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

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.
| Affiliation | Progression | Scope |
|---|---|---|
| Militia | Later Paladin | Main guild path |
| Mercenary | Later Dragon Hunter | Main guild path |
| Novice | Later Fire Mage | Main guild path |
| Thieves guild | Optional criminal contacts | Secondary affiliation |
| Ring of Water | Water Mage-linked organization | Night 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.
| Contact | Location or group | Role |
|---|---|---|
| Lord Andre | Khorinis barracks | Militia admission authority |
| Lee | Onar's farm | Mercenary leader |
| Torlof | Onar's farm | Mercenary trial and practical tasks |
| Pedro | Monastery entrance | Ordinary novice-entry checkpoint |
| Parlan | Monastery | Novice duties and monastery guidance |
| Lord Hagen | Upper quarter | Paladin 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.
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
| Reference | Website |
|---|---|
| Publisher game and edition listing | store.steampowered.com |
| World of Gothic quest reference | www.worldofgothic.com |
| World of Gothic game reference | www.worldofgothic.com |
