lee New Camp

    Lee at 12 o'clock

    World map of the Colony, Lee World Map

    Lee on the world map

    Saturas, Gothic 1 Remake
    Step 3 · Required · Chapter 3–4
    from Saturas, leader of the Water Mages

    You must first learn Alchemy and Inscription.

    "Before I can become a Water Mage, Saturas wants to test me."

    Steps
    1. I must learn Alchemy.
    2. I need to learn Inscription.
    3. I am ready to take the oath.
    4. It is time to talk to Saturas.
    Teaches you on this path
    Where you need to go

    Saturas 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.

    Map: New Camp, Saturas New Camp

    Saturas at 12 o'clock

    World map of the Colony, Saturas World Map

    Saturas on the world map

    Saturas in the library of the Water Mages during the oath for Initiation into the Circle of Water, Gothic 1 Remake
    Saturas in the Water Mages' library during the oath for Initiation into the Circle of Water

    This must be completed first

    Cor Angar
    Mandatory for Lee

    Orc Cemetery

    Quest 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

    Your equipment

    Water Robe, Gothic 1 Remake Water Robe from "Initiation into the Circle of Water" Blade 40 · Blunt 40 · Pierce 5
    Ice Block, Rune in Gothic 1 Remake Ice Block Circle 3 · 3 Mana per spell Buy from Cronos (New Camp)
    Ice Wave, Rune in Gothic 1 Remake Ice Wave Circle 5 · 15 Mana per spell from level 15 Buy from Cronos (New Camp)
    Ice Arrow, Rune in Gothic 1 Remake Ice Arrow Circle 1 · 1 Mana per spell Buy from Cronos (New Camp)

    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. 3

    Saturas

    The Focus Stones

    Quest Giver: Saturas

    Chapter 3 · 1500 XP

    Gorn

    The Focus in the Monastery Ruins

    Quest Giver: Gorn

    Chapter 3 · 3500 XP

    Saturas

    The Water Mages' Plan

    Quest Giver: Saturas

    Chapter 3 · 500 XP

    Lee

    The Rogues' Camp

    Quest Giver: Lee

    Chapter 3 · 500 XP · 100 ore

    Lee pays 100 ore.

  4. Chapter 4

    Find Xardas

    Learn: Fourth Circle of Magic, Fifth Circle of Magic

    What you learn

    Your equipment

    High Robe of Water, Gothic 1 Remake High Robe of Water from Saturas for 2.600 ore before the 4. Circle "too early yet"
    Ice Block, Rune in Gothic 1 Remake Ice Block Circle 3 · 3 Mana per spell Buy from Cronos (New Camp)
    Ice Wave, Rune in Gothic 1 Remake Ice Wave Circle 5 · 15 Mana per spell from level 15 Buy from Cronos (New Camp)
    Ice Arrow, Rune in Gothic 1 Remake Ice Arrow Circle 1 · 1 Mana per spell Buy from Cronos (New Camp)

    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

    Saturas

    Xardas

    Quest Giver: Saturas

    Chapter 4 · 2000 XP

    The Demon trades the three Golem hearts for the Rune, which teleports into Xardas' Library.

    Nefarius

    The Temple of Innos

    Quest Giver: Nefarius

    Chapter 4 · 1000 XP

    Additionally 500 XP if you have the Grace of Innos with you; you may keep the amulet.

    Gorn

    Recovering the Free Mine

    Quest Giver: Gorn

    Chapter 4 · 1000 XP

    Gorn completes the quest after your return to the surface.

    Saturas

    A New Allegiance

    Quest Giver: Saturas

    Chapter 4 · 500 XP

  5. Chapter 5

    The Sixth Circle

    Learn: Sixth Circle of Magic

    What you learn

    Your equipment

    Ice Block, Rune in Gothic 1 Remake Ice Block Circle 3 · 3 Mana per spell Buy from Cronos (New Camp)
    Ice Wave, Rune in Gothic 1 Remake Ice Wave Circle 5 · 15 Mana per spell from level 15 Buy from Cronos (New Camp)
    Ice Arrow, Rune in Gothic 1 Remake Ice Arrow Circle 1 · 1 Mana per spell Buy from Cronos (New Camp)

    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

    Xardas

    The Dreamer's Nightmare

    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).

„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)

  • Flaming Arrow 35 damage · 1 mana per spell · rune at Torrez
  • Healing 2 mana per spell · rune at Cronos, Torrez, Baal Cadar

Circle 1

  • Wind Fist 20 damage · 2 mana per spell · rune at Baal Cadar
  • Ice Arrow 20 damage · 1 mana per spell · rune at Cronos
  • Light 5 mana per spell · rune at Cronos, Torrez, Baal Cadar

Circle 2

  • Ball Lightning 150 damage · 2 mana per spell · rune at Cronos, chest
  • Sleep 3 mana per spell · rune at Baal Cadar

Circle 3

  • Charm 5 mana per spell · rune at Baal Cadar
  • Fireball 130 damage · 2 mana per spell · rune at Torrez
  • Ice Block 60 damage · 3 mana per spell · rune at Cronos, chest
  • Pyrokinesis 20 damage · 5 mana per spell · rune at Baal Cadar
  • Telekinesis 3 mana per spell · rune at Baal Cadar, chest

Circle 4

  • Lightning 20 damage · 5 mana per spell
  • Control 5 mana per spell · rune at Baal Cadar
  • Destroy Undead 500 damage · 25 mana per spell · rune from Cronos, Xardas, chest
  • Storm Fist 120 Damage · 10 Mana per spell · Rune at Baal Cadar, Vault
  • Firestorm 250 damage · 30 mana per spell · rune at Cronos, chest

Circle 5

  • Fire Rain 50 Damage · 20 Mana per spell · Rune at Xardas, Vault
  • Frost Wave (Main spell) 120 damage · 15 mana per spell · rune at Cronos

Circle 6

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.

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
Flaming Arrow Novice Magician · 1 Mana per spell · you have 50 Rune at Torrez
  • Wolf 4 Hits
  • Minecrawler 9 Hits
  • Shadow Beast 400 Hits
  • Minecrawler Warrior 35 Hits
no hit from the Shadow Beast100 HP
Level 10Chapter 3 · Lee accepts you from Level 10 onwards Mana 30, Circle 4100 of 100 LP
Ice Block Circle 3 · 3 Mana per spell · you have 60 Rune from Cronos
  • Wolf 2 Hits
  • Minecrawler 2 Hits
  • Shadow Beast 14 Hits
  • Minecrawler Warrior 7 Hits
no hit from the Shadow Beast160 HP
Level 15from Chapter 3 Mana 10, Circle 6150 of 150 LPCircle 6 only from Chapter 5 (Xardas)
Ice Wave Circle 5 · 15 Mana per spell · you have 40 Rune from Cronos
  • Wolf 1 Hits
  • Minecrawler 1 Hits
  • Shadow Beast 4 Hits
  • Minecrawler Warrior 3 Hits
1 hits from the Shadow Beast220 HP
Level 20from Chapter 3 Mana 60, Circle 6200 of 200 LPCircle 6 only from Chapter 5 (Xardas)
Ice Wave Circle 5 · 15 Mana per spell · you have 90 Rune from Cronos
  • Wolf 1 Hits
  • Minecrawler 1 Hits
  • Shadow Beast 4 Hits
  • Minecrawler Warrior 3 Hits
1 hits from the Shadow Beast280 HP
Level 25from Chapter 3 Mana 100, Circle 6240 of 250 LPCircle 6 only from Chapter 5 (Xardas)
Ice Wave Circle 5 · 15 Mana per spell · you have 130 Rune from Cronos
  • Wolf 1 Hits
  • Minecrawler 1 Hits
  • Shadow Beast 4 Hits
  • Minecrawler Warrior 3 Hits
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

The Water Mage casts Wave of Ice, Gothic 1 Remake
The Water Mage casts Frost Wave
Water Robe, Gothic 1 Remake
Water Robe
with "Initiation into the Circle of Water", Chapter 3–4
High Robe of Water, Gothic 1 Remake
High Robe of Water
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.
Rune: Wave of Ice, Gothic 1 Remake
Ice Wave (Main spell)
120 Damage per hit · Circle 5 · 15 Mana

This is how his spell works

Shadow Beast

against Shadow Beasts

4 Hits · 120 Damage per Hit

Shadow Beast hits you with 150 – you can take 1 Hits.

Troll

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.

With „Initiation into the Circle of Water“ you get
Water Robe Reputation ↗

Other Water Mages builds

Playstyles with teachers and weapons

The Arch Mage of Water

Circles, Mana, Ice Spells

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

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).

Map: New Camp, your home New Camp

The Tavern

Silas carries the key to the Tavern.

Map: New Camp, Tavern New Camp

The most valuable chests in the New Camp

Content, Lock and Solution

You can find, among other things, Protection of Fire here
Chest No. 62 Lockpick · 6 Plates
You can find, among other things, Scroll: Ball Lightning here
Chest No. 37 Lockpick · 5 Plates
You can find, among other things, Elixir of Magic Energy here
Chest No. 49 Lockpick · 6 Plates
You can find, among other things, Scroll: Chain Lightning here
Chest No. 35 Lockpick · 5 Plates

Other careers in Gothic 1 Remake

Which camp suits you? All careers compared

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.