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2%%
3[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gothic.jpg]]
4->"Piranha Bytes apparently takes any concepts that are salvageable out of the trainwreck that is ''VideoGame/UltimaIX'' (figuratively speaking), patch it all up with what they carried over from their pen&paper passion, and somehow make a great game out of that. The new German RPG prodigy is called ''Gothic''."
5-->-- [[http://blog.hardcoregaming101.net/2011/05/brief-history-of-western-action-rpgs.html Hardcore Gaming 101]]
6
7A 2001 German game translated into English, ''Gothic'' is the first in a trilogy of {{Action RPG}}s starring [[NoNameGiven The Nameless Hero]], who has been thrown into a [[PenalColony prison colony]]. We never find out exactly what crime he committed, and none of the other characters really care. At first, he's just trying to survive, and maybe escape if he's lucky - but he ends up having to save the world.
8
9The sequel, ''Gothic II'', once again follows the now free Nameless Hero, who is promptly recruited to defeat the approaching army of dragons. Sounds easy enough. It also had an ExpansionPack, ''Night of the Raven''. Uniquely for an expansion, ''Night of the Raven'' makes large changes throughout the whole game instead of making them self contained to the new area. [[BigBadWannabe Raven]], a minor NPC from the last game, attempts to obtain the [[ArtifactOfDoom Claw of Beliar]]. The Hero sets out to stop him, rediscovering an ancient, lost civilization in the process.
10
11In the third game, ''Gothic III'', the Nameless Hero travels to the mainland of Myrtana, only to find out that the land has mostly been conquered by the Orcs, though several factions are still struggling. Finding himself in the middle of a political struggle which also represents a war of dominance between gods, the Nameless Hero has to choose a side. ''Gothic III'' was the first game in the series to feature MultipleEndings, and was rather rough at release. An ExpansionPack called ''Forsaken Gods'' was also released, which took the unfinished status up to eleven and wasn't made by Piranha Bytes. Most fans consider it SoBadItsGood at best. This time, the Nameless Hero returns from exile because he is majorly pissed off at the people of Myrtana not enjoying the peace he has brought them with hard work, but rather warring each other in various factions once again. In the end, the Hero becomes the new King of Myrtana to unite them once and for all.
12
13The fourth game in the series, ''Arcania: A Gothic Tale'' or simply ''Gothic 4'', also not made by PB, stars a new hero who goes out on a RoaringRampageOfRevenge after the troops of the King ([[RogueProtagonist yeah, THAT King]]) butchered his village and killed his SatelliteLoveInterest. Of course, things are yet again not how they seem and the previous Hero didn't become an EvilOverlord just for fun... Arcania received low reviews and was poorly recived by fans for being decidedly un-Gothic in most ways, primarily being very linear. An add-on was completed, but Piranha Bytes's temporary sale of ''Gothic'''s rights only allowed [=JoWood=] to make two games, including expansion packs, and the obvious legal issues have prevented its release.
14
15Meanwhile, Piranha Bytes made their own spiritual successor named ''VideoGame/{{Risen}}'', which received good reviews and praise from journalists and fans. They later made another successor called ''VideoGame/{{ELEX}}''.
16
17[[http://www.gothicz.net/serie-gothic/mike-hoge-talks-about-gothic/ One interview]] with Piranha Bytes has confirmed they have regained the rights to the series due to their sale to [=JoWood=] being temporary.
18In 2019, a playable teaser of first game's remake was released by Creator/THQNordic, with the intention of receiving feedback from players. They later confirmed the full remake was going ahead after the teaser proved popular enough.
19
20Gothic's main draw was its wide open world and the ability to [[StoryBranching 'choose' in the plot]], although this really came down to just picking one of three camps for the first half of the game, as you are railroaded back into the central plot eventually. The world, however, is exactly as promised: within the limits of the magical barrier surrounding the colony (or the sea serpents/mountains in the 2nd game), exploration is rewarded with beautifully detailed scenery, complete with weather, and many hidden items.
21
22Another notable draw of Gothic is the method of character advancement. Only hit points increase on their own at level up, while the player gains skill points as well. To spend these skill points the player must seek out trainers. Basic abilities like raising an attribute typically have free, easy to locate, trainers (at least for low levels), while trainers for more esoteric abilities (such as lock picking) may be limited to a small handful that require a quest to learn from and higher skill levels generally require faction specific trainers. The hero's skill is also a much greater effect on combat than just speed or damage; at low levels he is visibly inept at weapon use, being slow, predictable and frequently stumbling, while as skill increases, new abilities in combat are gained, movement is more fluid, and fumbles are lessened. Armor also matters a great deal and, with the exception of a few early pieces that are simply bought, is linked with quest progress. Gothic is based much more on character skill than most [=RPGs=] with real time combat, with a weak PC being unable to make any damage on a strong enemy.
23
24Combat, additionally, utilizes a simple but effective NonLethalKO system which applies to both [=NPCs=] and the player, meaning there is a large and tangible difference between a tavern brawl or robbery on one hand and cold-blooded murder or a fight to the death on the other. The setting, quests, character interactions and crime system are all heavily influenced by this fact.
25
26Besides the above, the series (particularly the first two games) has been praised for its general dedication to immersion in various ways, especially in terms of sound design, flora and fauna, and ArtificialAtmosphericActions, its rough, dark, cynical, and rogueish, yet still quite witty, playful, and highly quotable take on fantasy writing, and, arguably, being an early, very prototypical example of what would later come to be known as the SoulsLikeRPG formula. The GameMod community, particularly in German, [[GermansLoveDavidHasselhoff Polish, and Russian]], also remains highly active even 20 years after release.
27
28Not to be confused with the genre of GothicLiterature, the {{Goth}} lifestyle, [[TheMiddleAges medieval architecture]], or the tribe of people from [[TheDarkAges Gotland]]. Also notable for containing a character named Gorn, but no actual {{gorn}}.
29----
30!!The series provides examples of:
31%%* AerithAndBob: Predominantly an odd mix between German, English and Spanish names, with fantasy names mostly for important, powerful characters such as mages.
32* AffablyEvil: The Pirates in Jharkendar. Like their local rivals, the Bandits, they are technically wanted men, always on the run from the authorities. However, while the Bandits kill on sight everything that doesn't look like them, the Pirates are shockingly friendly, this apparently stemming from confidence in their reputation as TheDreaded. When encountering the Nameless Hero, one character aside, they do not even bother hiding that they are, in fact, pirates, instead boasting about it, and they are incredibly quick to offer him rum, cheerfully describe the way to their camp to him and almost immediately take to the idea of recruiting him for their ranks ''without even bothering to ask who he is'' (in fact, the Hero may even be a member of the city guard/militia, although there is no option to turn the Pirates in).
33* ALighterShadeOfGray: The New Camp and its successor organizations (like the Mercenaries) generally come across this way. They're highly violent, criminal and unpredictable, but the alternatives tend to be ruthlessly authoritarian or mindlessly fanatical. Thus, the New Camp bunch gains a bit of a TheEveryman feel, being the only faction that is down-to-earth, non-judgmental and straightforward and honest in what they want, not to mention free-spirited. Even characters from other camps, most notably TheMentor Diego, are implied to have New Camp sympathies, and they later without hesitation [[spoiler:take in an Old Camp Nameless Hero, as well as his pal Milten, as refugees of sorts]]. Plus, the Hero unavoidably during story scenes mocks the Brotherhood's fanaticism (even if he joined them) and canonically stood up to the Old Camp's systems by refusing to pay Bloodwyn and giving Ian's list to the New Camp, but he doesn't really have anything bad to say about the New Camp. The Water Mages, who are aligned with the New Camp, also function as a BigGood to varying extents in every game, arguably moreso than the "officially good" Fire Mages. This goes doubly for the third game, which firmly establishes that [[spoiler:Adanos, not Innos, is the BigGood among the gods]].
34* AncientTomb: Quite a number of them, since both Khorinis and the mainland (specially the desert of Varant) house ruins of ancient civilizations. Unsurprisingly, they tend to be full of undead.
35%%* AnimalMotifs: You'll never be able to guess what Raven's motif is.
36* AntiGrinding: More or less. There only a few RespawningEnemies except for the finite chapter transitions, so endless LevelGrinding (without the use of some bugs or {{Game Mod}}s) is tough. The exception are the Skeleton mages, who can summon endless waves of undead skeletons to their protection, unless you kill them. It's a good way to grind, especially if you have Death to the Undead magic rune.
37* AnyoneCanDie: Subverted in the first two games, where you can kill anyone but the plot-important [=NPCs=] (who are [[PlotArmor simply immune to all damage]]), played straight in the third one. (Though the plot-important [=NPCs=] in the first two games tend to become killable after they have played their role in the plot.)
38* ArchEnemy: The three classes in the second game each get one. Dragon Hunters fight predominantly lizardmen, Paladins orcs, and Fire Mages the Seekers.
39* ArcVillain: Raven, who is the main villain in the expansion pack ''Night of the Raven'' of ''Gothic 2'', but has no impact on the main storyline whatsoever.
40* ArmlessBiped: Scavengers and the various Snapper species in the first two games. In ''Gothic III'', their designs was changed and the Snappers were given arms.
41* ArtificialAtmosphericActions:
42** [=NPCs=] go about their daily lives, and animals hunt each other and scavenge corpses. The player can also perform almost any action that an NPC does, no matter how pointless (sit on chairs, play instruments, ...).
43** [=NPCs=] also share generic after-battle-lines. It can be a bit odd when a wise, dignified and serene priest of Innos or Adanos is dragged into battle with a monster and afterwards goes "Man, I do love this shit..."
44* ArtificialBrilliance: {{Kiting}} is a useful strategy against most monster types... provided they're solitary instead of naturally pack-based. Attack one such pack-based predator, like a wolf, and they will simply alert their whole pack to attack you as a group anyway.
45* ArtificialStupidity:
46** [=NPCs=] when acting as temporary companions in ''Gothic 3'' are walking examples of this. To be brief, they will only notice an enemy when said enemy gets close enough to hit them in the face (sometimes they'll actually need to receive damage in order to unsheathe their weapon and enter combat mode).
47** In ''Gothic 1'', you can run straight into an owned house, lockpick a chest, take all of its contents, and then run away, with nobody being angry on you. Yes, as soon as you enter a house, surrounding [=NPCs=] will immediately shout "Hey, you!", run towards you, threaten you with their weapons and eventually attack you if you won't leave. However, they won't attack you despite the fact that you're lockpicking a chest ''right in front of them'', and as long as you leave before their "timer" runs out, they won't attack you, and won't mind that you just completely robbed them of all their possessions.
48** You can also unsheathe your weapon and make everyone around you forget about what they were doing in favor of threatening you. For example, it works on guards who are supposed to not let you pass. They will be more worried about you running around with an unsheathed weapon than you going where you shouldn't go. It allows you to, for example, [[SequenceBreaking get to the Fire Mages without joining any camp and get the reward for delivering the letter]]. Though trying to get to Gomez this way makes him [[NoFairCheating kill you]].
49** Enemies with bows and crossbows never lead their target. Because they also have excellent aim, you can just walk sideways while shooting at them, easily defeating any number of enemy archers (if they don't have melee guards nearby) without taking damage.
50* TheArtifact: In ''Night of the Raven'' the Militia trainer still notes that one handed and two handed skills are linked and you need to learn one to master the other, despite the expansion doing away with that mechanic.
51* AscendedExtra: Raven goes from being a quest giver/bodyguard for Gomez in the first game to the main enemy of the add-on.
52* AskAStupidQuestion: Go ahead, ask the Fire Mage Parlan where the church is. While standing right in front of it.
53* AssholeVictim:
54** Come chapter 3 in ''Gothic II'', the [[spoiler:JerkAss "Paladin" Lothar]] is killed [[spoiler:so one of the mercencaries can be framed for it to ignite tensions between them and the city]].
55** The only way to advance to the end of the bandit camp section of the second game's expansion pack is to murder your way past all the douchebags in charge who refuse to grant your further entry. You can either do this directly or, for players who still hesitate for moral reasons, do quests for them, at the end of which they will inevitably screw you over, giving you a reason to kill them in self-defense.
56* AutomaticCrossbow: Not quite, but, while still slower than bows, crossbows in the first two games had a fairly impressive rate of fire. This kind of makes sense with the setting being Renaissance-ish and was likely also done for balance reasons, see BowAndSwordInAccord below.
57* AwesomeButImpractical: The Magic Crossbow and the Fire Bow from the Gothic II ExpansionPack are very powerful and deal high amounts of special-type damage, but they cannot use normal projectiles of their weapon type and once you used up the limited supply of special ammo you find next to them (there are two copies of the firebow+ammo to be found at least), they're useless, essentially downgrading them to a mere trophy. There is also the impractically long casting time of powerful spells like Fire Rain and Army of Darkness in the first game, but that was fixed in Gothic II.
58* BadassArmy: The Orcs, en masse, are tough enough to qualify, what with even a single orc being a challenging lategame enemy (at least in the first two games).
59* BadPowersGoodPeople: Even the good-aligned Fire and Water Mages are allowed to dabble in demonology and learn how to summon monsters and demons to do their bidding, though getting to deep into it is apparently frowned upon and made Xardas a pariah.
60* BagOfSpilling:
61** Justified pretty well in ''Gothic II'': The loss of status from ''I'' to ''II'' makes sense. The Colony had a society all its own, and no one in the greater world is going to care if you were a mercenary or a templar in the Colony. The Fire Mages in Khorinis wouldn't know about you if you went that route in Gothic 1 because [[spoiler:the ones in the Colony all got killed.]] The only faction this doesn't make total sense for is Lee's mercenaries, but that can be justified because the new ones wouldn't just accept the Nameless Hero, and he's quite a bit weaker since he signed on with them in 1.
62** ''Gothic III'' had a HandWave that explained the equipment loss: pirates ganked your gear. As for the loss of status, that applied to Khorinis, which you find out via Thorus is also under Orc control, and King Rhobar II's kingdom no longer exists from a practical standpoint, so even if anyone remembered you, no one would care because you would be no better off than themselves (slaves, mercenaries, or rebels).
63%%* BatmanGambit: [[spoiler:Your player character's progression [[TakeALevelInBadass from nobody to badass]] was part of one on the part of King Rhobar II]].
64* BattleThralls: Beliar's main invasion force in the second game is composed of orcs, who make up the main physical body of the army, the Dragons and their lizardmen servants, who are elites and powerhouses, the Seekers, who work in the shadows, and corrupted humans, later revealed in the third game to be an entire civilization.
65* BeatStillMyHeart: The final boss battle in I has five of these, and you have to stab all of them.
66* BeefGate: Gothic I and II heavily utilize these to keep you out of certain areas of the game world early on. However, there usually are several different ways to still bypass them and get to most areas, anyway, preserving the open world feel.
67* BerserkButton: Kharim. You can talk smack about his strength, his face, or his mother and he won't react, but if you imply he's not totally loyal to the New Camp...
68%%* BigBrotherMentor: Diego.
69%%* BigCreepyCrawlies: Bloodflies, Fieldraiders, Minecrawlers...
70* BlamedForBeingRailroaded: [[spoiler:At one point, you are tasked with finding a necromancer named Xardas. He's supposed to help the Water Mages in carrying out their plan to destroy the Barrier by blowing up the big pile of magic ore they collected over the years. However, Xardas tells you that blowing up the pile won't destroy the Barrier, and the answer must lie elsewhere. When you return to the Archmage of Water, your character inexplicably just can't bear to tell him the news, and instead decides to keep this to himself, with no other option available. Later on, you finally figure out the real way to destroy the Barrier - finding and defeating a powerful demon that lives deep inside an underground temple underneath an orc village. As you attempt to go further into the temple, you find an old, very powerful sword. Xardas tells you that this sword might be the only way to reach and defeat the demon, but only after it is powered up. As luck would have it, the pile of ore appears to be the only way the sword can be powered up. But inexplicably, your character once again refuses to tell the Mages the full story, and instead attempts to hijack the energy of the pile while keeping this a secret. But he gets caught, which results in the Mages being so furious that they attack him on sight, forcing him to run away from the village. After that, their disposition towards him doesn't change until the sequel.]]
71* BossBattle: Most notably [[spoiler:the Sleeper]], although there are others.
72* BossInMookClothing:
73** In ''Gothic III'', while several wild animals could qualify due to the severely unbalanced combat system, the Sabretooth tigers definetely take the cake. They can sustain moderate amounts of damage, hit quite hard and fast... and come in packs. A group of three can be found pretty early in the game in a cave which an orc patrol will task the player to investigate (and "cleanse" if neccesary); amusingly enough, the only way to complete the quest at a low level is to attract the tigers to the orcs' position and assist the orcs to take the beasts down. Packs of four or five (found in Nordland) will keep being quite a menace even to very well geared and high-leveled players.
74** Packs of goblins and blood flies in Arcania. While the game is not specially challenging when compared to the previous installments (even in the "Gothic" difficulty setting), these two are the most likely ones to give players a run for their money, mostly due to their numbers. Goblins have a rather annoying special power attack that hits quite hard and is not easy to avoid when fighting against a whole group. Blood flies move relatively quickly, and some attack at melee while others stay behind shooting their venom at you from distance. Both goblins and blood flies are encountered relatively early in the game, as well.
75* BowAndSwordInAccord: Many characters, such as bandits, mercenaries, shadows of the Old Camp, and various hunters throughout the world favor this combination, and the hero can do it as well. Some factions, like guards of the Old Camp and knights/paladins, however, prefer using crossbows instead. The whole thing is also played with from a gameplay mechanics perspective in Night of the Raven: Bows correspond to Dexterity, while crossbows correspond to Strength. Strength is the main attribute required to use and wield melee weapons, making crossbows an ideal RangedEmergencyWeapon for melee characters. However, there are a handful of dexterity-based melee weapons in the game that can be of great use for archers, but they will still always be inferior to the weaponry a proper melee character can equip. Trying to skill both dexterity and strength, meanwhile, while likely result in your character becoming a MasterOfNone.
76* CanonDiscontinuity: ''Forsaken Gods'' and ''Arcania'' have been officially dismissed as non-canon by Piranha Bytes when the rights went back to them, much to the joy of pretty much the whole fandom.
77* CaveBehindTheFalls: ''Gothic I'' and ''Gothic II'' have such cave up the river that separates camps from the Mine Valley entrance and the Old Mine. The treasure inside depends on patches.
78* TheChewToy:
79** Mud. To be chewed on is his raison d'etre. He develops a crush on the player character, follows him around, gets in the way and tells increasingly depressing stories about his abuse at the hands of every other character. The vast majority of players eventually kill him just to get him out of the way; he is the only NPC in the game whose death earns you ''zero'' XP, and won't trigger the guards because [[AndThereWasMuchRejoicing everybody hated him anyway]]. The alternative is to beat him up, wait until he stands up, and tell him you enjoyed it. That's right, you can show him that you're just as much of an asshole as everyone else who's been kicking him down all his life.
80** There's also Valentino in ''Gothic II: Night of the Raven''. There seems to be some sort of secret organization based around beating him up.
81** In ''Gothic 1'', the entire "digger" social class of the Colony exists mainly to be bullied and stepped on by everyone else. Interestingly, this has changed by the time of ''Gothic II: Night of the Raven'', where diggers in the bandit camp enjoy a degree of respect, with a more fair treatment in terms of working hours, compensation and food. This is because the dirty work they previously had to do is now done by inexperienced slaves, and the diggers have come to be valued for their expert knowledge of mining, as well as at least being fellow ex-convincts, rather than the 'degenerate' city-folk the slaves are taken from. Thus, for once, the diggers have someone ''they'' can bully without retaliation.
82* TheChosenOne: Defied. The Nameless Hero is treated as the Chosen of Innos, God of Fire, Light and Justice, even by Innos himself, but considers himself no one's champion but his own and is perfectly capable in the third game to join Innos's mortal enemy instead, or just screw them both over and end divine rule over the world for good. Likewise, [[spoiler:Xardas becomes the Chosen of Beliar by the end of ''Gothic II''... but he uses his newfound powers to find a way to stop the war of gods instead of supporting God of Darkness]]
83* ChromosomeCasting: The first game has a large cast of almost exclusively male characters, with the only exceptions being a tiny handful of slaves in the Old Camp and the Swamp Camp (with no relevance to the story and [[WelcomeToCorneria a single line of dialogue shared between them]]). This is [[JustifiedTrope justified]] however due to the game's setting; the characters are all trapped in a men-only [[PenalColony prison colony]], and under normal circumstances there would be zero women present - but after the prisoners took over, their leaders' demands to the outside world included the occasional SexSlave. This doesn't apply to later games which take place outside the colony, where female [=NPCs=] are unremarkable.
84* {{Combos}}: In ''Gothic I'' and ''II'', you can chain multiple weapon swings together with properly timed presses of the "attack" key, instead of slower normal attacks. The combos also [[EvolvingAttack evolve]] as you improve your weapon proficiency skills, becoming longer and more efficient.
85* CommonplaceRare:
86** Armor, arguably. The Gothic series always made a great deal out of their importance, since they generally represented faction affiliation and status. Therefore wearing a Paladin armor gave you quite the sense of accomplishment for having worked yourself up all the way from a lowly militiaman with a cheap uniform. However, to achieve this, they obviously have to prevent you from simply looting armor off the corpses of [=NPCs=] that already wear that armor. It sometimes makes you wonder. "Why do I have to work for the pirates to earn that Bandit Armor to infiltrate their camp if I could just take out a bandit and wear his?". Made worse by the fact that the game states the "guard" ranked guards in the colony got the armor they have by killing the pre-barrier guards.
87** In-universe, this happened to magical ore, which was so common in the first game that is was used as currency, the hero could easily carry around thousands of chunks, while in the second game, it has become so rare that a single piece is worth a lot and there are only about two to three dozen or so chunks in total that one can find and use to make magical weaponry.
88* CrapsackWorld: A world where not even staying on paths can keep you safe from being mauled by beasts, and the traditional greeting to newcomers is a punch in the face fits the bill.
89* CriticalHit:
90** Notable because of the way the game calculates damage. For example in Gothic II, in close combat, a regular hit will do roughly 1/10 of (strength + weapon damage), minus the target's armor protection value, down to a minimum of 5 (so in practice, you'll often do just that guaranteed 5 damage). However, the Hero can train in weapon skill, which is a percentage value, and aside from giving you new combos at 30% and 60%, regulates CriticalHit chance for close combat attacks. If such a critical is scored, the full strength + weapon damage value applies. This makes fighting [=NPCs=] (thank god you can block...) extremely dangerous, since they tend to have Weapon Skill of somewhere around 30%-70%, strength values of often 100 or above, and decent weapons, meaning there's about a 50% chance to be instantly downed every time an NPC hits you in early parts of the game.
91** Archers have a weapon skill stat, but instead of regulating critical hits per se, it regulates the chance of actually inflicting a wound when the arrow hits. However, since every arrow wound is a critical hit, you quickly learn not to mess with archers.
92%%* CriticalHitClass: This becomes very common in ''Gothic 2''.
93* CrutchCharacter: Diego in ''II'' joins you briefly in chapter 2. He is strong enough to plow through the, otherwise nigh-unkillable at this point, enemies encountered when he is with you and will generally earn you a few levels.
94* CuttingOffTheBranches: Downplayed. The second game does canonize some things the Hero did in the first game, but they're all fairly minor things which do not decisively lock in his choice of camp or build, or major story decisions. He completed the Grim ambush quest, meaning he refused to pay Bloodwyn protection money. Cavalorn also says he would constantly come by to buy arrows from him, which suggests an archer or ranger build for the Hero, but arrows were also handy for trading in the first game, so it's ambiguous. He probably learned at least the first level of one-handed fighting, since the flavor text points out a beginner's mistake in his stance which he does not repeat in the second game. And of course, the Hero is shown wearing the Ore Armor and Uriziel in the opening, but not really fighting with the sword, so having been a mage build remains possible too. The one borderline case is that, if a particular dialogue option is chosen, Lares will state the Hero brought him Ian's list, which is technically a betrayal of the Old Camp in favor of the New Camp, but it was still possible in the game to join the Old Camp after doing this, so it would only mean the Hero was not canonically a fanatic Old Camp loyalist, unsurprising considering [[spoiler:you later have to work against them anyway]].
95%%* CycleOfHurting: The third game's combat system is ''legendary'' for running on this. For what it's worth, it applies equally to enemies and player.
96* DamnYouMuscleMemory: Default combat controls are almost entirely changed between 1 and 2.
97* DarkIsNotEvil:
98** Xardas, the elderly black-robed necromancer with pale white eyes who lives in a creepy tower and consorts with demons and orcs. On paper he looks like he might be the BigBad, but he's actually TheMentor. In the first game, he can actually teach a PC who has already taken both the Vow of Fire and the Vow of Water to become a Demon Summoner/Black Mage as well. So yes, you can totally be a hero that frequently uses a spell called "Army of Darkness" which summons six undead warriors. Though they will attack/be attacked when you summon them in a public zone.
99** At the beginning of Gothic 3 it appears like Xardas might be a subversion, as he seems to have pulled an EvilAllAlong and betrayed you... [[spoiler:except he hasn't, he's playing a long con to banish the gods from the world and put an end to the constant wars and suffering perpetrated in their names.]]
100%%* DeadpanSnarker: The Nameless Hero.
101* DeathMountain: Gothic II, the volcano of the Fire Dragon.
102* DinosaursAreDragons: Played with in GII with the introduction of Dragonsnappers. Mutated by the Dragons' corrupting magic, they replaced the Biters and Razors from the previous game. In addition to them, there's the Fire Varans, who resemble Dimetrodons and breath fire.
103%%* {{Dracolich}}: The final boss of the second game.
104* DoNotDropYourWeapon: Averted, as being knocked unconscious will make anyone drop it.
105* DoubleUnlock: Spells in the second game are ''triple''-locked. First, you need to invest learning points into achieving the required circle of magic. Then you must invest further learning points into unlocking the spell you want. Finally, you need to craft the rune of the spell in question, with rune-stones being a finite, highly sought-after resource usually received as a major quest reward.
106* DragonTheirFeet: Thorus manages to pull this out twice. In the expancion pack for the second game he assumes the control of the bandit camp and their gold mine after the Nameless Hero kills [[BigBad Raven]]. Between ''Gothic III'' and ''Forsaken Gods'' he rises from being TheQuisling for orcs to leading [[TheRemnant what is left of their short-lived empire]]. Unfortunately for him, later he decided to mess around with the same guy who created power vacuums that allowed him to jump ranks.
107* DudeWheresMyRespect: The Nameless Hero's fairly understandable reaction at the beginning of ''Forsaken Gods''. After clawing his way up to a position of respect and prosperity at the end of one game, he'd be right back where he started by the next one. Seeing as he's understandably frustrated that he gets no respect each time and it gets worse the more he tried to be a good guy, by ''Forsaken Gods'' he's becoming disillusioned with helping others because he just gets spit on for his trouble.
108* EarlyBirdCameo: Pyrokar shows up in the first game's opening.
109* EarlyGameHell: A deliberate use due to how character progression is handled from a story prospective, working to mirror how The Nameless Hero ''is'' completely inept at fighting.
110* EasterEgg:
111** In the ExpansionPack to ''Gothic II'', Diego can temporarily become a companion. If you go to the place where you originally met him in the first game rather than to the other side of the Pass, he'll get all nostalgic and you'll get a few hundred bonus EXP labeled a "Nostalgia Bonus".
112** Getting into Khorinis at the start of ''Gothic II'' is normally just a simple task of obtaining a set of farmer's clothes and bluffing your way past the guards, but if you enter via SequenceBreaking, you not only get a nice sum of experience, but a few unique lines.
113** Various other Easter Eggs include the stunt bonus, a used car hull, and a sign written by a mighty alien dwarf.
114* EverybodyHatesHades: Beliar, the god of death, is also the god of evil. He is actually worshipped by some civilizations, but they are exclusively AlwaysChaoticEvil types. The only [[DarkIsNotEvil benevolent]] Beliar worshipper in all games is plotting to destroy him with his own power and all but states outright that his religious affiliation serves purely the purpose of acquiring useful information to that end.
115* ElementalDragon: Dragons in Mine Valley are based on elements along with changing enviroment to their preferred ones.
116** Pandrodor the swamp dragon creates a big swamp as his lair.
117** Pedrakhan the rock dragon hides in the Mountain fort.
118** Feomathar the fire dragon changes the Old citadel into a volcano.
119** Finkregh the ice dragon freezes the New Camp in which he hides.
120* EvilSorcerer: Xardas the {{Necromancer}} is a subversion - he certainly looks and acts like one, but he's ultimately a heroic character, even if he verges on being a WellIntentionedExtremist.
121* EvolvingWeapon: The Claw of Beliar in the second game's expansion pack. An evil blade, you can permanently sacrifice a portion of your health to it after every level-up in order to increase its strength.
122* ExcusePlot:
123** The devs have admitted that the dragon-slaying main plot of the second game was essentially a last-minute addition. Originally, there was supposed to be a sequel set again within the Colony, but due to office politics, it got cancelled late in development.
124** The story of ''Forsaken Gods'' is essentially an excuse to explore Myrtana for another twenty hours. It's also a bridge (albeit a weak one) to ''Gothic 4''.
125* FaceHeelTurn: Joining the Assassins in ''Gothic 3'' is this for the Nameless Hero by default, since the previous two games had NoCampaignForTheWicked.
126* FakeUltimateMook:
127** Shadow Beasts in caves in 2. While hyped in the setting and one of the more likely things to maul a new player, once you have a weapon+weapon skills+strength that can hurt them even the slightest bit, just repeatedly attacking can kill them due to their huge delay before attacking. The Black Troll is a very noticeable example, so threatening and prominent it's marked on your map, but it can't turn at a decent rate and is easily circle strafed.
128** All trolls in ''Gothic 3''. Huge, physically imposing monsters with a loth of health... but so slow you can repeatedly slash or maul them to death without sustaining any damage, since they just can't block your attacks and aren't fast enough to land a punch if you keep attacking again and again.
129** To some extent, Dragons in ''Gothic 3''. They only attack by throwing fireballs out of their mouths, and since [[OurDragonsAreDifferent their wings seem to exist only for decorative purposes]], a player with good hunting skills can use any big enough environmental object as a shield and shoot arrows at them until they drop dead. With good timing, positioning and movements, even an average player character with average equipment can take down one of the (supposedly) toughest enemies in the entire game.
130** Too many examples in Arcania. The most physically imposing enemies the player will encounter tend to have rather predictable attacking patterns, so taking them down simply requires spotting said patterns and exploit its weaknesses. Shadow Beasts and Golems are probably the most clear examples. Packs of apparently 'sparring enemies' like goblins and blood flies, [[BossInMookClothing on the other hand]]...
131* FantasyCounterpartCulture: Myrtana is your average MedievalEuropeanFantasy setting, with strong German, Spanish and Italian touches and some Renaissance elements. Nordmar is basically [[RealMenLoveJesus christianized]] HornyVikings. Both Varant and the Southern Isles are an ArabianNightsDays setting, with a particular focus on TheHashshashin. The Brotherhood of the Sleeper in the first game is a non-national example, presenting essentially a mix of Hinduism and Buddhism, with just a touch of Canaanite paganism for flavor. The Jharkendar region is a downplayed example, with its pirates, jungles and {{Mayincatec}} architecture, it is clearly inspired by Mesoamerica and the Carribean, but the characters there are all of the same stock as the rest of the island and there is no indication the ancient culture resembled the Mayans any more than in their building style and being a doomed, deeply cultured civilization.
132* FighterMageThief: Or rather Fighter, Mage, Archer. Though any combination of their individual skills is possible and by the end of Gothic I, you're most likely going to be a MagicKnight due to the mages being the highest rank in all the factions, so you have to go through the fighter-based ranks first. Though how many skills of theirs you learn is up to you.
133* FireIceLightning: Mostly played straight. Magic comes from the three gods, and Innos is associated with fire magic, Adanos with the magic of water and ice, and the most iconic spells and interactions involving Beliar often feature lightning[[note]]Claw of Beliar special effect, offending Beliar while praying at his shrine, Beliar's Wrath[[/note]]. That said, Beliar magic appears to be specifically "dark" lightning, while "natural" lightning falls under the domain of Adanos, presumably under the logic of storms as a sub-aspect of water. For the purposes of harming cold-fearing creatures, Adanos-type lightning magic actually does frost damage.
134%%* FiveManBand: The Nameless Hero and his four major friends from the Colony have this dynamic. Gothic is not a party RPG, so they only occasionally travel as a group, but they do consistently keep in touch and support one another and take turns adventuring with the Hero.
135%%** TheHero: The Nameless Hero (duh)
136%%** TheLancer: Diego (weathered and serious, contrasting the hero's more snarky and brash personality, and both a cunning planner and a great fighter)
137%%** TheSmartGuy: Milton (a Fire Mage, well-versed in more esoterical knowledge)
138%%** TheBigGuy: Gorn (a bulky mercenary with a huge axe)
139%%** TheHeart: Lester (the resident NiceGuy who has no particularly specialized skillset (he seems to be something of a low-key MagicKnight) and likes to just chill out and smoke swamp-weed)
140%% Please do not subbullet tropes.
141* FetchQuest:
142** While Arcania, due to its linear nature, has less sidequests than the previous games, you'll spend most of the time doing this if you want to progress in the story. The hero even lampshades it: by the time he arrives at the monastery he's so annoyed of being the errand boy and/or hired thug of virtually everyone, that he outright asks ''what'' does he need to kill in order to get the information he wants.
143* ForeShadowing:
144** Ask and look around a bit early on in the first game and you'll learn that the Old Camp originally had two major mines, but one (now known as the Abandoned Mine) eventually collapsed during an accident. [[spoiler:Guess what happens to their other mine later in the game at the worst possible moment...]]
145** Wondering who this ominous dark master commanding everything is that all the wise characters keep warning you about in the second game? It's actually a case of HiddenInPlainSight, just take a close look at the banners of his orc underlings. [[spoiler:They depict a {{Dracolich}}]]...
146** Invoked with Abuyin the seer, whom you can pay once in each chapter to give you a brief preview of the next one for a nice amount of experience points.
147* FreudianTrio: The High Council of Fire, consisting of sceptical, jerk-ish Serpentes (Id), calm, understanding Ulthar (Superego), and stern, but reasonable Pyrokar (Ego).
148* GameplayAndStoryIntegration: In the first two games, tutorials and explanations on mechanics are always delivered from an in-universe perspective. The most famous example is learning new combos in the first game, where the skill trainer will explain in detail to the Hero how to hold his weapon, how to strike, and what the advantages of this are, and it's translated 1:1 into how he actually fights afterwards.
149%%* GargleBlaster: Double Lou's Hammer from the expansion pack.
150%%* GladiatorSubquest: You get one in every single arena of ''Gothic 3''.
151* GreyAndGrayMorality:
152** The guilds that the player can join in Gothic 1/2 are this, you can choose between a militaristic, KnightTemplar faction, a freedom-loving and rough bandit/mercenary faction, or a group of [[WarriorMonk Warrior Monks]] that require every novice to brave 3 (often) deadly trials to even have a shot at becoming more than a novice.
153** It's more traditional BlackAndWhiteMorality in ''Gothic III'', but it immediately goes pretty far back into Grey and Gray by the time of the ExpansionPack, which prompts the frustrated Nameless Hero to TakeAThirdOption.
154* HangingJudge: The justice system after the discovery of magic ore was HARSH. It didn't matter if you killed someone or ignored a "keep off the grass" sign, the punishment was the same: you get thrown in a big prison colony where you either mine ore or get shanked by your fellow prisoners.
155** A sidequest on the mercenary path in ''Gothic II'' involves taking down the resident judge of Khorinis, who is also this, and in fact was heavily complicit in the above, taking advantage of that policy to get rid of anyone he disliked.
156* HelpingWouldBeKillstealing: Inverted. Random [=NPCs=] ''will'' help you, and you ''will'' hate them for kill stealing your preciously rare XP, as there is only a finite amount in the game.
157* HitchhikerHeroes: The ones in the first game are actually a group of conspirators. However it's played straight in the second one.
158* HoistByTheirOwnPetard: In the second game, you can run into a rogue alchemist who developed a spell of forgetfulness. He asks you to test it by committing a crime against someone and then casting the spell on the person so they don't remember. A popular solution, both out of convenience and karma, is simply to do this to ''him''.
159* HyperspaceArsenal:
160** Unless you're the kind of player who regularly empties out their inventory just for the sake of having it easier to look over and move around in quicker, an endgame Nameless Hero's inventory likely contains the following things: About a half a dozen different swords and ranged weapons, several thousand projectiles, a dozen different sets of clothing and armor, the majority of plants and mushrooms to have ever grown on the island, enough food to hold out in a siege for years, enough potions and magical scrolls to make even the most accomplished alchemist or mage jealous, as well as a large variety of miscellanous stuff reaching from books and letters over animal trophies, silverware, torches and various random household objects.
161** Curiously [[SubvertedTrope subverted]] in the first game - apparently, there actually IS a limit of how much you can carry before your character shakes his head and outright refuses to pick up any more. To be specific, a single section of your inventory (the sections being weapons, armor, magical items, food, etc.) cannot exceed 1000 of filled slots. For the majority of the sections, it's impossible to encounter this limit, since multiple amounts of the same item turn into stacks and only occupy a single slot, and there are simply not enough items to fill 1000 of such slots. However, possibly due to an oversight, weapons of any kind do not stack - which means that if you somehow acquire 1000 of them, you'll hit the limit and won't be able to pick up any more.
162* ImpossibleItemDrop: Averted, the drops make almost total sense. If a humanoid [=NPC=] has a weapon in his hand at the moment of his death, he'll drop it - the player can pick it up and then go through the body's inventory, picking and choosing the best loot. Non-human monsters don't initially have a visible inventory; the player has to learn specific hunting skills in order to, for example, skin wolves for their pelts (which can then be sold to traders).
163* InsufferableGenius: Serpentes of the High Council of Fire is extremely dismissive of the hero, looking down on him and calling him insolent. He is also the ''only'' Fire Mage besides the Hero who ever managed to pass the Trial of Fire, a sort of potentially lethal test which allows a novice to ascend to mage-hood immediately if successful, skipping the years of humility and hard labor which would otherwise be required.
164* InsurmountableWaistHighFence:
165** That they ''avert'' this trope rather spectacularly is part of what makes Gothic games what they are. The Barrier in G1 is not a case of an InsurmountableWaistHighFence, not even metaphorically, because it makes perfect sense for it to stop you. Anything else - fences, roofs, city walls, the huge battering ram in G2, mountains - if it looks climbable, it almost always is. Hell, there are at least three little known ways to get into Khorinis in G2 that depend on this (though just using the gates and tricking the guards to let you through is easier, but perhaps not as rewarding). The game actively encourages you to look for creative ways to get to seemingly inaccessible places.
166** There is one instance in G2 that plays this straight, although it is likely to be a glitch. The Orcs cannot follow TheHero up the log leading into the besieged fortress but they will try. In the end it is possible to have the ''entire Orc camp'' clustered at swordslength and much LevelGrinding ensues.
167** And then they dropped the context sensitive jump system when they changed engines for G3... The trope is still averted, but is much more difficult to avert.
168** Also extremely blatant for the enemies in G3, many of whom cannot jump at all. Is there a high rock nearby? Do you have a lot of arrows / the mana regeneration ability? Okay, everything nearby without a ranged attack is dead.
169*** Doubly excellent when you could find dragons that followed the same pathing rules as normal people, so they couldn't just step up waist-high breaks--or, y'know, fly.
170* InvisibleWall:
171** The Barrier. Which becomes more and more visible the closer you get to it, and starts manifesting as electric death when you get much too close.
172** Ironically brought back in III [[spoiler:with the same guy who put your character in one erecting the same thing around himself willingly!]]
173* ITakeOffenseToThatLastOne: In the first game, there is a guy named Kharim from the New Camp, who fights in the arena of the Old Camp. You may say that his mother was fucked by a goat, you may call him ugly and a weakling, but ridiculing his loyalty to the New Camp? He'll kick your ass for that one!
174* ItOnlyWorksOnce:
175** Spell scrolls. They are, however, supremely useful, since they exist of any spell, yet have no spell level requirements like runic magic has, and only very basic mana requirements. Using them tactically is a key part of the metagame, especially in the ExpansionPack for Gothic II. Using summons, [=AoE=]-spells or scrolls of shapeshifting, the player can easily take down boss monsters or fierce packs of enemies way beyond his level, often enabling him to instantly gain 2 or 3 levels afterwards from all the foes destroyed.
176** Also, Black Ore. Both have a bit of a TooAwesomeToUse nature to them.
177* ItsUpToYou: A common criticism of the storyline. You frequently meet powerful army generals or high-ranked and well-respected mage-priests, but do not expect them to do anything of substance other than delegating their tasks to the Hero and ''maybe'' providing a bit of support. Sticks out especially while the Hero is still low-ranked and/or just a random stranger, but gets settled anyway with a crucial task by a faction who should by all means have their own highly trained and much more certifiably loyal professionals for this kind of thing, like providing the means for the greatest and most important summoning ritual to date in the Swamp Camp. TheVeryDefinitelyFinalDungeon in the second game is also a notable example, with the Hero having to assemble a full team of companions before he's allowed to attack it, only for them to stay behind to guard the base camp instead.
178* KarlMarxHatesYourGuts: Some special merchants in the 2nd game that will buy 1 item type for full price are an exception, but everyone else pays the same for every item.
179* {{Kiting}}: One of the first [=NPCs=] encountered in the first game explicitly advises you do this whenever possible if asked for advice. Most enemies can be dealt with in this manner, wolfs (who automatically agro any other nearby wolfs when agroed) being the most prominent exception.
180* KnightTemplar: Innos, mostly in the third game. He is as stubborn to wipe out all darkness and defeat Beliar and his hordes as Beliar is to corrupt and hurt the world. This fierce struggle of power causes a lot of suffering for the world's common population.
181* LaResistance: The Human Rebels, united against Orcish oppression in Gothic 3. Arguably the "mercenary" factions in G1 and G2 too.
182* LeaningOnTheFourthWall: During the quest about Bosper's stolen bow in the second game, an observer tells you he saw Bosper chase the thief, angrily shouting something after him. That something just so happens to be one of the generic lines [=NPCs=] may shout if you provoke and then run away from them.
183* LimitedUseMagicalDevice: ''Gothic'' has single-use scrolls that can be used with minimal cost in mana and with no training, in contrast to the runes which can be used indefinitely, but use up mana and require having learned the appropriate level in magic. Most scrolls are just a single-use version of runes, but there is a handful of spells (like shapeshifting) that are only available on scrolls.
184* LizardFolk: EliteMooks in the second game. They are implied to be a servant race of the Dragons, responsible for spreading their eggs across the land, but are never mentioned again after that. They probably all got wiped out when the Nameless Hero attacked Irdorath.
185* LoadBearingBoss: [[spoiler:The Sleeper's temple collapses the moment it's defeated. On top of you.]]
186* LostWorld: Jharkendar. An isolated valley full of ruins of an ancient civilization. Small dinosaurs included.
187* LovecraftLite: ''Technically'', the first game is about a slumbering EldritchAbomination from another dimension with unknowable, sinister goals which manipulates people through reaching out with its half-aware consciousness into their dreams, turning them into fanatic cultists, and has been known to drive them insane this way, and ultimately said entity is not killed in battle but merely sealed away for the time being. However, it's all framed in a fairly low-key, fantasy kind of way rather than horror, so you're unlikely to notice on a casual playthrough.
188* LowFantasy: The general point of the first game is a personal goal, escaping a PenalColony. Even though you may save the world in the process, it's never your main motivation. Most of the major factions and characters you encounter tend to be either rogueish and self-serving types who ultimately believe in [[TheSocialDarwinist survival of the fittest]], or overzealous [[KnightTemplar Knight Templars]]. Magic exists, but isn't widespread with the only practitioners being either arrogant high mages or morally questionable Necromancers and Voodoo Priests. ''Gothic 3'' even implies that, since magic comes from the gods, it actually might be a corrupting, evil force after all. And even though there is another humanoid race - the Orcs - their only true difference to humans seems to be the worship of a different god, a simple difference in philosophy.
189* MageTower: Xardas appears to be fond of these, residing in a different tower in each game.
190* MagicKnight: In the first game, an Old-Camp player could join the guards, learn 2 handed weapons using a bunch of hoarded skill points, then join the Fire Mages (overwriting their "guard" rank) via glitch [[note]]Ask to join the Fire Mages when given the ability, join, but before the initiation ceremony join the guards, then go to the initiation ceremony when done[[/note]]. In the 2nd, Paladins are a straight example, able to learn some basic (only healing and attack, plus one flashlight), but potent, spells, and unlike Fire Mages, don't suffer double cost physical skills.
191* MassMonsterSlaughterSidequest: Often given justifications as in "Kill these Fieldraiders before they eat our crop!"
192* MasterOfNone: Not an issue in Gothic I or II, but Night of the Raven's extremely brutal way of handling skill points and greatly powering up enemies means that any PC who isn't absurdly specialized and seeking out every last oppurtunity to improve their skills by just a little bit is likely to get absolutely murdered in the harder parts of the game.
193* MentorArchetype: Vatras plays this role for the hero in Gothic 2, especially in the ExpansionPack. Xardas is this for the hero in the overall series, though a much darker version than the usual trope.
194* MoneySpider: Goblins play this trope straight, but they're implied to be [[StickyFingers little kleptomaniacs]]. Every other monster can be looted for [[ShopFodder claws, teeth etc.]], but not money.
195%%* MultipleEndings: As a first in the series, the third game had them.
196* MusicalSpoiler: the 'chase theme', which plays while a hostile NPC is still chasing the player character, and stops when they give up.
197%%* NaiveNewcomer: The player character at the start of Gothic I, [[JustifiedTrope justified]] by the story.
198%%* NiceJobBreakingItHero: Gothic 2 starts with this trope in effect.
199* NiceMeanAndInBetween: Several examples.
200** The leaders of the three camps in Gothic I: Lee is an overall honorable man, admired by his mercenaries and friendly towards the hero. Gomez is a tyrannical ruler who only cares about himself. Y'Berion is never outright mean nor friendly towards anyone.
201** The three highest ranking members of the Swamp Camp: Cor Angar is an honorable and dutiful man, also a friend of the hero. Cor Kalom is an obsessed fanatic [[spoiler:who eventually joins the main villain]]. Y'Berion is in-between for the same reasons as in the previous example.
202** The Old Camp guards tasked with protecting the outer ring: Jackal is calm and diplomatic towards the hero, [[spoiler:even when the two meet as enemies at the entrance to the Free Mine]], Bloodwyn is an outright evil bastard capable of using weaker people against each other to do his bidding, while Fletcher just wants to be left alone.
203** The ship captains from Gothic II: Jack is a nice old man, who probably wouldn't hurt a fly. Torlof is greedy and selfish, not above letting innocent people die as long as it benefits him. Jorgen is an overall good guy, but he can also be a troublemaker.
204** The FreudianTrio which makes up the High Council of Fire, as laid out in that entry.
205* NintendoHard: When the fans complained that Gothic II was too easy, the developers raised the difficulty A LOT for the ExpansionPack. Now just about every enemy is a lot stronger, raising your stats on higher levels costs ludicrously large amounts of XP and you'd better get your fingers on each and every [[RareCandy Stat Boosting Item]] you can find, you'll need them. That said, thanks to the available AI companions and various ItOnlyWorksOnce items, the entire game can still be easily beaten by an underlevelled, combat-inept character, if you're willing to skip out on having "fair", climactic boss battles.
206* NonIndicativeName: One of the Water Mages is named ''[[NamesToRunAwayFromReallyFast Nefarius]]''. Like the rest of his guild, he is unambigiously a force for good and never pulls a FaceHeelTurn.
207* NoNameGiven: the Nameless Hero. In fact, people actively try to shut him up whenever he attempts to introduce himself.
208* NonCombatEXP: The game gives you experience points for each completed quest.
209* NoFairCheating:
210** In the second game, you can use the [[BossInMookClothing Dragon Snapper]] transformation spell to massacre whole maps worth of monsters early on and get many levelups in the process. However, while this does get you the expected skillpoints, the HP increase you'd normally receive is applied to the Dragon Snapper instead of your regular form, and thus lost permanently as soon as you cancel the transformation, turning you into a GlassCannon relative to your level.
211** If you attempt to simply overwhelm the enemy hordes by summoning multiple copies of the game's strongest summons (golem and demon), the summons will start fighting each other instead of your foes.
212* NonIndicativeName: "Scavengers" are aggressive and seemingly predatory.
213* NonLethalKO: One of the parts that make this game unique is that characters enjoy engaging in close-combat duels with each other, where the loser will fall to the ground, have his HP reduced to 1 and will often afterwards be robbed and have his weapon taken away by the winner. In many parts of the Gothic world, this is a perfectly regular pastime and will even have nearby characters cheer on the fighters. A downed adversary can be finished off by [[ImpaledWithExtremePrejudice driving one's weapon into their chest while they still lie on the ground]], but this is generally looked upon less favorably by onlookers. If you don't finish them, they'll get up after a short time, usually acknowledging your victory with an annoyed comment or even running away from you. However, none of this is true for combat with any kind of monster (in which emptying the health bar is always fatal for either player or enemy), some always-hostile characters (like bandits), ranged weapons or most kinds of spells.
214* NonStandardGameover: Swiming too far out to sea in 2 will result in a cutscene of sea serpents eating your character.
215* NoSell: Some NPC's and monsters have such a high defense that you have to have a certain amount of strength to even damage them at all. Ditched in Gothic 3.
216%%* NowWhereWasIGoingAgain: The journal.
217* OddFriendship: The Hero can in the first and second game be friends with Ur-Shak, a DefectorFromDecadence orc shaman. Orcs in the first two games are basically AlwaysChaoticEvil and according to their prophecies, the Hero is meant to be the "holy scourge" which destroys them. Depending on your choices in the second game [[spoiler:this friendship may end in blood and tears, however]].
218* OneHandedZweihander: Played with. Orcs are so strong that what appears to be a weapon made for one-handed use by orcs can barely be wielded with both hands by a human.
219* OneManArmy:
220** Your character winds up becoming this for a lot of missions in Gothic III, as well as against the orcs for one mission in 2.
221** Arcania is pretty much built on this trope.
222* OptionalSexualEncounter: The Hero can visit the Khorinis harbor brothel in the second game, leading to a [[RightThroughHisPants largely clothed]] sex cutscene.
223* 'OrganizedCrimeSidequest: Second part allows you to join ThievesGuild in Khorinis City if you helped it’s members in crimes. After joining them you have access to new criminal sidequests.
224%%* OxygenMeter: Interestingly, one of the few examples not instantly refilled on surfacing.
225* PenalColony: First game setting in which the prisoners were supposed to mine magic ore for the king's armies. Rather than geography, it is separated from the rest of the world by a magical force field that lets people in, but kills anyone who tries to leave. It doesn't work out exactly as planned, as the mages who create the barrier accidentally make it larger than planned, trapping themselves inside and causing the prisoners to revolt, kill the guards and take over the mines. By the time of the game they've split into three factions, the strongest of which managed to reach a deal with the outside world: they continue to mine ore, and trade it for resources (such as food and [[SexSlave women]]).
226* PiranhaProblem: in the second game, schools of piranha will appear to act as BorderPatrol, along with a sea monster.
227* PowerupLetdown:
228** The summoning runes for golems (circle 4) and demons (circle 5) are in some ways inferior to the skeleton summon (circle 3). While the former two are better in terms of raw stats and a more mana-efficient way of dealing with single threats, they are weak against groups, cannot block attacks from humanoids, and tend to get stuck in terrain. Worst of all, if you summon more than one, they will fight each other instead of the enemy. Skeletons, meanwhile, can block enemy attacks with their weapons, navigate terrain more effectively, and will happily team up, allowing you to ZergRush just about any problem to death so long as you can afford the mana cost of summoning multiple of them.
229** The Eye of Innos is depicted as an extremely powerful mystical artifact of the gods which will give the Hero the edge he needs to defeat the dragons. That's true FromACertainPointOfView. All it does is force dragons to talk to you and take away their PlotArmor, though it's unclear whether the latter is an in-story thing or just a game mechanic. The amulet ''does'' provide a sizeable (if unremarkable) defense boost when worn... but it loses its power after talking with a dragon until you power it back up again with a dragon heart, meaning in the fights where you'd really want that boost, it's unavailable.
230* PlotArmor: In Gothic I and II, all plot-important [=NPCs=] are completely immune to damage, none of it in Gothic 3, though.
231** A rather literal example occurs in Gothic 2. Sylvio the mercenary captain is said to possess magic armor making him invincible, which is used as the justification why the player cannot challenge him to a duel and win yet. You can, however, beat up his [[TheDragon Dragon]]. [[VoodooShark Oddly, he later on decides to ditch it in favor of a Dragon Hunter armor, which has the better stats in gameplay terms, but presumably not the magical properties, enabling the Hero to kill him]].
232* PlotTumor: Adanos. In the first game, he is simply a deity who the Water Mages are sworn to. The vanilla version of ''Gothic 2'' establishes him as one of only three gods in existence and shows that in addition to the normal [[CrystalDragonJesus Innos]] cult among humans, Adanos is also worshipped regularly in the cities. The ''Night of the Raven'' expansion has the agents of Adanos act as a major BigGood who are arguably a lot more sensible and competent than the forces of Innos, introduces an entire civilization dedicated to Adanos, and notably lets the Hero quip that maybe he is ''not'' TheChosenOne of Innos, but rather Adanos, to the expansion's ArcVillain. Come the third game, and Adanos not only has two more cultures dedicated to him, he is also the true god of the orcs now (who had previously been established as Beliar-worshippers). The third game additionally has Adanos firmly usurp the title of BigGood from Innos, with the ([[CanonEnding canon]]) GoldenEnding, in which you banish the gods from the world, being directly aligned with him and accomplished by tracking down his artifacts all over the world.
233* PreexistingEncounters: [[AntiGrinding They also won't respawn if killed.]]
234** Somewhat averted in the Community Patched versions of Gothic 3 and Forsaken Gods, with some enemies set to respawn with a given percentage of possibility.
235* PrestigeClass: Guards / Fire Magicians, Mercenaries / Water Magicians and Templars in Gothic 1, Paladins and Dragon Hunters in Gothic 2 %%Fire magicians in 2 aren't an example: Novice doesn't really count as a class.
236* ProphetEyes: Xardas has atrophied white eyes. It isn't clear if he's blind or not seeing as he reads books, but he may have [[AWizardDidIt used magic to help with that.]]
237* PurposefullyOverpowered: Many of the spell scrolls, such as summoning demons or skeleton armies, shrinking monsters, creating a rain of fire, or turning into dragon snappers and similarly powerful enemies, are basically an "I win"-button. The purposeful part comes in because these are all ItOnlyWorksOnce items, meant to provide an emergency way out for a poorly optimized build to still get past the occasional BeefGate or ClimaxBoss when required to progress this NintendoHard game. Players who know what they are doing can use them for power-levelling instead.
238* RaptorAttack: Snappers and their even more dangerous relatives, the Razors and Dragonsnappers, all of which are basically small, [[ArmlessBiped armless]] theropod dinosaurs.
239* RareCandy: In the form of permanent stat-boosting herbs, which can be refined into potions with a more powerful version of the effect. The second game additionally uses the stone tablets of the ancient civilization, once you can read them. There's also a few smaller cases, such as certain foods when consumed in large quantities (apples and dark mushrooms), some unique food items (Thekla's stew, Coragon's special beer...), and occasionally just story moments where a character (or book) will teach you a new trick, causing a permanent stat-up.
240* ReasonableAuthorityFigure:
241** Pyrokar, High Mage of Fire, in the second game. While stern and a bit of a KnightTemplar type, he supports the Hero's quest against the darkness to the best of his abilities and is even willing to work with Xardas the necromancer, who serves the deity Pyrokar's own is opposed to.
242** The same can be said of Vatras the Water Mage, who calmly hears out the Hero's seemingly absurd, unsubstantiated tale about dragons, does not condemn him for being an escaped convict, and also agrees to work with aforementioned Xardas for the good of the realm.
243* RecurringRiff: Title theme of ''Gothic III'' sounds in several battle themes, mostly boss encounters. It's also a version of the original ''Gothic'''s title theme.
244* ReligionIsMagic: An interesting case in that all magic comes from the gods, and all mages are technically meant to be priests at the same time, however channeling it has ''nothing'' to do with having faith in any way, shape or form, but rather relies on the standard wizard tropes of pseudo-scientific study and experimentation to be unlocked. The most a player mage gets out of their technical priesthood is being able to occasionally pull rank and intimidate characters with the authority of the position. A mage sidequest in ''II'' also involves performing what amounts to a series of exorcisms, although this is done by making people drink magic potions, rather than prayer or rituals.
245* ResourcesManagementGameplay: Became a major thing in the second game's expansion pack. DiminishingReturnsForBalance applies ''massively'' on learning point use, to the point that you're eventually pumping half a dozen levels worth of learning points into just a minor increase. Yet, some equipment does require maxed-out attributes. Therefore, it is imperative to maximize XP gain (other than using exploits/cheese strategies, there is no unlimited source of it) and [[RareCandy stat booster]] use if you're hoping to get anywhere near that value. The amount of stat boosters is very finite and you may end up accidentally using them in suboptimal ways, while enemies can die in ways which do not give XP, namely if they are not killed by the hand of the player or a companion. With all that said, despite being unapologetically NintendoHard, the game offers a variety of PurposefullyOverpowered ItOnlyWorksOnce spells that make it beatable regardless of your build efficiency, you just likely won't be able to beat the bosses in a fair fight if you screwed up with resources management.
246* {{Retcon}}:
247** The first game barely concerned itself with religion in the setting and claimed that many gods exist, but when the second game dove into the topic further, it set up a cosmology of explicitly only three deities, further built upon in later entries. The first game also implied mages to be normally "unaligned", with the split into fire mages, water mages and necromancers as something unusual which specifically happened among the mages trapped in the Colony as part of a feud. The second game would go on to establish the opposite: There are no "unaligned" mages and in fact, these three types of mages have always been the respective priests of the three gods everywhere in the world.
248** A minor one: ''Gothic'' ends with the Nameless Hero leaving the [[spoiler:Sleeper-Temple completely unharmed]], ''Gothic 2'' starts with the Hero [[spoiler:buried beneath it]].
249** A bigger one, or perhaps just a particularly unusual change in perspective, happens between the second and third game in regards to orcs and the nature of the war they are locked in with humanity. Though there were a few sympathetic orcs capable of communication and implications that orcs do have their own culture, they for the most part seemed like a race of brutes and savages following a ReligionOfEvil, and the struggle of mankind defending themselves against the orc onslaught while drawing strength from their faith in their light-god Innos was portrayed as fairly heroic. Come the third game and orcs are all civilized and capable of speech and while they oppress humans (just as humans used to keep orcs as slaves), they are a somewhat honorable ProudWarriorRace and try their best to keep order in their subjugated territories, far from the all-destroying chaotic force they were previously shown to be. This is somewhat handwaved by saying that the Khorinis orcs encountered in the first two games were a less developed, more brutish subrace of the orcs. Meanwhile, the conflict itself is presented as a neverending struggle that only wastes lives on either side, making humans and Innos just as responsible for it as Beliar and the orcs. In addition, it is revealed that orcs are creatures of Adanos, not Beliar, while the true champions of Beliar are the assassins of Varant (which are ''humans'') and that the orcs have just as much a right to make their own destiny in the world as humankind does. It is not a bad twist, but lacking in foreshadowing.
250** The nation of Varant, one of the three regions of the third game, is actually briefly mentioned in a book on warfare in the first installment. It's said to be an area containing swampland and whose troops rely on super-heavy infantry and cavalry in battle. Come ''Gothic III'' and Varant is presented as a typical ArabianNightsDays setting with endless desert, ruled and populated for the most part by a demon-worshipping take on TheHashshashin whose warrior culture is based around being a DualWielding FragileSpeedster.
251* ReverseEscortMission: Various {{Escort Mission}}s have [=NPCs=] escort you. When the normal order is the mission, if your NPC partner gets too far away, his character can go crazy trying to find you or may even vanish. For some missions, the tendency of this NPC to vanish accidentally was anticipated and he will appear at the last waypoint, waiting for you.
252* RiddleForTheAges:
253** There's the hidden Chromanin questline in the first game, which is never followed up on. The Stranger apparently discovered a power that is neither the Sleeper's, nor of any of the gods', but surpasses them all. What secret would he have shared with the Nameless Hero, had he not been murdered? Just what ''is'' Chromanin?
254** What happened to Nek? The circumstances of his disappearance are mysterious, yet nobody seems all that concerned with it. When his corpse is finally found, everyone seems content to assume he was killed by molerats while collecting mushrooms. But molerats are among the weakest enemies in the game, completely incapable of even piercing the armor of a guardsman like Nek, not to mention all his combat training. It's heavily implied Nek was murdered as part of some kind of intrigue or power struggle, but we never learn why or by whom.
255%%* RodentsOfUnusualSize: One of the recurring monsters in this franchise.
256* RogueProtagonist: King Rhobar III (the Nameless Hero from the previous games) in Arcania. [[spoiler:It turns out he's possessed by a demon and gets exorcised at the ending]].
257* RoofHopping: While not required, the roofs of Khorinis have some ''very'' nice stuff for the early game that can be found if you do this.
258* RuleOfThree: Three camps, three guilds, three deities, three endings...
259* ScaryBlackMan: Gorn has the look, but is subverted by the fact he's a fairly nice guy (He's said to has "a lot to pay for" in the 2nd game, but it is never said what). Thorus plays this trope straight, though he gets less scarier each game.
260* SchmuckBait: In the mining canyon area in the first game's New Camp, there's a mercenary who suavely promises to get you an InfinityPlusOneSword for only the price of a medium-sized banquet worth of foodstuffs. If you haven't been clued in that this is a bad idea by the fact that you can do it at level one, and that even your questlog expresses skepticism, maybe the deliberate [[invoked]] FridgeLogic concerning why he's only using standard mercenary equipment when he has access to that kind of hardware will do the job. Actually get him his things anyway and [[spoiler:it turns out he just wanted to party with his friends. There is no InfinityPlusOneSword and he mocks you for being gullible to the point of deserving it]].
261* SceneryPorn: All of the games to some degree, but perhaps more notable in Gothic 3, since it has the most modern graphics of the three games.
262* SequenceBreaking: The InsurmountableWaistHighFence subversion above, combined with the willingness to run like a maniac past enemies you cannot overcome at low level, means you can get some nice loot early and basically run entire quests well before receiving them as actual tasks.
263%%* SetSwordsToStun: Especially noteworthy when it's done with weapons like ''Katanas'' in the third game.
264* SmallRoleBigImpact: Ian only appears briefly in the first game and is never even mentioned again afterwards, but from him the Hero apparently got his CatchPhrase.
265* ShootTheShaggyDog:
266** In ''II'', after spending two chapters [[spoiler:having Lothar insult you and call you mad, you've finally gotten something you can shove in his face to prove he is wrong and you're right, but by the time you get back to town, he has been murdered]].
267** Also in 2, even if you manage to take out Hosh-Pak and the dragons, the castle in the Valley of the Mines still falls, after you leave the island for good.
268** In the first game, the hidden Chromanin sidequest. In a dungeon full of the undead, you come across a book written by a person who claims to have discovered true enlightenment and a source of infinite power capable of changing the world, which he calls "Chromanin". Trying to track this person down leads you on a wild goose chase through the whole colony as you constantly have to solve riddles and find further volumes which continue his teachings. Eventually, a meeting is set up in the same place where you found the first book. As you arrive, however, you find out that the man has already been murdered by more undead in retaliation for your earlier destruction of their kin. His body holds the final volume on "Chromanin", but the book is empty. Whatever secrets he may have held, he took to the grave with him. That said, this questline has some of the best XP yield in the whole game, so it's not ''entirely'' pointless.
269* SoleEntertainmentOption: The bubble-world of the first game has a single fighting arena in the Old Camp. The Sect Camp is composed of narcotics-users, and their whole religious cult around the Sleeper, so they have something to occupy their time with. The New Camp is most egregious: asides from mining and rice-growing, there's not much to do. (Well, except for going to the pub.)
270** In the German version, the Old Camp had (on the gallow platform at the entrance to the inner keep) the real world Medieval Metal Band ''Music/InExtremo'', performing their song ''Herr Mannelig''. This was cut from all other language versions due to copyright problems.
271%%* SoundCodedForYourConvenience
272* SoupIsMedicine: One of the earliest healing items you can get in the original game is a bowl of soup, and one be always handled to you if you bring ingredients. It's not particularly effective, but it's definitely better than nothing.
273* SprintShoes: The running jump gave you just a little extra speed--enough to outrun most sword-wielding maniacs. Well, OTHER sword-wielding maniacs. In G2 this was changed, but still true if you had Acrobatics.
274* StagingTheEavesdrop: In the first game, one of the tasks you need to complete in order to join the Swamp Camp is to find a way of having Baals, i.e. the spiritual leaders of the camp, speak to you. Newcomers are not allowed to speak with Baals, so it must be the Baal who speaks to the newcomer first. Lester, a friendly resident of the camp, suggests that in the case of Baal Namib, what you can do is making him think that you just had a vision from their god and you've renounced the other gods because of it. To do this, Lester and your character stage a comically exaggerated conversation where they almost scream everything they say while standing right next to Baal Namib. [[RefugeInAudacity It works]].
275* StationaryBoss: In the first game, [[spoiler:Sleeper]]. He just stands in one spot and shoots fireballs at you while you try to break 5 pedestals standing around him.
276* StonersAreFunny: Presumably why swamp weed was chosen as a recurring element of the setting. The mercenary Dar in the second game is a more concrete example, having some of the game's funniest lines.
277* StormingTheCastle: Expect to spend a good portion of Gothic 3 doing this, since by meddling into ongoing struggles between rebels and orcs (in Myrtana), nomads and hashishin (Varant) and nordmarians and orcs (Nordmar) you'll usually end up assaulting fortified places full of defenders with little to no help from your chosen allies.
278* StoryBranching:
279** In the original ''Gothic'', you could decide which camp to join after starting the game, opening up different quest lines which eventually converged back into a single plot.
280** In ''Gothic 2'', you get to do it all over again, choosing to join either the Militia/Paladins, the Mercenaries/Dragon Hunters or the Fire Mages at the Monastery.
281* StoryBranchFavoritism:
282** In the first game, joining the Old Camp is unique because it later allows you to [[spoiler:become a DefectorFromDecadence]] and switch to being a member of the New Camp, which means experiencing a bit more content in one run than a pure New Camp or Swamp Camp playthrough, adds a bit of ItsPersonal drama to the story and, when playing a mage, leads to the otherwise inaccessible and settingwise BeyondTheImpossible scenario of having sworn an oath to and obtained the magic of ''[[YinYangBomb all three of the mutually exclusive gods at the same time]]''!
283** In the second game, by far the most rewarding path storywise is joining the Fire Mages since it gives you more unique dialogue options and lets you discover the backstory of the Seekers. Next are the Mercenaries because their storyline involves characters from the previous game and progresses Lee's character arc. Militia / Paladins are favoured the least and only give you some additional orc lore.
284* StupidNeutral: Inverted with Adanos, whose [[BalanceBetweenGoodAndEvil portfolio of neutrality]] seems to imply this, but in practice he rather comes across as the god of HeroicNeutral and reason and ultimately a much better option than the KnightTemplar ways of his light-god brother, doing the same things for the good of the world without otherwise enforcing his will on the people.
285* SuperPersistentPredator: Normally averted: "monster" enemies generally do give warning to back off for a few seconds and will break chase if you run far enough, though they don't react to being injured.
286* SurprisinglyRealisticOutcome: Still one of the only videogames in existence where characters will freak out if you brandish a weapon in their face and warn you to put it the hell away, reacting with appropriate force if you don't.
287* SuspiciouslySimilarSubstitute: The Seekers in the second game are basically [[Franchise/TheLordOfTheRings Nazgûl]], except there's a lot more of them than nine, they're more mages than warriors, and they don't have mounts.
288* TheComputerIsACheatingBastard: In ''Gothic 3'', [=NPCs=] with magical abilities will never run out of mana, and sometimes will surprise you by throwing remote-controlled magic missiles at your face, with said 'nukes' even slipping through several other enemies - and even environmental objects - before hitting its moving target (usually, your ass) with deadly precision.
289* ThePiratesWhoDontDoAnything:
290** [[ExactlyWhatItSaysOnTheTin The pirates]] in ''Night of the Raven''. Justified: With the war going on, there's a shortage of merchant vessels for them to raid, so they're just twiddling their thumbs in the meantime, hoping for the situation to improve.
291** The Colony from the first game is also a downplayed example. Theoretically, it's a society of convicts and hardened criminals. In practice, however, many inhabitants were framed, are guilty only of ridiculously petty "crimes", or got locked in by accident for being in the wrong place at the wrong time.
292* TheRevolutionWillNotBeCivilized: Rebels and nomads are supposedly the "good guys" in Gothic 3, yet don't expect them to take prisoners when reconquering strongholds or villages.
293* ThisLoserIsYou: Interestingly combined with eventual TakeALevelInBadass. Originally, the Nameless Hero starts out like a newbie (which, if you are playing for the first time, you are), and he's weak and has no clue how to fight and survive (again, for a first time gamer, this is also true). He also starts out not knowing what's going on and dependent on others for help (again, a new gamer will also be like this). This trope was strongest in Gothic II, but was dropped in Gothic III, where it would be in universe impossible to justify the Nameless Hero being a total newbie all over again, hence why he doesn't start off nearly as incompetent and dependent on others like the other games.
294* ThreateningShark: Swamp Sharks combine traits of sharks with {{Sand Worm}}s and are very dangerous creatures early in the first game.
295* TookALevelInBadass: Just compare what the Nameless Hero says in the start of either Gothic 1 or 2 to what he says when he [[spoiler:faces down the undead Shamans and Cor Kalom in 1]] or [[spoiler:makes his demands to the dragons when he has the Eye of Innos in 2]]
296* TraumaInn: Sleeping in a bed for any amount of time will regenerate all your health and mana.
297** Spending too long in someone else's house will eventually make them attack you, but if you're quick, you can dash in, lie down on the bed, get a good night's sleep and run out again without setting off the attack.
298** In ''Gothic 2'', [[spoiler:the Seekers can "possess" you, causing you to have nightmares that prevent you from this kind of recovery.]]
299* TrueCompanions: Diego, Gorn, Milten and Lester, with the Nameless Hero as the HonoraryTrueCompanion.
300* UnexplainedAccent: Not present in the original German version, where almost all the characters[[note]]the exceptions being Jack and Greg, who have a North German accent, which is (stereo-)typically associated with sailors like them, and the Assassins in ''III'', who talk in a Middle-Eastern accent[[/note]] speak regular High German. The English version however chooses to go this route, giving the characters a wide range of different accents, even though they're almost all supposed to be natives of a fairly small island duchy. Sometimes, this is used as a joke or nod to a character's role, for instance Onar, who runs a mercenary protection racket, having a ''Film/TheGodfather''-style Italian accent, or Sekob the farmer being given a Texan accent, but most of the time, it's completely inexplicable.
301* UnexplainedRecovery: One dialog option when meeting Bloodwyn in ''Night of the Raven'' is to comment that you killed him back in Gothic 1 [[note]]Note that killing an NPC in Gothic 1 meant ''impaling him while he's unconscious''[[/note]] (while never required or even recommended, killing him was common because he's pretty damn evil). His response is that he survived a lot of things.
302* UnusuallyUninterestingSight: In the third game, the rebels are persecuted and killed on sight by the orcs. Nothing prevents you from running around in an orc settlement in rebel armor, and there are no negative consequences for it. Notably not the case in the second game, where putting on bandit armor will make everyone who is not a bandit try to kill you and vice versa.
303* UnWinnable: The manual for the second game explicitly states that the dev team went out of their way to avoid this. The game should always be winnable in some form, even if you choose to go on a wild killing spree in a plot-critical zone. Within reason, of course. They said you can still break your game by, say, throwing the Eye of Innos into the sea. This is wrong, of course. [[DevelopersForesight They prepared for that, too.]]
304* VideoGameCrueltyPotential: With limited enemies / experience, it pays off to kill (or at least knock out) as many civilians as possible.
305* VillainBaal: [[DownplayedTrope Downplayed]], as minor leaders of [[ReligionOfEvil cult of]] [[BigBad Sleeper]] have their names preceded by „Baal”, by only one of them directly attacks us.
306* ViolationOfCommonSense: Ranged weapons in the first two games are ironically at their most effective and reliable when used in melee range, where they never miss, [[CycleOfHurting stagger foes with every strike]], preventing them from getting an attack of their own in, and can also hit surrounding enemies anywhere in a 360 degree radius, even behind you, [[HitboxDissonance just by firing forward]]. The only time when you'll actually want to switch to your melee EmergencyWeapon or retreat rather than just continuing to stay rooted in place and shooting is when you're facing groups of enemies whose total combined HP grossly exceeds your damage output.
307%%* VestigialEmpire: King Rhobar's kingdom is not all it used to be.
308%%* WalletOfHolding
309* WeaksauceWeakness: No enemy will chase you over water (and if trapped in water, none of them can attack, just like you). While this looks like gameplay limitations, it's noted by one NPC vaguely in 2, and water ''is'' representative of a god opposed to most of the creatures you are fighting.
310* WelcomeToCorneria: ''Especially'' so in Gothic 3, where after 2 or 3 hours of gameplay you can probably say all the stock dialogue NPC's have with each other by heart.
311* WhereAreTheyNowEpilogue: In Gothic III. Not much point to it, though, since Forsaken Gods picks up the story at the end of G3 again anyway.
312** To elaborate, Gothic III had three endings: side with humanity and drive out the orcs; side with orcs and drive out the humans [[spoiler:and head off with Xardas to another world]]; and the Hashishin ending which screws both over and hands over power to the third party. However, Forsaken Gods goes the route of Deus Ex and uses elements of all three endings as the starting point for two years after the G3 ending.
313* WhosLaughingNow: Remember Bullit, the guy from the opening who punched you in the face? You can go back to him near the end of the first game, wearing the most powerful equipment there is and by this point, being strong enough to slaughter the likes of his in droves. The Nameless Hero will even remark on how nicely the situation is reversed now. Then you can butcher the guy. Or, for added irony, punch him until he drops, provided you have trained your strength enough to do damage despite his armor.
314* WhatHappenedToTheMouse:
315** Most minor characters from I either die offscreen or become nameless bandits infesting much of the Khorinis island, since they are nowhere to be found and they had no means of leaving the island.
316** Between II and III several members of Esmeralda crew dissapear without a trace: paladin Girion, novice Pedro and whoever you chose to be a captain (Jack the lighthouse keeper/Torlof the mercenary/Jorgen the sailor down on his luck). They may have been murdered by the pirates. The plotline leaving it unclear whether Pedro was an intentional traitor or under the influence of mind control is also never elaborated on.
317** Bartok's disappeared buddy Trokar seems like a setup for a quest, but he is never found. Unlike most of the missing characters in the game, he does not appear to have been abducted (and was already missing in the classic version of the game, before the missing people questline was introduced).
318** Someone in the bandit camp helped William escape, but you never learn who.
319%%* WideOpenSandbox: [[SlidingScaleOfLinearityVSOpenness The first two games are Level 4, and the third is Level 5.]]
320%%* WithThisHerring: the start of Gothic II.
321* WretchedHive: The Khorinis harbor district in ''II'' is a downplayed example. Poverty runs rampant, the area is all but abandoned by the administration and law enforcement, with a thieves guild as the power truly in charge, a MadScientist alchemist runs a bootleg lab dabbling in morally dubious spells, brawls on the open streets are common, and people spend most of their time visiting the brothel, betting on illegal show-fights, consuming drugs, or getting smashed at the local tavern ([[BadGuyBar the owner of which is a thieves guild member who uses it as a hub for trading in information and thieves' tools and a place for planning heists]]). However, it's still so close to the "respectable" part of town that criminals risk capture if they don't act without at least token discretion, murder is rare and stigmatized, and about half or so of the population are still ordinary law-abiding citizens, so it's actually a slightly more civilized place than the penal colony of the first game.
322%%* YouALLLookFamiliar
323%%* YouBastard: Thorus in III feels this way about your protagonist.

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