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"Piranha Bytes apparently takes any concepts that are salvageable out of the trainwreck that is Ultima IX (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."

A 2001 German game translated into English, Gothic is the first in a trilogy of Action RPGs starring The Nameless Hero, who has been thrown into a 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.

The 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 Expansion Pack, 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. Raven, a minor NPC from the last game, attempts to obtain the Claw of Beliar. The Hero sets out to stop him, rediscovering an ancient, lost civilization in the process.


In 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 Multiple Endings, and was something of an Obvious Beta at release. An Expansion Pack called Forsaken Gods was also released, which took the Obvious Beta status Up to Eleven and wasn't made by Piranha Bytes. Most fans consider it So Bad, It's Good 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.


The 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 Roaring Rampage of Revenge after the troops of the King (yeah, THAT King) butchered his village and killed his Satellite Love Interest. Of course, things are yet again not how they seem and the previous Hero didn't become an Evil Overlord 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.

Meanwhile, Piranha Bytes made their own spiritual successor named Risen, which received good reviews and praise from journalists and fans. They later made another successor called ELEX.

One interview with Piranha Bytes has confirmed they have regained the rights to the series due to their sale to JoWood being temporary. In 2019, a playable teaser of first game's remake was released by THQ Nordic, with the intention of receiving feedback from players.

Gothic's main draw was its wide open world and the ability to '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.

Another 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.

Not to be confused with the genre of Gothic Literature, the Goth lifestyle, medieval architecture, or the tribe of people from Gotland. Also notable for containing a character named Gorn, but no actual gorn.

The series provides examples of:

  • Aerith and Bob: Predominantly an odd mix between German, English and Spanish names, with fantasy names mostly for important, powerful characters such as mages.
  • Affably Evil: 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 The Dreaded. 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).
  • Ancient Tomb: 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.
  • Animal Motifs: You'll never be able to guess what Raven's motif is.
  • Anti-Grinding: More or less. There only a few Respawning Enemies except for the finite chapter transitions, so endless Level Grinding (without the use of some bugs or Game Mods) 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.
  • Anyone Can Die: Subverted in the first two games, where you can kill anyone but the plot-important NPCs (who are 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.
  • Arc Villain: 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.
  • Armless Biped: Scavengers and the various Snapper species in the first two games. In Gothic III, their designs was changed and the Snappers were given arms.
  • Artificial Atmospheric Actions: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, ...).
    • They 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..."
  • Artificial Stupidity: 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).
    • 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.
    • 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, 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 kill you.
    • 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.
  • The Artifact: 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.
  • Ascended Extra: Raven goes from being a quest giver/bodyguard for Gomez in the first game to the main enemy of the add-on.
  • Ask a Stupid Question...: Go ahead, ask the Fire Mage Parlan where the church is. While standing right in front of it.
  • Asshole Victim: Come chapter 3 in 2, the Jerkass "Paladin" Lothar is killed so one of the mercencaries can be framed for it to ignite tensions between them and the city.
  • Automatic Crossbow: 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 Bow and Sword, in Accord below.
  • Awesome, but Impractical: The Magic Crossbow and the Fire Bow from the Gothic II Expansion Pack 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 or Vendor Trash. 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.
  • Badass: Your player character attains this status after Gothic I for destroying the barrier and The Sleeper, but this can make certain parties hate you enough to want to kill you.
  • Badass Army: The Orcs, en masse, are tough enough to qualify.
  • Bag of Spilling: justified pretty well in Gothic II. By Gothic III it got silly.
    • 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 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. Still, from II to III the loss of status makes no sense.
    • Gothic III had a Hand Wave that justified 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).
  • Batman Gambit: Your player character's progression from nobody to badass was part of one on the part of King Rhobar II.
  • Beat Still, My Heart: The final boss battle has five of these, and you have to stab all of them.
  • Beef Gate: 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.
  • Berserk Button: 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...
  • Big Brother Mentor: Diego.
  • Big Creepy-Crawlies: Bloodflies, Fieldraiders, Minecrawlers...
  • Blamed for Being Railroaded: 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.
  • Boss Battle: Most notably the Sleeper, although there are others.
  • Boss in Mook Clothing: 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.
    • 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.
  • Bow and Sword, in Accord: 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 Ranged Emergency Weapon 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 Master of None.
  • Canon Discontinuity: 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.
  • Cave Behind the Falls: 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.
  • The Chew Toy: Mud. Oh, 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 everybody hated him anyway.
    • Killing him is probably the kindest option. 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.
    • There's also Valentino in Gothic 2: Night of the Raven. There seems to be some sort of secret organization based around beating him up.
    • 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 2: 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.
  • The Chosen One: Subverted/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.
    • 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
  • Chromosome Casting: The first game has a large cast of almost exclusively male characters, with the only exceptions being a handful of slaves in the Old Camp and the Swamp Camp (with no relevance to the plot and a single line of dialogue shared between them). This is justified however due to the game's setting; the characters are all trapped in a men-only 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 Sex Slave. This doesn't apply to later games which take place outside the colony, and female NPCs are unremarkable.
  • 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 evolve as you improve your weapon proficiency skills, becoming longer and more efficient.
  • Commonplace Rare: 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.
    • 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 a dozen or so chunks in total that one can find and use to make magical weaponry.
  • Cool Old Guy: Diego, arguably. Xardas.
  • Crapsack World: 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.
  • Critical Hit: 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 Critical Hit 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.
    • 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.
  • Critical Hit Class: This becomes very common in Gothic 2, for reasons above.
  • Crutch Character: Diego in 2 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.
  • Damn You, Muscle Memory!: Combat controls are almost entirely changed between 1 and 2.
    • Or you could change it back in the options...
  • Dark Is Not Evil: 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 Big Bad, but he's actually The Mentor. 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.
    • At the beginning of Gothic 3 it appears like Xardas might be a subversion, as he seems to have pulled an Evil All Along and betrayed you... 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.
  • Deadpan Snarker: The Nameless Hero.
  • Death Mountain: Gothic II, the volcano of the Fire Dragon.
  • Dinosaurs Are Dragons: 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.
    • Even more so with the Fire Varans, who resemble Dimetrodons and breath fire.
  • Dracolich: The final boss of the second game.
  • Do Not Drop Your Weapon: Averted, as being knocked unconscious will make anyone drop it.
  • Dragon Their Feet: 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 Raven. Between Gothic III and Forsaken Gods he rises from being The Quisling for orcs to leading 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.
  • Dude, Where's My Respect?: 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.
  • Early-Bird Cameo: Pyrokar shows up in the first game's opening.
  • Early Game Hell: 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.
  • Easter Egg: In the Expansion Pack 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".
    • 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 Sequence Breaking, you not only get a nice sum of experience, but a few unique lines.
    • Various other Easter Eggs include the stunt bonus, a used car hull, and a sign written by a mighty alien dwarf.
  • Evil Sorcerer: 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 Well-Intentioned Extremist.
  • Excuse Plot: 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.
  • Fake Ultimate Mook:
    • 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.
    • 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.
    • To some extent, Dragons in Gothic 3. They only attack by throwing fireballs out of their mouths, and since 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.
    • 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, on the other hand...
  • Fighter, Mage, Thief: 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 Magic Knight 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.
  • Five-Man Band: 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.
    • The Hero: The Nameless Hero (duh)
    • The Lancer: Diego (weathered and serious, contrasting the hero's more snarky and brash personality, and both a cunning planner and a great fighter)
    • The Smart Guy: Milton (a Fire Mage, well-versed in more esoterical knowledge)
    • The Big Guy: Gorn (a bulky mercenary with a huge axe)
    • The Heart: Lester (the resident Nice Guy who has no particularly specialized skillset and likes to just chill out and smoke swamp-weed)
  • Fetch Quest:
    • 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.
  • Freudian Trio: The High Council of Fire, consisting of sceptical, jerk-ish Serpentes (Id), calm, understanding Ulthar (Superego), and stern, but reasonable Pyrokar (Ego).
  • Gargle Blaster: Double Lou's Hammer from the expansion pack.
  • Getting Crap Past the Radar / Easter Egg: A name that will ring a bell for most fans is Velaya. She is the slave girl that appears in the opening and can be found in the room above the throne room in central hall of the Old Camp in the original Gothic. Velaya has exactly one spoken line of dialogue. Yet, she has almost reached Ensemble Dark Horse status among some fans, so much that some German modders made a Game Mod featuring her as the main character. The reason for this? Going into the room Velaya is locked in at certain times during the day will result in the player finding her completely naked (without any Barbie Doll Anatomy, no less!) and seemingly having a lot of fun while washing herself in a bathtub.
  • Gladiator Subquest: You get one in every single arena of Gothic 3.
  • Grey-and-Gray Morality: The guilds that the player can join in Gothic 1/2 are this, you can choose between a militaristic, Knight Templar faction, a freedom-loving and rough bandit/mercenary faction, or a group of religious fanatics.
    • It's noteworthy that the Adanos-based factions are generally neutral, but the Innos factions, especially in Gothic II, are essentially Lawful Good with pride issues and the tendency to overstate their own importance. Otherwise, they're often somewhat decent people still.
    • It's more traditional White And Black in Gothic III, but it immediately goes pretty far back into Grey and Gray by the time of the Expansion Pack, which prompts the frustrated Nameless Hero to Take a Third Option.
  • Hanging Judge: 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.
  • Hitbox Dissonance: In Gothic II, it is easy to avoid fire varan's fire breath by a single step back, even though visually the fire still reaches you. Same for troll's crushing attack.
    • Though this isn't a misdrawn hitbox as much as the backstep granting temporary melee invincibility. If you time it badly (too early), the troll's fist will reach you just fine.
  • Hitchhiker Heroes: The ones in the first game are actually a group of conspirators. However it's played straight in the second one.
  • Hyperspace Arsenal: 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.
    • Curiously 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.
  • Impossible Item Drop: 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).
  • Insufferable Genius: 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 Self-Imposed Challenge 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.
  • Insurmountable Waist-High Fence:
    • 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 Insurmountable Waist-High Fence, 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.
    • There is one instance in G2 that plays this straight, although it is likely to be a glitch. The Orcs cannot follow The Hero 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 Level Grinding ensues.
    • 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.
    • 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.
      • 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.
  • Invisible Wall: 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.
    • Ironically brought back in III with the same guy who put your character in one erecting the same thing around himself willingly!
  • I Take Offense to That Last One!: 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!
  • It Only Works Once: Spell scrolls. They are, however, surpremely 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 Expansion Pack 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.
  • Karl Marx Hates Your Guts: 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.
  • 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.
  • Knight Templar: 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.
  • La Résistance: The Human Rebels, united against Orcish oppression in Gothic 3. Arguably the "mercenary" factions in G1 and G2 too.
  • Limited-Use Magical Device: 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.
  • Lizard Folk: Elite Mooks 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.
  • Load-Bearing Boss: The Sleeper's temple collapses the moment it's defeated. On top of you.
  • Lost World: Jharkendar. An isolated valley full of ruins of an ancient civilization. Small dinosaurs included.
  • Low Fantasy: The general point of the first game is a personal goal, escaping a Penal Colony. 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 survival of the fittest, or overzealous 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.
  • Mage Tower: Xardas appears to be fond of these, residing in a different tower in each game.
  • Magic Knight: 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 . 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.
  • Mass Monster Slaughter Sidequest: Often given justifications as in "Kill these Fieldraiders before they eat our crop!"
  • Master of None: 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.
  • Mentor Arche Type: Vatras plays this role for the hero in Gothic 2, especially in the Expansion Pack. Xardas is this for the hero in the overall series, though a much darker version than the usual trope.
  • Money Spider: Goblins play this trope straight, but they're implied to be little kleptomaniacs. Every other monster can be looted for claws, teeth etc., but not money.
  • Multiple Endings: As a first in the series, the third game had them.
  • Musical Spoiler: the 'chase theme', which plays while a hostile NPC is still chasing the player character, and stops when they give up.
  • Naïve Newcomer: The player character at the start of Gothic I, justified by the story.
  • Nice Job Breaking It, Hero!: Gothic 2 starts with this trope in effect.
  • Nintendo Hard: When the fans complained that Gothic II was too easy, the developers raised the difficulty A LOT for the Expansion Pack. 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 Stat Boosting Item you can find, you'll need them.
    • The series as a whole prides itself on this. In fact, you can possess every Game-Breaker and exploit every Good Bad Bug you want, and the games are still hard and unforgiving even on the easiest difficulty.
  • Non-Indicative Name: One of the Water Mages is named Nefarius. Like the rest of his guild, he is unambigiously a force for good and never pulls a Face–Heel Turn.
  • No Name Given: the Nameless Hero. In fact, people actively try to shut him up whenever he attempts to introduce himself.
  • Non-Combat EXP: The game gives you experience points for each completed quest.
  • Non-Indicative Name: "Scavengers" are agressive and seemingly predatory.
  • Non-Lethal K.O.: 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 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.
  • Non Standard Gameover: Swiming too far out to sea in 2 will result in a cutscene of sea serpents eating your character.
  • No-Sell: 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.
  • Now, Where Was I Going Again?: The journal.
  • Obvious Beta: Gothic 1 has such unstable game coding that it was even prone to crashing on systems available at time of release. Gothic 3 was this to some extent, but JoWood/Pirahna Bytes approved Community Patches have largely fixed this.
    • Forsaken Gods was a very obvious version of this, but the same team that fixed Gothic 3 has managed to turn this game into something, while somewhat weak story wise, is playable and fully functional in a gameplay sense.
  • One-Handed Zweihänder: 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.
    • Played straight if you train the "Twohanded"-skill to its maximum. Sure, you're holding the weapon in two hands - but your attacks are one-handed.
  • One-Man Army: 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.
    • Arcania is pretty much built on this trope.
  • The Other Darrin: Rather noticeable in the English version, with characters changing voices between games. This is very noticeable for Diego, who doesn't even attempt to have the same type of voice (going from "deep" to "nasely")
    • Depends on the release. The Polish version of the Gothic series is notable for having many of the same actors reprise their roles from previous games. Apart from the protagonist (obviously), at least Diego and Xardas have the same actor voice them. On the other hand, G2 with Night of the Raven installed can invoke this within the same game. You might be listening to someone talk about the quest they're giving to you, then suddenly switch their voice to talk about some EP-only stuff.
  • Oxygen Meter: Interestingly, one of the few examples not instantly refilled on surfacing.
  • Penal Colony
  • Plot Armor: In Gothic I and II, all plot-important NPCs are completely immune to damage, none of it in Gothic 3, though.
    • 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 Dragon.
  • Preexisting Encounters: They also won't respawn if killed.
    • 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.
  • Prestige Class: Guards / Fire Magicians, Mercenaries / Water Magicians and Templars in Gothic 1, Paladins and Dragon Hunters in Gothic 2
  • Prophet Eyes: Xardas has atrophied white eyes. It isn't clear if he's blind or not seeing as he reads books, but he may have used magic to help with that.
  • Raptor Attack: Snappers and their even more dangerous relatives, the Biters and Razors, all of which are basically small, armless theropod dinosaurs.
    • Arguably Scavengers too, at least in the GI and GII, where they were scaly and more similar to Snappers than to birds.
      • The Biter's in-game model is actually derived from the Scavenger's, not from the Snapper's.
  • Reasonable Authority Figure: Pyrokar, High Mage of Fire, in the second game. While stern and a bit of a Knight Templar 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.
    • Basically 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.
  • Recurring Riff: 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.
  • Retcon: A minor one: Gothic ends with the Nameless Hero leaving the Sleeper-Temple completely unharmed, Gothic 2 starts with the Hero buried beneath it.
    • 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 Religion of Evil, 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 Proud Warrior Race 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.
  • Reverse Escort Mission: Various Escort Missions 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.
  • Rodents of Unusual Size: One of the recurring monsters in this franchise.
  • Rogue Protagonist: King Rhobar III (the Nameless Hero from the previous games) in Arcania. It turns out he's possessed by a demon and gets exorcised at the ending.
  • Roof Hopping: While not required, the roofs of Khorinis have some very nice stuff for the early game that can be found if you do this.
  • Rule of Three: Three camps, three guilds, three deities, three endings...
  • Scary Black Man: 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.
  • Scenery Porn: 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.
  • Sequel Difficulty Drop: While still not exactly easy, Gothic II (when first released, that is; the addon is another issue) is a lot easier and more forgiving than its predecessor thanks to a more streamlined control scheme and a less rough beginning.
  • Sequence Breaking: The Insurmountable Waist-High Fence 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.
  • Set Swords to "Stun": See Non-Lethal K.O. above. Especially noteworthy when it's done with weapons like Katanas in the third game.
  • Shoot the Shaggy Dog: In 2, after spending 2 chapters 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.
    • 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.
  • Sole Entertainment Option: 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.)
    • 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 In Extremo, performing their song Herr Mannelig. This was cut from all other language versions due to copyright problems.
  • Sound-Coded for Your Convenience
  • Spiritual Sequel: Risen.
    • In particular, the Jharkendar section of Night of the Raven can seem almost like a bit of a proto-Risen in hindsight, what with its pirates, swamp-dwelling bandits and vaguely Carribean setting.
  • Spiritual Successor: To Ultima.
  • Sprint Shoes: 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.
  • Staging the Eavesdrop: 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. It works.
  • Stationary Boss: In the first game, Sleeper. He just stands in one spot and shoots fireballs at you while you try to break 5 pedestals standing around him.
  • Storming the Castle: 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.
    • Averted in some towns, where La Résistance will actually lend a generous hand: Braga, Bakaresh or Montera qualify. Played absolutely straight with others like Silden, Faring or Ben Sala, where you'll be all alone against a full garrison of orcs and mercenaries/hashishin.
  • Story Branching: 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.
    • 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.
  • Super-Persistent Predator: 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.
  • Swampweed Bullet Time: Smoking a swampweed cigarette makes everything sloooooow, as well as distorting the screen.
  • The Computer Is a Cheating Bastard: 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.
  • The Pirates Who Don't Do Anything: 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.
  • The Revolution Will Not Be Civilized: Rebels and nomads are supposedly the "good guys" in Gothic 3, yet don't expect them to take prisoners when reconquering strongholds or villages.
  • This Loser Is You: Interestingly combined with eventual Take a Level in Badass. 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.
  • Threatening Shark / Sand Worm: Swamp Sharks combine traits of both and are very dangerous creatures early in the first game.
  • Took a Level in Badass: Just compare what the Nameless Hero says in the start of either Gothic 1 or 2 to what he says when he faces down the undead Shamans and Cor Kalom in 1 or makes his demands to the dragons when he has the Eye of Innos in 2
  • Trauma Inn: Sleeping in a bed for any amount of time will regenerate all your health and mana.
    • 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.
    • In Gothic 2, the Seekers can "possess" you, causing you to have nightmares that prevent you from this kind of recovery.
  • True Companions: Diego, Gorn, Milten and Lester, with the Nameless Hero as the Honorary True Companion.
  • Unexplained Recovery: One dialog option when meeting Bloodwyn in Night of the Raven is to comment that you killed him back in Gothic 1 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.
  • 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. They prepared for that, too.
  • Video Game Cruelty Potential: With limited enemies / experience, it pays off to kill (or at least knock out) as many civilians as possible.
  • Vestigial Empire: King Rhobar's kingdom is not all it used to be.
  • Wallet of Holding
  • Weaksauce Weakness: 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.
  • Welcome to Corneria: 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.
  • "Where Are They Now?" Epilogue: In Gothic III. Not much point to it, though, since Forsaken Gods picks up the story at the end of G3 again anyway.
    • To elaborate, Gothic III had three endings: side with humanity and drive out the orcs; side with orcs and drive out the humans 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.
  • Who's Laughing Now?: 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.
  • What Happened to the Mouse??: 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.
    • 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.
  • Wide Open Sandbox: Gothic 3.
  • With This Herring: the start of Gothic II.
  • You ALL Look Familiar
  • You Bastard!: Thorus in III feels this way about your protagonist.
  • You Have to Believe Me!: Averted/Defied in Gothic II. When the Nameless Hero has to gain Paladins' support against the dragons in Valley of Mines, he simply tells Lord Hagen, "The question is not if you should believe me, but whether you can afford to not believe me if I'm telling truth." It works pretty well — the Hero is sent to the Valley for confirmation.

Alternative Title(s): Gothic II, Gothic III


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