Camping

Your party will occasionally need to rest at a camp in order to restore lost hit points and replenish used abilities and spells. To camp, you need a special resource: one set of rations per party member. In certain safe locations that act as a "headquarters", you can rest without needing to camp.

While resting, each character in your party will regain a small number of hit points and heal up to one point of ability damage per ability score.
Any spells, abilities or magic items with a limited number of uses per day will have their uses reset. To regain more hit points, you can optionally choose to have your spellcasters spend all their remaining healing spells.

You can camp in most locations or from the world map by clicking the **"Rest"** button. If you are in a location, an outline of a camp appears under your mouse cursor. A green outline allows you to click to set up camp there, while a red one means that something is blocking it. After setting up camp, click on the bonfire to begin resting.

While resting, your camp may be attacked by enemies. After dealing with them, click on the fire again to continue resting.

It is usually better to avoid camping in dungeons (interior locations). In dungeons, you won't be able to hunt, cook, or use certain unique abilities. Moreover, there is a higher chance of enemy attacks in such places.

Once everyone has gathered around the bonfire, you will see a special camp interface used to set the resting time and assign each of your party members to one of the following responsibilities, each involving a skill check. For each responsibility, you can assign a second party member to help out, providing a +2 bonus.

## Hunting

One party member can make a Lore (Nature) skill check to hunt the surrounding area, gathering additional rations.

The DC of the check is based on terrain type of the current location. The amount of time spent hunting is based on both the number of rations needed and the result of the check. For every ration beyond the first, 3 hours of hunting time is added. For every point the hunting DC is beaten or failed, one hour is removed or added, to a minimum of 1 hour. Failure of the check by 5 or more will result in the party being attacked and the camping process ending. It is currently unknown whether the degree of failure influences the severity of the attack.

You cannot hunt in dungeons or interior locations, and hunting may be bypassed if the option is chosen to use rations. If the party does not carry sufficient rations for the entire group and hunting is not possible, resting is not allowed.

## Cooking

One party member can make a Knowledge (World) skill check to prepare a nourishing meal for the party. A success will grant a small positive effect to the entire party that lasts for 24 hours. The effect and the DC of the check is based on the type of meal.

Initially, your party can only prepare a Hearty Meal. To prepare new types of meals, you first need to find and transcribe recipes.

Each companion has a favorite recipe that grants them additional bonuses.

You cannot cook in interior locations (dungeons).

## Camp Camouflage

One party member can make a Stealth skill check to hide the camp. Successful camouflage will reduce the probability of an attack. The DC of the check is based on the current terrain.

## Watch Order

Two party members can make Perception skill checks to take turns guarding the camp during the rest. If an attack occurs, the active guard makes a Perception roll against the enemies' Stealth DC. Succeeding at this roll allows the guard to awaken the party before the fight. Failing the roll results in a surprise attack.

## Special Ability

One party member can use their special camping ability. Every companion (except Kalikke and Kanerah) has their own unique special ability, which will grant a small bonus to your party. Hired mercenaries do not have special abilities.

## Terrain DCs

Each type of terrain has a different DC for hunting and camouflage checks.