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Wolf Trader

Mercenary · New Camp

Wolf

Mercenary of the New Camp. A trader you can buy from and sell to, carrying 12 goods who also trains Bow.

Camp
New Camp
Role
Mercenary
In stock
12 goods

Buys & sells

12 goods

Runes & scrolls

  • Schematic of Stonecrusher

    Runes & scrolls

    110
  • Schematic of Steel Mace

    Runes & scrolls

    104
  • Schematic of Morningstar

    Runes & scrolls

    99
  • Schematic of Bloodfly Sting

    Runes & scrolls

    53

Books & documents

  • The Bloodflies

    Books & documents

    40

Goods

Values are the item's base worth in ore - the lumps of magic ore that are the Colony's only currency.

Also teaches

1 skill

Where to find Wolf

Location of Wolf on the overworld map

Location

Camp
New Camp
On overworld
Yes

Combat

Their stats

Level 12+120 XP

2 000

Health

150

Strength

150

Dexterity

2 000

Mana

2 000

Super armor

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

Their protection

Confirmed
Mercenary's ArmorMercenary armour
Edge150
Blunt150
Point150
Energy150
Fire150
Ice150
Wind150

Wolf's own protection values per damage channel - what your hits are reduced by. The Org Mercenary armour above is their gear.

Their weapon

MaceSignature
Damage
35
Damage type
Blunt
Needs Strength
27
Worth
197

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
Dangerous1 per hit·2000 hits to drop

You drop Wolf in 2000 hits; they drop you in 1.

Your attack

Weapon damage
Strength
Dexterity

Damage type

Your defence

Your armour (Blunt)
Your health

Your hit

1

per connecting swing · 2000 hits to drop

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

Target health

Wolf's health at Gothic.

Wolf's Edge protection-150
Their hit on you180

Mace (150 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

These are the items Wolf 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.

More merchants of the New Camp