New CampSoldier · New Camp
Gorn
Soldier of the New Camp. Speaks to the player.
- Camp
- New Camp
- Guild
- Soldier
- Routines
- 24
Where you find Gorn
Signature gear
Mentioned in conversation
2 peopleStory state
- ·SleeperTest_Gorn - Combat
- ·Sleeper Temple Region Trait Dream Gorn
Combat
Their stats
Level 100+1 000 XP220
Health
85
Strength
40
Dexterity
20
Mana
155
Super armor
Gothic difficulty values - Novice and Hard rescale them in-fight.
Their protection
ConfirmedGorn's own protection values per damage channel - what your hits are reduced by. The Soldier armour above is their gear.
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.
You drop Gorn in 9 hits; they drop you in 1.
Your attack
Damage type
Your defence
Your hit
26
per connecting swing · 9 hits to drop
A charged heavy strike doubles this; blocked swings land 1.
Gorn's health at Gothic.
Gorn's Revenge (85 Strength) drops you in 1 hit 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

Gorn's Revenge
Signature weapon
372Gorn's Axe
Carried

Wine
Carried
x5
Elixir of Healing
Carried
x99
Essence of Magic Energy
Carried
These are the items Gorn 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
- 171
- Hero scenes
- 32
- Dialogue topics
- 34
Conversations
4 topicsIf by that you mean joining us mercs, you'll have to be a way better fighter. Doesn't matter what kind of steel, but you have to be good with it.4 lines
- If by that you mean joining us mercs, you'll have to be a way better fighter. Doesn't matter what kind of steel, but you have to be good with it.
- Not to mention you have to know your way around the Colony.
- To say it plainly, no chance in the world Lee would sign you up as of now. But you could try Lares and his gang.
- How do I join the New Camp?
Well, the huts are all taken. But you could go and take Shrike's.6 lines
- Well, the huts are all taken. But you could go and take Shrike's.
- He's a bandit, who just claimed the hut by the edge of the cavern the other day. It was empty, but actually, it belonged to us.
- The mercenaries. Mercs and bandits don't share the same quarters - and normally, Lares' men know better then to hog this side of the cave.
- Teach Shrike a lesson, and you can have that hut for yourself.
- Where can I sleep around here?
- Who's "us"?
Good. Torlof just told me he'd give that guy a good beating, but seems you were faster. Well done. 2 lines
- Good. Torlof just told me he'd give that guy a good beating, but seems you were faster. Well done.
- Shrike "relocated" to another hut.
Yeah. We protect the diggers in the New Mine, and the ore pile of the Water Mages.4 lines
- Yeah. We protect the diggers in the New Mine, and the ore pile of the Water Mages.
- You might have heard of our commander - Lee. He's a former general, and he put together the best fighters of the Colony to start a mercenary crew.
- That's us.
- "Mercenary of the Mages?"








