If you just hopped into An Average Campaign and felt lost at first, I get it — the interface can be confusing and there’s a lot to learn in those first few runs. This guide walks you through the essentials you actually need to play well, survive longer, and start making your own fun builds. Read through once, then keep the checklist near you while you play.
1) Lobby — the four NPCs you should immediately meet
When you spawn in the lobby, there are many NPCs — only a handful matter early on:
Tavern Master — Buys/sells boons (perks). You’ll spend currency here between runs. Boons use slot space; think of them like modular perks you can swap to tune a run.
Veteran — Shows achievements. Some achievements unlock boons. Check this occasionally to see if new unlocks are available.
Mirror — Change your class and open class skill trees. All class progression and skill choices happen here.
Ora Farmer — Party creation and launching your personal campaign. Use him if you want private runs or to play with friends.
Tip: Talk to these four every time you log in — they directly affect what you can do that session.
2) Core combat mechanics (turn-based basics)
Combat is turn-based and painfully simple to learn but deep to master:
Actions per turn: Fight (use ability), Use item (potions), or Focus (skip turn to gain energy).
Energy: Abilities cost energy. Using Focus gives you a free energy tick — useful when you want a big ability next turn.
Status bars: Keep an eye on HP and energy; don’t blow all your resources early.
Positioning in fights: Not complicated here, but some encounters punish reckless play — use Focus strategically.
If you’re new, playing conservatively and using Focus to charge high-cost abilities will save runs.
3) Camp UI — what’s where and why it matters
The camp screen looks messy, but it’s just a few tabs:
- Equipment panel (right): Helmet, chest, charms, etc. Equip through inventory clicks.
- Stat page (middle-right): HP, XP, primary stats. Understand which stat your class scales from (see section 5).
- Inventory (center): Loot you collected. Inspect items for descriptions and move useful items to stash or equip.
- Crafting tab (bottom): Recipes appear after you’ve seen materials. If you never found “leather” you won’t see leather recipes — simple gating system.
Important: Group Stash is for shared loot. Don’t hoard class-specific materials if you’re in a party — share. This keeps the team strong and speeds runs.
4) Classes, stat scaling, and how to pick one
There are five classes and each scales off a different primary stat:
Warrior — Strength (melee power, heavy armor)
Rogue — Dexterity & Luck (crit builds, agility)
Mage — Intelligence (spell damage, elemental effects)
Priest — Faith (healing, buffs)
Brawler — Strength/Constitution hybrid (tank/close-range)
When you level, the points you spend improve these core stats — pick a class whose scaling stat you enjoy investing in.
5) Subclasses
Each class has two subclasses; you encounter “trainers” during runs who offer you a subclass. You can either:
- Learn the subclass — gives you the subclass perks and usually a free stat point or minor reward.
- Kill the trainer — they drop class-specific loot. This can be better if your group needs materials or you don’t want that subclass.
Rule of thumb:
- If you want flexibility and a new playstyle, learn the subclass.
- If your team needs crafting materials or you already have your chosen build, kill the trainer for loot.
Note: Some subclasses only appear in the Forest (8 rounds) and some only in the Dungeon (12 rounds). Plan your route if you’re hunting a specific sub-class.
6) Run structure, encounters and risk vs reward
Forest runs: 8 rounds, shorter, good for quicker progression and some subclasses.
Dungeon runs: 12 rounds, longer, tougher encounters, better loot risk/reward.
Encounter types:
- Enemy fights (regular → mini-boss → boss)
- Shops (sell/buy items with gold; random stock)
- Trainer (subclass offer; learn or kill)
- Special events (mini puzzles, interactions like giving ectoplasm to a ghost for a key)
Higher difficulty encounters drop better loot. Watch the star rating below events to judge difficulty before you commit.
7) Loot, crafting, and sharing
Loot types tie to classes: Cloth → Mage, Leather → Rogue, Middle armor → Strength classes.
Crafting recipes unlock only after you’ve seen materials — you can’t craft what you’ve never found.
Group Stash: Put unlock materials there if teammates need them. This speeds up the team’s power curve.
Tip: Don’t hoard materials for yourself unless it’s for a specific item you absolutely need that run.
Craft whenever you can improve core stats or fill gaps in your equipment. Prioritize pieces that boost your class’s main stat.
8) Beginner builds
These are low-effort, high-return starting points to get you through early and mid runs.
Warrior (Starter Tank)
- Class: Warrior
- Stats to invest: Strength, then Constitution
- Focus: durable melee, equip middle/heavy armor
- Badges/boons: Any HP/armor boosting ones
Rogue (Early Crit/Stealth)
- Class: Rogue
- Stats to invest: Dexterity → Luck
- Focus: leather gear, crit chance & dodge
- Boons: Things that boost crit or attack speed
Mage (Spell Damage)
- Class: Mage
- Stats to invest: Intelligence
- Focus: spell damage, AoE abilities
- Boons: mana/energy reduction or spell multipliers
Priest (Support)
- Class: Priest
- Stats to invest: Faith → Constitution
- Focus: healing and utility, keep party alive
Brawler (Hybrid)
- Class: Brawler
- Stats to invest: Strength + Constitution
- Focus: front-liner, strong single-target control
Start with these, then tweak boons and gear as you find items.
An Average Campaign rewards both curiosity and discipline. The game mechanics are straightforward, but the depth comes from the choices you make between runs: which subclasses you learn, how you split materials with teammates, and whether you push for higher-risk encounters.