Skip to content
GothicWiki
Baal ParvezOld Camp

Novice · Old Camp

Baal Parvez

Novice of the Old Camp. Speaks to the player.

Has dialogueGuideOwnershipStart
Camp
Old Camp
Guild
Novice
Routines
3

Where you find Baal Parvez

Location of Baal Parvez on the overworld map

Location

Region
Old Camp
On overworld Yes

Combat

Their stats

200

Health

20

Strength

50

Mana

Gothic difficulty values - Novice and Hard rescale them in-fight.

Worn armour

Confirmed
Novice's ArmorNovice armour
Edge5
Blunt5
Point0
Energy3
Fire3
Ice3
Wind3

The armour Baal Parvez wears, with its protection on each channel. Worn armour is never dropped.

Their weapon

Steel TongueSignature
Damage
29
Damage type
Blunt
Needs Strength
26
Worth
135

Can you beat them?

Dial in your own weapon and gear. Every connecting swing deals weapon + attribute minus the matching protection - an exact figure, verified against live in-game combat - so both sides show their true per-hit damage.

Difficulty
Dangerous55 per hit·4 hits to drop

You drop Baal Parvez in 4 hits; they drop you in 2.

Your attack

Weapon damage
Strength
Dexterity

Damage type

Your defence

Your armour (Blunt)
Your health

Your hit

55

per connecting swing · 4 hits to drop

A charged heavy strike doubles this; blocked swings land 1.

Target health

Baal Parvez's health at Gothic.

Baal Parvez's Edge protection-5
Their hit on you44

Steel Tongue (20 Strength) drops you in 2 hits through your armour.

Swings in their attack chain vary by attack type; plan on the full hit.

Their confirmed signature weapon.

Every connecting swing deals weapon damage + attribute (Strength for melee, Dexterity for ranged) minus the matching protection, never below 1 - verified hit-for-hit against live combat. On top of that baseline: a charged heavy strike doubles the net hit, a fully drawn bow lands about a quarter higher, blocked swings drop to 1, and individual swings in an attack chain vary by attack type.

All stats shown are the Gothic baseline. Difficulty rescales enemies per archetype: on Hard they swing with half again the attributes and carry 20% more health; on Novice their protections drop. The numbers above already apply the selected difficulty.

Loot

Confirmed drops

These are the items Baal Parvez actually carries, with their stack counts. Values are the item's base worth in ore, the lumps of magic ore that are the Colony's only currency. Worn armour is never dropped.

Voice and dialogue

Voice lines
0
Hero scenes
8
Dialogue topics
9

Conversations

8 topics
Here we are. That down there is our camp. 5 lines
  1. Here we are. That down there is our camp.
  2. The templars will let you through - once you're in, take a look around. I'm sure you won't regret coming here.
  3. If you decide to join, ask for Cor Kalom. He supervises the novices.
  4. I'll make my way back to the Old Camp now. There's still plenty of lost souls waiting for guidance.
  5. Good luck!
You took your time, Brother, didn't you? Either way, we're here - that down there is our camp.1 line
  1. You took your time, Brother, didn't you? Either way, we're here - that down there is our camp.
Certainly! I will lead the way - just follow me.2 lines
  1. Certainly! I will lead the way - just follow me.
  2. All right, take me to your camp. I want to see it.
Besides the honor of serving the Sleeper? You might just become one of the chosen few he blesses with the gift of magic.6 lines
  1. Besides the honor of serving the Sleeper? You might just become one of the chosen few he blesses with the gift of magic.
  2. Or you might rise into the highest ranks and become a templar. Only the best of our fighters are granted this position.
  3. There are even templars who have mastered both the skill of combat and magic.
  4. Either way, for a true believer, our Brotherhood is a wellspring of possibilities.
  5. But, please, go ahead and see for yourself. Visit our camp and witness the strength of our community. It'll say more than a thousand words ever could.
  6. What do I get out of joining you?
It allows its wielder to control things with the power of their mind.3 lines
  1. It allows its wielder to control things with the power of their mind.
  2. But only our gurus and the best of the templars can practice it.
  3. Tell me more about the Sleeper's magic.
Yes. That of the Sleeper. He alone holds the power to free us from this wicked place.6 lines
  1. Yes. That of the Sleeper. He alone holds the power to free us from this wicked place.
  2. You see, I'm part of the Brotherhood, the Sleeper's humble servants. As we speak, the gurus of our camp are preparing a grand ritual to commune with him.
  3. You have no idea. Until now, the Sleeper only spoke to us through his nebulous visions, but the Great Awakening is going to change this. The Sleeper will finally speak to us in his true voice and tell us how to liberate him.
  4. However, we will need as many Brothers as we can for the ritual to succeed - only with our minds joined will we be able to break through to him.
  5. You, stranger, could be a part of this - like me, you could become a servant of a being more magnificent then anything you could possibly imagine.
  6. The "path of salvation?"
He, my friend, is our salvation. He speaks to us through our visions and dreams.6 lines
  1. He, my friend, is our salvation. He speaks to us through our visions and dreams.
  2. Five years ago, he visited our Master Y'Berion in his dreams, and he has guided us ever since.
  3. And yes, that means what you think it does: we have renounced the three gods, Adanos, Innos, and Beliar. We have given our souls to the Sleeper.
  4. What do you think? He will liberate us from this godsforsaken place. He will lead us into freedom.
  5. Who is "the Sleeper?"
  6. And how exactly is that going to help you in here?
He told Y'Berion to travel to the old ruins in the swamps and make them our sanctum. This is where we built our camp.5 lines
  1. He told Y'Berion to travel to the old ruins in the swamps and make them our sanctum. This is where we built our camp.
  2. He liberated many of us from the ore barons - thanks to the Brotherhood, none of us have to toil away in the mines anymore.
  3. Oh, there's plenty of food in the swamp if you know where to look. He also showed us the power of the swampweed - it's a herb we smoke to open our minds, and we sell it to the other camps in exchange for whatever goods we might need.
  4. Lastly, the Sleeper has also blessed some of us with the gift of his magic. It is an ancient and powerful kind, and it's unlike anything the mages of Myrtana practice.
  5. What has the Sleeper been telling you?

More of the Old Camp