Expeditions: Viking Wiki
Expeditions: Viking Wiki

Camping is essential in Expeditions: Viking. It allows the hird time to recover from, fatigue, hunger, wounds, can provide them with bonuses while in combat, and provides access to each members' camping skills. While less effective, a character with no camping skills can still provide help by guarding, hunting, and cleaning.

Clearing out all camps in Danemark and Britain unlocks two achievements; 'Eviction' and 'Hostile Takeover'. See Campsites achievements guide for more information.

Camping Locations[]

Camps are made at designated locations on the world map. Camping time is divided into four shifts of four hours. Each character may be given a task during one of these shifts, and their effectiveness will be determined by the relevant camping skill.

Camp quality is determined by three factors: abundance of food, level of shelter, and security. The amount of food available to a camp site determines how much and how many times the hunting task can be used, and how effective it will be. A higher level of shelter will give a higher chance of obtaining the Well rested effect. Finally, the security level will determine the base security of the camp site. Food availability deteriorates upon each hunting trip performed and security may improve or become worse depending of whether the cleaning is performed.

While in camp, there is a chance that random events will happen to the hird. These events can boost morale, provide extra resources, or cause friction within the party. See Random Travel Events for more information.

Camping Tasks[]

Injured characters can only perform the following tasks:

  • guarding;
  • preserving;
  • healing (not on themselves):


All your hirdmen need 2 shifts of sleep to reset their fatigue timer. However, if they have the Heavy Sleeper passive skill then they only require 1 shift's sleep.


Guards prevent thieves from stealing your supplies such as rations, medicine, salvage and hides. A higher guarding percentage means less likelihood of it happening. Guarding is capped at 95%. Even party members with no skill in this task can provide 5% or 10% safety.


Hunting wildlife provides the hird with meat. Meat can be used as food, or turned into rations for long term storage. The amount of meat gathered is dependent on the character's hunting skill. Raw meat will spoil over time, and wildlife will not return to camps, so be careful to not over hunt.


Searching the surrounding area is a good way to find resources and other points of interest near the camp. If any found they will be locations you can walk to on the campaign map to gain a variety of resources such as: wood, salvage, hides, and even some usable items such as barricades, torches and sometimes even equipment.


Preserving meat into rations keeps food stocks high and stops meat from spoiling. The amount of meat that can be preserved in a single shift is determined by the preserving skill. Rations may be used as a food source for the hird. Rations do not spoil, however there are Random Travel Events that cause the party to lose rations.


Allows the hird to craft weapons and armour, and the quality of the product will depend on the crafting skill level of your character. In addition, by leveling the artisan skill, a random effect can be given to the crafted weapon or armour. Crafting during camping costs no valuables, therefore it may be more efficient than using the town blacksmiths.


Healing takes the time to heal any wounds sustained from random events and incapacitations from prior battles. The higher the level of healing skill the more likely it is that the injury can be recovered per shift. A character with a wound may only use the guard, rest and healing task until their wounds are healed.


Cooking gives a chance of providing the hird with the well fed effect, which increases Endurance and Sense by for 6 hours. A higher cooking skill increases the chance of this effect being applied.


Repairs any weapon for the cost of one salvage per durability and armour for the cost of one hide per durability. Repairing during camping costs no valuables, therefore it may be more efficient than using the town blacksmith. You can repair multiple items during one shift.


Turns an amount of herbs into medicine. Herbs do not spoil, medicine is used for the Healing part of camping. Since medicine sells for twice the prices of herbs, this skill can be used to a generate quite a profit while camping.


Produces usable utility items if you have the required materials. These items may then be given to members of the hird to use them during battles.


Cleans the camp after you leave so that the security level increases. Cleaning must be done during the fourth shift, and can only be done by one character. There is a 5% chance of decrease the character's morale upon completion of the task. Therefore, the player character cannot be assigned this task, as their morale is locked to 10.

Camping strategies[]

With a good strategy, you can make sure that you won't spend too much skill points of a character to specialise in utility skills which the character isn't going to use often.

Skill Name Frequency of use Party members Advice
Cooking Always One This skill can only be used during the first shift.
Guard Always One main guard, two back-ups. Since the guarding skill, apart from protecting items from theft, doesn't add any value, you don't want many party members guarding the camp. One guard with guarding rank 5 can provide the maximum amount of security and injured party members can still perfom the task. Basically you only need one or two back-up guards (rank 2 or 3) until the main guards reaches rank 5 and you need those guards during the shift in which the main guard sleeps.
Hunting Always One or two One skilled hunter rank (rank 4 or 5) can hunt the game to bring the necessary meat to feed the party, while excess meat can be turned into rations. A back-up is needed in case the hunter gets injured during combat.
Preserving Often Two or three Depending on the amount of meat gained from a hunt, this skill is often used used to turn the excess meat into rations. Since this skill can be used when a character is injured and it doesn't require much skill points, it is nice back-up task for characters who are likely to get injured.
Scouting Always Two Since the scouting skill will get you free resources, it is recommended to have party members assigned to scouting during every shift. Two party members suffice to get the maximum scouting percentage of 95%.
Witchcraft Always As many as possible. You likely need a lot of medicine during the game to keep your party members healthy, so you assign as many as possible (skilled) party members to produce medicine. Excess medicine can be sold for other resources.
Healing Depends Three or four. Depending on your skill in battle tactics, you likely need a lot of healers or just a few to heal warriors after battles. Healers with a high rank in this skill should be used to cure injuries which require a lot of medicine. Injured party members may not be able to perform certain task, so heal them when you have the opportunity.
Repairing Seldom One Depending on the difficulty, equipment will seldom or often been damaged during combat. Since all damaged equipment can be repaired in a single shift, this skill is seldom used, so have one unit specialised in this task.
Crafting Seldom One Crafting medium quality or high quality equipment requires large amounts of hides or salvage, so this skill is not often used during a campsite visit as a result. And because all crafting skills required 114 skills points to gain the highest rank, you likely need one party members specialised in those, preferable a camper.
Tinkering Uncommon One main tinkerer and a back-up. Since this utility skill does require quite some skill points, it is recommended to have one party with the highest rank and a second one with rank 2 or 3 in this skill.
Cleaning Always One This task can only be performed in the fourth shift by any healthy character, except the thegn. Performing this task does increase the safety score slighly and prevents a worsening of the safety which occurs if this task isn't performed.