Amities - An Introduction - What Are Amities?
Quick note if you're looking for the full list of Amities please scroll to the bottom of this page or click here.
Leading you in this new adventure is the new NPC named Pythia, an Oracle of Elysium, here to help the Lost Souls and Memories come to rest. Pythia informs us that the lands around us are dense with memories of fallen and lost peoples, and that hunting down these memories allows us to restore balance in the land by containing it in artefacts, called “Amities”.
She then gives us a consumable item called a Diluted Mnemonic (DM), which can bring an area’s memories to the surface, allowing us the player to hunt these memories down and completing the hunt restores the spiritual balance of the area - which in turn rewards us with an Amity.
These Amities can be equipped in a new equipment slot in each loadout, and can have varying interesting effects on your abilities in combat, in short opening up a huge new range of build possibilities for us!
Getting Started - How to find your first Amity
Welcome to the guide on the Unfelled questline! Released in late March 2022, this overrode the old questline (the Aftermath questline). If you played before this, you have to start the Unfelled questline at the very beginning. Finding lower tier monsters and bosses can be a pain, so here’s a neat little guide to help! Most quests will be split into two sections - new and experienced. If you’re a new player, look at the new section. If you’re returning, and something like Tier 9 or Tier 10, look at the experienced section. Use the outline of this document to jump between quests quickly.
If you’d just like a quick list of all quests (SPOILERS!), look at this spreadsheet.
Also note, all of these will be spoilers for the questline. Read these line-by-line if you’d like to avoid being spoiled, or, I dunno, don’t read this.
Note from Shabbash: Huge thank you to Konq for writing up this legendary questing guide and also for permission to upload to this site.
Heretic Bard is currently my favourite S-Tier carry build for solo horde and party themed/boss dungeons. The elementless huge damage wrecks stuff. Mages are back with a bang!
First point: This build works just as well as Charmer spec with Mage's Pavane skill instead of Bard and Mage's Dance. The main reasons I prefer using Bard over Charmer are the cheaper spec switching cost, the higher minimum-damage than Pavane leaves less trash mobs on low HP unless you have extremely high magic. You can also play this as Deity with exact same concepts.
Mage's Dance does elementless damage to all enemies and unike Arrowstorm, the damage is not divided so you can build up some huge 6-figure numbers against all enemies when you build up some solid gear and have temp-buffs up. Heretic's Life Siphon passive keeps our HP topped up almost constantly, so I like to not even use 100% ward absorption, instead using Ward of Mythril and relying on Life Siphon to increase our effective health and lower ward management requirements.
We can of course play safer with higher ward gear - this will be solid options for fresh Heretics at tier 10. Transitioning into higher magic stats with Heretic's Robe and Azure Pinions as armour adornments give a good build transition into higher levels.
The Heretic's Robe extra magic stat is actually huge and we have a huge mana pool to cover using Mage's Dance with higher mana costs quite a few times before using Super Elixirs mostly to recover mana. It also gets us into Iconoclast battle passive faster.
Video guide linked at the bottom of this guide!
The only attack based AoE skills in Orna are currently Arrowstorm (1 and 2) available from Hunter and Ranger specs respectively. The damage from Arrowstorm is actually divided among all enemies on the screen, so if your Arrowstorm was doing 100k damage to one enemy it would do approximately 20k damage to five enemies.
This build focuses on redlining, status immunity and high stats in order to solo horde mode themed dungeons or as a low tier party boss dungeon carry. For themed dungeons I don't believe it's particularly worth going for booster gear (orns/exp gear), as it's better to focus on survivability and completing the dungeons, where typically the rewards are Godforging or item hunting from event bosses.
I highly recommend using a decent amount of ward in order to use Gait of Gunnr for more offense. Something like +40k ward is probably necessary to use Gunnr for the harder themed dungeons, as there will always be some magic enemies who can deal heavy damage. If you have less than 35k it's safer to miss out Gunnr, stacking both your Def+Res with redlining and normal buffs to minimise incoming damage. Of course completing these dungeons in a party will always be safer as damage is not always focused on you.
Tactics are quite straightforward; buff up immediately with Golem's Fortitude + Barrier 2 + Ward of Ortanite (to tank any first floor hits), bump our ward absorption to 100% with Divine Bastion 2, finish our offensive buffs and increase ward turns with Fortify 3 or Ward of Ortanite. We then clear trash mobs with Arrowstorm 2, and have nuking single hit skills such as Purifying Strikes (I love this skill as it hits all physical immune enemies except Mighty Mimics, gives 1 ward turn and even recovers a small amount of ward) or Swordplay 3.
Video guide linked at the bottom of this guide!
Orna features a number of buildings available to either construct ourselves as players or indeed find out in the wild. For the first couple of years of Orna’s life we could only really build similar buildings to what we’d find in the wild such as shops and bestiaries, making our home towns more like shopping malls for dowsing rods and monster remains. The only unique building initially was the Keep, where we could invest some gold and store items and followers.
Then Odie introduced refineries and jewellers into the game for us to build, at a maximum of one per area. However, the biggest update to constructible buildings came during early 2021 where a handful of useful buildings became available for players to build in our origin towns only. The buildings genuinely make our origin town feel more like a town, especially when you start receiving villagers to live in your residences! It makes your town feel more alive.
This update is commonly known as the origin town update for obvious reasons, and it brought some really awesome features to the game that cater to both new and established players. In this Orna Legends guide we’ll take a look at all these new origin town buildings, detail their functions and why players will look to construct these, as well as sharing opinion on when players should consider building these and what to prioritise.
Orna players have always known that experience and orn gain items existed, and for some items the exact increase was known. An update in September 2021 brought with it two super important things that improves Orna players’ quality of life significantly in regards to orn/exp gain items.
This second change has alleviated a certain amount of pain with the orn grind, especially around the mid-game where millions of orns are required for next tier classes but orn income from mob killing wasn’t on par. The majority of players were under-orned by each new tier jump. Thankfully this new change to orns affects a number of low-tier items as early as tier 3!
Orna 3.0 brings with it a humongous update the likes of which Orna has not seen for a very long time. One part of this update is the introduction of themed dungeons, which bring with them a variety of unique monsters, gear to find and extra bonuses upon dungeon completion. Themed dungeons are also very much promoting the new party play feature as part of this update, however solo players can still face the full power of party-mode Dungeons in the new horde mode (themed dungeons only) , where they will face the same quantity of Monsters during the dungeon as they would when playing with a party.
The most commonly asked question regarding themed dungeons is how do they spawn? Do they spawn randomly as new buildings or take the place of other buildings/dungeons or what? Well the answer is currently that themed dungeons do randomly spawn on a weekly rotation but they take the place of existing dungeons, no new buildings appear. Every Sunday evening at midnight UTC the dungeons rotate randomly, with roughly 50% of existing normal dungeons becoming themed dungeons, and the rarity of each dungeon type is transmitted appropriately with Valley of the Gods being the rarest for example. Fuximus (famous Beowulf player) carried out a community incidence report survey during beta, results below, showing approx 50% of dungeons get turned into a themed dungeon every week, with some then being rarer than others.
The Orna 3.0 Beta has been released for a couple weeks now during September and on top of the list of changes provided by the dev Odie in main discord, I wanted to provide more visual changes and any small additional things that are new for 3.0. With the live version due to drop any day now, i’ll do my best to keep this article updated with any new changes that make it to the live version and it should be a useful point of reference for players to get a quick grasp of what’s new. Please remember any information below is subject to change so please feel free to contact me if there is wrong/changed information and we’ll get it updated!
Updated 9th Oct 2021
Official Change Log 14th Sep 2021
Skill and Equipment Loadouts for Blademaster Swash build - featuring paths from both Majestic or Dragoon as prerequisite classes.
For quick build loadouts from this guide please go here(not released yet), otherwise please continue on to read the full guide below!
YouTube video at the bottom of the guide also.
The first opportunity to strip naked for high attack in Orna obviously starts when we can unlock the Swash spec at tier 7 (lvl 150). Typically it’s rare for all players to have the heavy 2 Mil orn cost to purchase their tier 7 class directly on reaching level 150. However the 50K orns cost for tier 7 specs is an easier pill to swallow and in the case for this guide, provides a great introduction to the world of Swash with the Blademaster class (the main melee option at tier 6).
Going Swash first gives us time to get accustomed to the Swash life and be prepared - it’s the ultimate glass cannon playstyle and likely very different to how you’ve played Orna up until this point. As usual when entering a new tier in the game we’ve got a number of fairly brutal mobs to deal with at tier 7 that can be especially tough to deal with while being a class tier down. The tier 7 Majistrate class gains over 1000 HP which will make most difficult Blademaster encounters much easier to deal with, however we gotta start somewhere.
Nevertheless, Blademaster Swash is fun, fast and as long as you’re prepared to die regularly and lose a few dungeons here and there, it’s definitely an awesome and viable entry into tier 7 and more importantly for your overall Orna career, it’s a great first step into the wonderful world of Swash.
As always, we’ve got heaps of experienced Swash players on hand to help out in the Orna Legends discord server, welcome to everyone - you’ll also want to join the dedicated Swash server set up by Swash legend Lenneth Valkyrie called The Arisen Swashbuckler. A must-visit for all aspiring Swashies.
Shabbash has been playing Orna since the summer of 2019, reaching max level 250 a year later, and has a vast plethora of experience within the game. After completing and surviving the grind, Shabbash now turns his attention to creating the best guide resources for players to improve their enjoyment of what Orna has to offer.
Sprite Legends art contest 10/11 Sep