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Camping

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Camping skill banner

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.

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.

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.

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.

Primary statDexterity
Secondary statIntelligence
TitleExplorer
Mastery skillNo
Gain notesskill-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.

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