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GrimOld Camp

Citizen · Old Camp

Grim

Citizen of the Old Camp. Speaks to the player.

Has dialogueGuideInExtremoWaitOwnershipStartWaitGuide
Camp
Old Camp
Guild
Citizen
Routines
5

Where you find Grim

Location of Grim on the overworld map

Location

Region
Old Camp
On overworld Yes

Quests

1 quest

Combat

Their stats

Level 6+60 XP

100

Health

25

Strength

15

Dexterity

65

Super armor

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

Their protection

Confirmed
Edge5
Blunt5
Point0
Energy0
Fire10
Ice0
Wind0

Grim's own protection values per damage channel - what your hits are reduced by.

Their weapon

Nail ClubSignature
Damage
11
Damage type
Blunt
Needs Strength
7
Worth
13

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
Favourable55 per hit·2 hits to drop

You drop Grim in 2 hits; they drop you in 3.

Your attack

Weapon damage
Strength
Dexterity

Damage type

Your defence

Your armour (Blunt)
Your health

Your hit

55

per connecting swing · 2 hits to drop

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

Target health

Grim's health at Gothic.

Grim's Edge protection-5
Their hit on you31

Nail Club (25 Strength) drops you in 3 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

These are the items Grim 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
27
Hero scenes
15
Dialogue topics
16

Conversations

15 topics
And here we are. Far out, where Diego can't hear you. 2 lines
  1. And here we are. Far out, where Diego can't hear you.
  2. Bloodwyn sends his regards.
I take it you ain't interested in digging. In that case your best bet is to join the Shadows. As far as I know, you'll need someone to vouch for you. Someone to show you the ropes. 5 lines
  1. I take it you ain't interested in digging. In that case your best bet is to join the Shadows. As far as I know, you'll need someone to vouch for you. Someone to show you the ropes.
  2. You should stick with Diego - I did, too. He's all right.
  3. Later on, your mentor is gonna give you a test of his own - but only AFTER you've scored some points with the other Shadows.
  4. Once you've passed that, they'll let you see Gomez. Then it's up to him.
  5. How do I get accepted into the camp?
Hey, you! You must be the freshie who's been trying to get into our camp. 6 lines
  1. Hey, you! You must be the freshie who's been trying to get into our camp.
  2. Well. I could help you ...
  3. I saw a guy right outside the camp, bragging about how he's stolen some sort of amulet from the ore barons. Nicked it right off the last convoy.
  4. He probably still has it on him. If we take him and his pal on together, we might just make it - I can't do it by myself. What do you say?
  5. And if I am?
  6. How?
Great! Tell me when you're ready.2 lines
  1. Great! Tell me when you're ready.
  2. I'm in.
Really? You're not gonna make it far like this. Let me know if you change your mind. 2 lines
  1. Really? You're not gonna make it far like this. Let me know if you change your mind.
  2. Not interested. Go find someone else.
All right, all right, halves it is. Guess it'll be enough for the two of us. So - you're in? 2 lines
  1. All right, all right, halves it is. Guess it'll be enough for the two of us. So - you're in?
  2. Ahh, forget about it. We go halves, or you can beat up that guy alone.
What do you think? I'll take it back to the barons and get myself a nice word. But don't worry, I'll tell them you gave me a hand. That'll earn you some points with Gomez. 2 lines
  1. What do you think? I'll take it back to the barons and get myself a nice word. But don't worry, I'll tell them you gave me a hand. That'll earn you some points with Gomez.
  2. What do we do with that amulet?
So far, I convinced Dexter, Sly, and Fingers. They're pretty important. 2 lines
  1. So far, I convinced Dexter, Sly, and Fingers. They're pretty important.
  2. How's your progress with the Shadows?
Oh, man! Did you know In Extremo is here?1 line
  1. Oh, man! Did you know In Extremo is here?
It's fine. So long as you pay the warders ... 2 lines
  1. It's fine. So long as you pay the warders ...
  2. What's it like living here?
Oh, come on - we're both playing the same game, aren't we? I don't wanna work in those mines either. 5 lines
  1. Oh, come on - we're both playing the same game, aren't we? I don't wanna work in those mines either.
  2. That's why I'll just do what the warders tell me. It's the only way they'll ever take me in.
  3. Take your best guess. Never cross a warder, man - that's the first and most important lesson everyone learns in here.
  4. It's nothing personal. So - are we good? Or do you want me to beat you up again?
  5. Asshole.
Never was one as far as I'm concerned. Glad you could take my perspective. I'm on your side from now on.3 lines
  1. Never was one as far as I'm concerned. Glad you could take my perspective. I'm on your side from now on.
  2. If you ever need someone to give you backup, let me know. I owe you one.
  3. Let's the bury the hatchet.
Oh, come on, man ... 2 lines
  1. Oh, come on, man ...
  2. Shut up and fight.
Music to my ears. 2 lines
  1. Music to my ears.
  2. Let's go get that amulet.
I can't tell you that, man. It's confidential. 2 lines
  1. I can't tell you that, man. It's confidential.
  2. What was YOUR test?

More of the Old Camp