Gothic 1 Remake: Best Ways to Make Money Beyond Ore Quests
Trophy hunting got nerfed in the remake, so here are the income sources that still pay. The Huno forging loop, looted chests, selling humanoid gear, cooked food, and quest payouts, plus why you have to spread your sales across camps.
Ore is the currency, and there is more than one way to earn it
If you have already worked through the ore farming and swampweed guide, you know the early payday comes from quests around the New Camp. This guide is about everything else: the income that keeps your ore stack growing after those one-time quests dry up. None of it touches mining or swampweed, so think of the two guides as a pair.
The big thing to understand up front is that the remake’s economy is deliberately tight. Items do not respawn once you grab them, killed enemies stay dead within a chapter, and vendors only carry so much ore. That changes which money methods actually work.
The forging loop is your most reliable income
The single most dependable repeatable source in the remake is blacksmithing with Huno in the Old Camp. Learn forging from him, then buy raw steel, forge crude swords at his setup, and sell the finished blades back for a margin. It pays for itself and keeps paying as long as you have ore to cycle through it. This is the kind of income that does not run out, unlike a quest reward you can only claim once.
Whether you can lean into it depends on the Learning Points you put toward smithing, so plan it alongside the rest of your skill spending.
Sell the gear that humanoids drop
Bandits, goblins, and orcs drop usable weapons and armor, and that gear is worth real ore. Black goblins, for example, each drop a morning star worth over 50 ore. You will pick up far more weapons and armor than you can ever use, so treat your spares as money rather than clutter. Sell them off instead of letting them rot in your inventory.
Trophy hunting: handle with care
In the 2001 original, hunting skills were a famous money printer for a small Learning Point investment. The remake nerfed that hard. Dynamic pricing means trophy values collapse after you sell a few identical items to the same vendor. One player reported getting only around three ore total for 22 scavenger teeth. Wolf fur starts near three ore and quickly drops to almost nothing.
That does not mean trophies are worthless, just that early skinning is rarely worth the Learning Points and ore the trainers charge. To harvest trophies you have to learn the relevant skill, Remove Teeth, Remove Fur, Remove Claws, or Skin Reptiles, and the trainer Drax (north of the Old Camp, and you have to bring him a beer first) charges a real fee per skill. The payoff only makes sense if you focus on the rarer creatures whose trophies hold value, like shadowbeasts, snappers, and swamp sharks, where swamp shark teeth can fetch around 100 to 200 ore. Skip skinning every wolf and molerat you walk past.
Looted and lockpicked chests
Chests across the colony hold ore on top of quest items. A handful of named chests together carry a meaningful stash, and players have reported single chests with well over a hundred ore inside, plus much larger hauls hidden in the Old Camp cellars. Cracking these takes the lockpicking skill, which is covered in the lockpicking, stealing, and sneaking guide. It is not repeatable, but it is a big chunk of ore for the cost of a few lockpicks.
Quest payouts and small repeatables
Quests remain a clean source of ore, both directly and through the loot they point you at. The New Camp quest Canvassing of Customers pays 100 ore nuggets, and escort quests let you keep whatever drops off the enemies your escort kills. On the smaller end, a couple of habits add up over a playthrough:
- Cook raw meat before selling it. Cooked food sells for far more than raw to traders.
- Grab herbs and mushrooms. Some of them are surprisingly valuable to the right buyer.
Spread your sales, every time
This is the most important economy rule in the remake, so it is worth repeating. Vendors carry limited ore that refills slowly, and dynamic pricing drives the per-item price toward zero when you unload many identical items on one merchant. Both effects punish dumping everything in one place.
The fix is to sell in small batches across several traders in different camps:
- Fisk in the Old Camp is your easiest early dump for general loot.
- Wolf in the New Camp pays more than most for many trophies, though he will not deal until you commit to the faction.
- Mages pay best for rings and amulets, and notably more for swamp shark materials.
- Blacksmiths and armorers are your buyers for weapons.
Rotate between them. If a vendor’s price on an item has cratered, move your remaining stock to a different camp and come back later once their ore has replenished.
The income checklist
To keep ore flowing after the early quests:
- Set up the Huno forging loop as your steady, repeatable income.
- Sell humanoid combat gear instead of hoarding spare weapons and armor.
- Lockpick named chests for one-time ore injections.
- Be selective with trophy hunting, saving it for rare, high-value creatures.
- Cook food and grab herbs for easy bonus ore.
- Spread every batch of sales across multiple merchants and camps.
Pair this with a disciplined spending plan and you will never be the player sitting on Learning Points they cannot afford to use. If you are still choosing a faction, where you can sell certain gear depends on it, so the camp decision guide is worth reading before you commit.
Trophy values, dynamic pricing, the forging loop, and the quest payouts above reflect the 2026 remake played post-launch, drawn from current community guides and player reports. Exact trophy sell prices are player-reported and approximate, and some quest reward amounts beyond Canvassing of Customers were not pinned to a confirmed figure, so treat individual numbers as ballpark rather than exact.
Frequently Asked Questions
What is the best way to make money in Gothic 1 Remake besides mining?
The forging loop with Huno in the Old Camp is the most reliable repeatable income. You learn blacksmithing, buy raw steel, forge crude swords, and sell them back for a margin. Looted chests, selling humanoid combat gear, and cooked food all stack on top of it.
Is trophy hunting worth it for money in Gothic 1 Remake?
Less than in the original. The remake uses dynamic pricing, so trophy values crash after you sell a few identical items to one vendor. Early skinning is often not worth the Learning Points and ore. Save it for rarer creatures and spread your sales across different merchants.
Why do merchants pay so little after a few sales in Gothic 1 Remake?
Two reasons. Vendors carry limited ore that refills slowly, and the price per item drops as you sell more of the same thing to one person. The fix is to sell in small batches across several traders in different camps instead of dumping everything on one merchant.