Compare the three camp routes
| Camp | Identity | Playstyle route | First faction armor | Key caution |
|---|---|---|---|---|
| Old CampStructure and political leverage | The established order inside the Colony, built around the ore trade and the castle. | The clearest early route toward the Guards and Fire Mage access. | Shadow armor after admission | Complete Diego's admission work before making the final commitment.The camp's later story turns can close people and spaces you used earlier. |
| New CampIndependence and opportunism | Free miners, rogues, mercenaries, and Water Mages building an escape plan around their ore mound. | A flexible physical route with a later Water Mage path. | Bandit's Dress after admission | Let Lares alter Ian's supply list before returning it to Diego.Handing Diego the untouched list can block the normal admission chain. |
| Swamp CampFaith, ritual, and hybrid combat | The Brotherhood of the Sleeper, living among templars, novices, and swampweed harvesters. | A hybrid route associated with templar combat and the Brotherhood's magic. | Novice clothing after admission | Work through the gurus' tests before committing to the Brotherhood.Camp progression and training depend heavily on quest state and rank. |
The choice in one sentence
Choose the camp whose training and roleplay route fits the character you want, not the one with a supposedly universal best reward. The official game description confirms that the faction choice changes abilities, playstyle, and the story's development.
Before the final commitment
Visit each camp, complete reversible admission work, inspect the available trainers, and keep a save before the dialogue that formally admits you. Starting faction quests does not always equal joining, but the final admission does close the other formal routes.
What not to optimize around
Do not base the decision on launch-week claims about obtaining endgame Ore Armor in Chapter 1. Official patches moved Gomez's key gate to Chapter 5, invalidating a widely repeated shortcut.