Where to find every skill trainer in Gothic 1 Remake

Find every skill trainer in Gothic 1 Remake, including their locations, teaching specialties, costs, and faction or quest requirements, so you can spend Learning Points without wasting time.

QUICK ANSWER
In Gothic 1 Remake you raise skills by spending Learning Points (and usually Ore) with specific named trainers scattered across the Old Camp, New Camp, New Camp and the surrounding wilderness — and many are gated behind a quest or faction membership.

Gothic doesn’t hand you skills from a level-up menu. Leveling only earns you Learning Points; turning those points into a better dodge, a stronger bow draw or the ability to skin a beast means tracking down the one NPC who teaches it and paying up. The game never tells you where these people stand, so a build can stall simply because you haven’t found the right trainer yet. This is the full roster of who teaches what and where to find them — plus why some options vanish until you’ve joined a faction or pushed deep enough into the story.

How training actually works in the Colony

Every time you level you bank a handful of Learning Points, and those points are the real currency of your build — not the level number itself. To spend them you walk up to the relevant trainer and pay, and most lessons cost Learning Points plus Ore rather than points alone, so it pays to keep a little Ore in reserve before you go shopping for skills. The early combat skills in particular feel almost useless until you’ve trained them, which is by design.

The part that trips people up is that a trainer “isn’t there” when you expect them. Some are locked behind a quest (the fire-mage magic teacher won’t talk shop until you’ve done his errand), some behind faction membership (crossbow and two-handed open up only once you’re a warden or mercenary), and some behind story progress — the water-mage trainers aren’t reachable until around chapter 3. If a skill looks unavailable, it isn’t missing; you just haven’t met the gate yet.

Every skill and the trainer who teaches it

Skill Trainer(s) Camp / Location Requirement or note
Strength & Dexterity Diego, Lares, Gorn Diego by the Old Camp inner gates; Lares in a raised house in the New Camp; Gorn in the New Camp Diego is one of the first NPCs you meet. Lares leads the bandits — you must talk your way past his guards. Gorn is a New Camp mercenary, not a New Camp trainer.
One-handed weapons Skald, Cord, Gorn Skald runs the Old Camp arena; Cord sits just outside the New Camp residential area; Gorn in the New Camp Lets you parry and fight properly with one-handers. Some databases instead list Scatty at the arena for one-handed, so names here aren’t fully settled.
Two-handed weapons Scatty or Torus; General Lee; Templar trainer (Cor Angar) Old Camp arena/gate; General Lee in the New Camp; Templar grounds in the New Camp Needs one-handed mastery first. The Old Camp teacher is disputed — Torus in the original, but several players say it’s Scatty in the remake. General Lee teaches it only if you become a mercenary.
Archery (bow) Cavalorn, Wolf Cavalorn in a hut west of the Old Camp (on the route to the New Camp); Wolf in an upper area of the New Camp Cavalorn’s exact skill list varies between sources, and Wolf’s split between bow and hunting talents is still being clarified.
Crossbow Scorpio Old Camp castle, inner training grounds near where Gomez sits Faction-gated: you need castle access and warden membership before he’ll teach you.
Smithing Huno, Darian Huno a short walk from the Old Camp arena/forge; Darian in the New Camp Lets you forge weapons to use or sell. New-camp smithing isn’t offered to outsiders.
Magic / Mana Torrez, Coronas, Baal Cadar, Garnok Torrez in the Old Camp market/meditation area; Coronas in the New Camp residential ring; Baal Cadar and Garnok in the New Camp Raises mana and teaches scroll scribing; these NPCs also sell spells. Torrez requires the quest “The Price of Magic”; Baal Cadar opens up only after a quest convinces him to talk.
Alchemy Damaroc, Riordian Damaroc in the Old Camp fire-mage sanctuary; Riordian with the water mages Damaroc is a fire mage — reach him via the inner courtyard, or catch him in the morning; reports vary, commonly cited as around 6–7 a.m. Riordian is a water mage, not reachable until around chapter 3.
Acrobatics (dodge) Buster New Camp, up a ladder to his upper platform Improves your dodge so it covers more distance.
Climbing Theron Just outside the New Camp, near the northern beach entrance He trades the lesson for a batch of Northern Dark joints. The exact ask is disputed — reports range from 10 rolls to 5 LP plus 6 rolls.
Diving Homer New Camp, on the bridge/dam between the rice fields and the residential area Lets you hold your breath underwater longer. Some sources list this skill as swimming rather than diving — not fully confirmed.
Hunting Drax (also Aidan) On the road from the starting area to the Old Camp Unlocks claws, teeth and fur drops you can sell for Ore. Each lesson is expensive in Ore.
Lockpicking & Pickpocketing Fingers, Wedge, Glenn Fingers hidden in an Old Camp corner; Wedge near the bottom of the New Camp; Glenn near the bottom of the Old Mine Wedge flags you down as you pass. The Old Mine is a main-quest location, so Glenn comes up naturally. A quest (“A Ring for Fingers”) needs finishing for full options.
Scavenger riding Cole In the forest west of Cavalorn Effectively your first mount skill.

Lead with the skill you’re building toward and read across — the same NPC often teaches more than one thing, which is why Gorn, Garnok and the various mages show up in several rows. A note on names: this remake is fresh, and community databases haven’t fully agreed on spellings, so Gorn/Garnok, Damaroc/Damarok, Baal Cadar/Kadar and Torus/Thorus may each be the same person under different transcriptions. The wilderness teachers — Theron for climbing and Cole for scavenger riding — are easy to miss precisely because they don’t live in any camp.

Trainers locked behind a faction, quest or chapter

A chunk of the roster simply won’t appear until you’ve earned the right to reach it, and that’s the main reason a skill “disappears.” Crossbow training with Scorpio sits in the Old Camp castle grounds and needs both castle access and warden membership. Two-handed weapons are the clearest example: alongside the disputed Old Camp teacher (Scatty or Torus), General Lee in the New Camp will only train you once you’ve become a mercenary, and the New Camp’s Templar grounds add their own two-handed and one-handed instructors for members.

Magic has its own gates. Riordian, the water-mage alchemist, lives behind the water-mage sanctuary that most players won’t enter before chapter 3, and the New Camp’s Baal Cadar needs a quest done before he’ll deal with you at all. Worth knowing: picking one faction’s magic doesn’t lock you out of another’s spells — a fire mage can still cast chain lightning or sleep — so the gate is about access to the trainer, not which spells you may eventually use.

One honest caveat on the faction-locked entries above: the most thorough early walkthroughs of the remake come from players who joined the fire mages and only reached chapter 3, so the warden, mercenary and Templar trainers are largely reported second-hand. The names and rough locations line up across reports, but treat the exact requirements as provisional until you’re inside those factions yourself.

Spending your first Learning Points wisely

There’s no single correct order, but a few habits save you from wasting points. Grabbing Lockpicking and Pickpocketing from Fingers early pays for itself fast — players who pour everything into combat at the start often walk past locked chests they could have been emptying for chapters. Cheap utility skills like Acrobatics (Buster) and Climbing (Theron) open up routes and treasure that otherwise stay out of reach, and Hunting (Drax) turns ordinary kills into sellable claws and fur, which helps fund the pricier Ore-heavy lessons later.

Diego waiting by the Old Camp inner gates — your first Strength and Dexterity trainer
Diego waiting by the Old Camp inner gates — your first Strength and Dexterity trainer | Slandered Gaming/YouTube

For a fighting build, early points into Strength or Dexterity via Diego matter because many weapons simply won’t equip until you meet their stat requirement — strength drives melee damage, dexterity drives ranged. If you’re leaning caster, lining up the magic quest “The Price of Magic” early gets Torrez teaching you sooner. And don’t forget the two wilderness pickups, scavenger riding from Cole and climbing from Theron, since neither is signposted in any camp.

QUICK WIN

Before sinking Learning Points into combat, find Fingers in the Old Camp and train Lockpicking and Pickpocketing early — it unlocks chests and pockets you’d otherwise pass for the rest of the run.


Related guides

Frequently Asked Questions

How do you earn Learning Points to spend with trainers?
You earn them by leveling up. In Gothic, gaining a level doesn’t raise your skills automatically — it just hands you Learning Points, which you then spend in person with the relevant trainer to actually improve a skill or attribute.
Do you need Ore as well as Learning Points to train a skill?
Usually, yes. Most lessons cost Learning Points plus a sum of Ore, and some skills — hunting is a common example — are described as expensive in Ore per option. Exact LP and Ore figures are still inconsistent across community databases right now, so keep a reserve of Ore handy rather than relying on a fixed price.
Where is the lockpicking and pickpocketing trainer, Fingers, in the Old Camp?
Fingers is tucked into a corner of the Old Camp, around an elevated hut along the inner wall — easy to walk past. He teaches both Lockpicking and Pickpocketing, and a related quest (“A Ring for Fingers”) needs finishing before all his training options open up. Wedge in the New Camp and Glenn down in the Old Mine teach the same two skills if you miss him.
Can you train two-handed weapons, and who teaches it in the remake?
Yes, though it’s faction-flavored. In the Old Camp you can learn it from Scatty near the arena or Torus at the gate — the teacher was Torus in the original but several players say it’s Scatty in the remake. In the New Camp, General Lee teaches two-handed once you become a mercenary, and the New Camp Templars have their own instructor. You also need one-handed mastery first.
Why are some trainers’ options missing — are they locked behind factions or quests?
Almost always. Crossbow (Scorpio) needs castle access and warden standing; water-mage alchemy with Riordian isn’t reachable until roughly chapter 3; Torrez wants the “The Price of Magic” quest done; and Baal Cadar only trains you after a quest of his own. If a dialogue option for training isn’t there, you’ve hit a faction, quest or chapter gate rather than a bug.
More questions
Which skills are worth training first?
There’s no strict priority, but cheap, high-value picks are Lockpicking/Pickpocketing, Acrobatics, Climbing and Hunting — they save Ore, open routes and fund later lessons. For a combat build, early Strength or Dexterity from Diego unlocks the weapons you actually want to carry. Treat this as guidance, not a fixed order — build toward whatever your character is meant to be.

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