Camping
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Camping lets you light a campfire to rest and log out safely away from town. The stats table, trainers, and campfire mechanics below are source-verified against ServUO; the general training advice is community guidance pending field verification.
What it does
Section titled “What it does”Camping turns kindling into a campfire. Once the fire settles you gain a safe place to log out in the wilderness (avoiding the normal grace-period vulnerability) and can rest. It is a minor convenience/survival skill favored by explorers and travelers who roam far from a city.
How to use it
Section titled “How to use it”Carry kindling (chop logs into kindling, or buy it), then use it to attempt a campfire. After the fire is established you can safely log out near it or rest. See movement & travel and world & time.
How to train it
Section titled “How to train it”Quick start: several NPCs carry the Camping skill and so teach it up to one-third of
their own skill, capped at 42.0 (Scripts/Mobiles/Normal/BaseCreature.cs, CheckTeachSkills:
baseToSet = ourSkill.BaseFixedPoint / 3). Trainers include the Provisioner (a common town
vendor, Camping 45–68), Ranger and Furtrader (55–78), Ranger Guildmaster (75–98),
and Wandering Healers (80–100) — see their SetSkill(SkillName.Camping, …) lines. So
buying to ~30–42 first is easy. After that the method is: make kindling, then light a
campfire, repeatedly.
- Low/high skill — chop a log into kindling (or buy kindling) and Use it to pitch a
campfire, over and over. Each ignite rolls
CheckSkill(Camping, 0.0, 100.0), so it gains across its whole range. It is a slow, low-stakes skill; just keep pitching camps in a loop and let GGS carry the slow points.
See skill gain and using & training skills.
Mechanics & numbers
Section titled “Mechanics & numbers”| Primary stat | Dexterity |
| Secondary stat | Intelligence |
| Title | Explorer |
| Mastery skill | No |
| Gain notes | skill-ups can raise Str +2, Dex +1.5, Int +1.5 (per-use stat gain weights) |
Camping is a niche utility skill; the safe-logout benefit is its main draw. The verified
specifics, from Scripts/Items/Consumables/Kindling.cs and Scripts/Items/Functional/Campfire.cs:
- Igniting kindling rolls
CheckSkill(Camping, 0.0, 100.0); on failure you get “You fail to ignite the campfire.” - You cannot light a campfire inside a dungeon region (“There is not a spot nearby to place your campfire”).
- A lit campfire secures after you stand within 7 tiles of it for 30 seconds (“The camp is now secure”). The fire then begins extinguishing at 60 seconds and is gone by ~100 seconds, so the secure window is short.
Related skills & synergies
Section titled “Related skills & synergies”- Lumberjacking — chop logs into the kindling camping needs.
- Tracking / Cartography — round out an explorer/treasure-hunter who lives in the wild.
See also
Section titled “See also”Banner icon courtesy of uorenaissance.com.