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I - INFORMATION
Gothic 1 Remake

I - INFORMATION

Learn about the Paladin guild in Gothic 1 Remake. Details on setup, weapons, magic, and LP costs.

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Learn about the Paladin guild in Gothic 1 Remake. Details on setup, weapons, magic, and LP costs.

Walkthrough
  1. 1
    Understand that there are three main guilds: Paladins, Mercenaries, and Mages.
  2. 2
    Recognize that you can only belong to one main guild and cannot switch once joined.
  3. 3
    The Paladins are a mix of fighter and mage, relying on weapon skills and magic.
  4. 4
    The first tier for Paladins is joining the City Guard or Militia in Khorinis.
  5. 5
    Progression from City Guard leads to becoming a Paladin.
  6. 6
    Quests for this guild are marked as 'Paladin Quest' even when you are still a city guard.
  7. 7
    Paladins have a warrior/mage setup, primarily focusing on Strength for one- or two-handed weapons, or Dexterity for bows or crossbows.
  8. 8
    It is recommended to focus on one primary attribute (Strength or Dexterity) and not neglect the other entirely, as stat boosters can help the off-attribute naturally.
  9. 9
    The off-attribute can reach 100+ with sufficient items and natural progression.
  10. 10
    Regarding weapons, two-handed weapons are preferred for their increased damage and range, though one-handed weapons are also viable.
  11. 11
    To reach a 'Master' competence level (60%) in two-handed weapons, the costs are: 10% Base, 10% from Alrik's Sword, 2% from Wulfgar's Training Tip, 5% from reading 'Southern Defense Act', and 33% from regular training using 33 Learning Points (LP).
  12. 12
    To reach 100% in two-handed skill, add: 10% Base, 5% from reading 'Double Blocks', and 85% from regular training using 85 LP, for a total cost of 118 LP (12 levels).
  13. 13
    To reach 60% in one-handed weapons, the costs are: 10% Base, 5% from reading 'Double Blocks', and 45% from training using 45 LP.
  14. 14
    To reach 100% in one-handed skill, add: 10% Base, 2% from Wulfgar's training tip, 5% from reading 'Southern Defense Act', and 83% from regular training using 83 LP, for a total cost of 128 LP (13 levels).
  15. 15
    Ranged weapons are useful for Paladins; crossbows are suggested over bows.
  16. 16
    Raising crossbow skill to 30% costs 20 LP.
  17. 17
    Paladins receive their first rune in Chapter 3 at the earliest, after completing the quest 'Bennet is in Jail'.
  18. 18
    Receiving a rune costs 5 LP and is done from the inventory.
  19. 19
    Paladin magic includes healing and combat runes; it's advised to focus on more powerful runes (e.g., Greater Healing over Lesser Healing) to save LP.
  20. 20
    Training mana costs double for Paladins: 10 LP for every 5 MaxMana, up to 250. Around 100 mana is generally sufficient.
Tips
  • Focus on either Strength or Dexterity as your primary attribute for Paladins.
  • Two-handed weapons offer higher damage and range, making them a strong choice.
  • Consider specializing in crossbows for a ranged option.
  • Prioritize learning the more powerful magic runes to conserve LP.
  • Don't over-invest in mana; around 100 is usually enough.

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