Gothic II adventure archiveGothic IIGUIDES
Gothic II / Guilds

Gothic II militia, mercenary and Fire Mage paths

Compare the three main allegiance routes and their later promotions.

Edition covered

The 2002 Gothic II main campaign, with Night of the Raven differences identified separately. Pictures show Gothic II: Gold Edition, which includes that expansion and its Jharkendar region. Gold changes balance, training costs and some quest routes compared with the original release.

Choose a main guild for the campaign

Gothic II Gold screenshot inside a timber-roofed tavern.
Gothic II Gold screenshot inside a timber-roofed tavern.

The militia, mercenaries and monastery provide the three main paths. Each changes equipment, training and some quests, but all connect to the central dragon investigation.

Main and secondary affiliations
AffiliationProgressionScope
MilitiaLater PaladinMain guild path
MercenaryLater Dragon HunterMain guild path
NoviceLater Fire MageMain guild path
Thieves guildOptional criminal contactsSecondary affiliation
Ring of WaterWater Mage-linked organizationNight of the Raven secondary affiliation

Distinguish side groups from main guilds

The thieves guild and, in Night of the Raven, the Ring of Water are separate affiliations. Joining a side group does not replace the main-guild requirement for the original story.

Guild contacts
ContactLocation or groupRole
Lord AndreKhorinis barracksMilitia admission authority
LeeOnar's farmMercenary leader
TorlofOnar's farmMercenary trial and practical tasks
PedroMonastery entranceOrdinary novice-entry checkpoint
ParlanMonasteryNovice duties and monastery guidance
Lord HagenUpper quarterPaladin leadership and main quest

Prepare for the monastery's cost

The ordinary novice-entry route asks for a sheep and a substantial gold donation. Gold adds an alternative admission route, so check whether you are playing the base game or Night of the Raven before following a money-saving shortcut.

Use the path you want to develop

A Fire Mage needs a magic plan, while militia and mercenary routes naturally support martial development. Avoid spending most early learning points on unrelated skills while waiting for the guild to solve the build automatically.

Useful tip

A Fire Mage needs a magic plan, while militia and mercenary routes naturally support martial development. Avoid spending most early learning points on unrelated skills while waiting for the guild to solve the build automatically.

References
Guide references
ReferenceWebsite
Publisher game and edition listingstore.steampowered.com
World of Gothic quest referencewww.worldofgothic.com
World of Gothic game referencewww.worldofgothic.com