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Mercenaries - Version 6 vs Version 7
Sep 14, 2026, 03:18 AM
Replaced a pre-release framing about the Mercenary roster with the shipped-game position
Sep 23, 2026, 09:26 AM
Removed three off-topic generic screenshots that do not show the page subject (image cleanup 2026-09-23)
11The Mercenaries are the armed wing of the New Camp. They are led by Lee, the rebel commander who shares day-to-day authority of the camp with the Water Mages. Alkimia Interactive has confirmed the Mercenaries as a joinable combat path for the New Camp in Gothic 1 Remake.2233Role4455Protect the Water Mages so they can continue their research on breaking the Barrier.Guard the camp's ore supply from Old Camp interference and wildlife alike.Provide the raw combat strength the New Camp would otherwise lack against Gomez's larger, older faction.6677How They Relate to the Old Camp8899The Mercenaries are the combat expression of the New Camp's politics. Where the Old Camp uses its Guards and Shadows to enforce Gomez's rule and protect his ore trade with the Crown, the Mercenaries exist specifically to defend the opposite project: ending the Barrier and escaping the Colony.101011-1211Confirmed Members13121413Alkimia's public remake communications have confirmed Gorn among the Mercenaries being recreated for the game. No complete roster of the combat wing has been published, so the other members are covered here only where the shipped game or the patch notes name them.151416-1715Path for the Hero18161917A Hero who joins the New Camp can work his way up through the Mercenaries' ranks, which is how a non-mage player commits to the New Camp's combat path. Late-game access to Water Circle training still runs through being in good standing with Lee and proving useful to the Mercenaries first.20-