Introduction 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. Building Functions We shouldn’t forget that these origin town builds are only available to build… In our origin town! So if you don’t see the option to build these buildings you should check if you’ve chosen an area to be your origin town or if you’re travelling outside your origin town you won’t be able to build these buildings. Keep The original origin town main building. Acting like a personal bank where players can invest gold, store items to reduce loading times/lag and storage for followers as well. The Lookout provides a 1 hr view distance buff available once a day via the brazier and a scouthawk which can locate nearby places of interest. We can upgrade the keep with gold from level 1 to 10, unlocking additional storage space for gold and followers. The gold storage pays out interest at 1% every day, which gets tied in with your daily income you’ll see upon logging in for the first time each day along with any exploration/control income from areas. As most players will use the Wisp pet from tier 4 until tier 6 or 7, the Keep isn’t a must-have early on and the gold income isn’t going to be noticeable for a while, especially with PvP rewards being buffed and are very lucrative in terms of gold and orns in the early game. Keep > Fortress Upgrading a Keep to level 10 gives us the option to upgrade it into a Fortress, this time costing orns (1 Million orns) rather than gold. Once the Fortress is built we can then upgrade it again using gold for 10 more levels, increasing our gold and follower storage even more. The Fortress also has two new functions, an Alchemist and a Dungeon. These both function exactly the same as if they were out in the world, with the same costs in the Alchemist and the Dungeon having the same cooldowns as a normal world Dungeon. This is definitely a mid-game building upgrade due to the heavy orn cost. Around tier 8 is when most players can consider this investment. If you don’t have many dungeons nearby you may consider a Fortress upgrade sooner rather than later, however remember you can build a Wayvessel to portal to other locations that can have multiple dungeons and it’s a much cheaper cost! Keep > Fortress > Castle The Keep’s final form costs a mere 10 Million orns and a max upgraded Fortress. Same as before we can then upgrade the Castle with gold to its max level of 30, increasing gold and follower storage beyond limits we’ll ever need. Which is fun I guess? The Castle also comes with an in-house Demonforge and a Coliseum. The Castle is definitely an end-game upgrade as it essentially gives players the ultimate convenience for access to everything you’ll need for upgrading items, extra storage and a nice challenging Coliseum with a normal 6 hour cooldown. I really appreciate the Coliseum in the Castle because they only last 24 hours in the wild, and the challenge is always enjoyable, the rewards can be decent as well. Wayvessel These portals have become an integral part of everyday life in Orna. Activating your Wayvessel allows you to visit other Wayvessels of other players in your party (you must be in the same party). Both Wayvessels must be activated. Activation lasts 24 hours, although you can deactivate and reactivate the 24 hour cooldown whenever without any cost. There is a cooldown of 1 hour on using your Wayvessel after you use it to visit another Wayvessel. Utilising Wayvessels to visit areas with multiple dungeons is the most common use-case for players by far, although you can easily use these to visit an Arcanist to buy Ward of Mythril/Ortanite, find NPCs or other quest mobs for example. Outside of Kingdoms these buildings have done more for player interaction until party play goes live in 3.0 (which will require Wayvessels as a vital part of party play anyway). Communicate with your Kingdom mates to visit each other’s Wayvessels to help take down World Raid Bosses and share Dungeons together either solo or as a party. If you find an awesome dungeon spot somewhere nearby you can even make a new character, build a Wayvessel and move its origin town to the multi-dungeon spot. In fact that is exactly what many players are currently doing and also sharing these locations with others on our Orna Legends discord server! Please feel free to join in and gain access to these awesome dungeon spots. Remember to follow the rules, be respectful of our Dungeon Masters’ time and most of all enjoy the access to more Dungeon runs! The cost of a Wayvessel is low enough to be accessible to most new players at around tier 5. If you focus on grinding arena early on you can even afford one sooner if you find the stone. Check shops for stone and it also exists in the wild as a clickable item. Town Hall This is the heartbeat of your origin town, once built the Town Hall will begin attracting villagers to settle in your town, increasing your daily income, as well as offer you new quests to complete every 2 days. Completing these quests raises the morale of your people, to a max of 100%. Keeping your villagers happy is no easy task, there must be some sort of reward I hear you ask? Indeed there is! Higher morale means higher taxes. Also every day or so your villagers will submit an offering to you via the Citadel, so you’ll want to build that along with the Town Hall. (You may remember quests used to be available from the Keep, but that function was essentially moved to the Town Hall and integrated in this new origin town building ecosystem, where you’ll see little people walking around your origin town making the place feel alive!) Increasing our town’s population also increases our daily income from the Town Hall (like a tax basically), which again is chucked into your daily income pop-up along with other daily income sources. The important thing to note with our Town Hall is that we also receive orns as part of our daily income, making this a significant and awesome pick up for early game! We increase our town’s population by building residences, up to a maximum of 20. I believe town hall income also increases depending on our character level. We can also upgrade our Town Hall using gold to level 10, which unlocks more jobs for us. Jobs will always be in a tier range of your character minus 2, so for example a tier 8 player will find quests between tiers 6 - 8. If you do not complete jobs in your Town Hall over a period of time, the morale of your villagers will drop. Don’t make them sad! Citadel This is where you will want to check daily to receive any offerings provided by your townsfolk. Upgrading this building to a max level of 10 also increases the chance to receive an offering. Typically offerings are received every 24-48 hours. There is quite a large range of offerings available to us, the most notable of which are two free sprite packs! The Mayor and Villager sprite pack is available in the offering loot pool once your town reaches a morale of 100% in the Town Hall, so be sure to keep your town happy because these sprites are awesome. Other notable offerings are summoning scrolls and decor tokens. Most of the time you’ll receive materials or random gear items, but it’s always a great day to wake up to a few summoning scrolls. Residence We can’t have villagers flocking to our town without having somewhere to keep them nice and warm can we? 20 residences with bright red roof tiles are available for us to build to house our new residents. You’ll want to max these out as soon as you can because it maxes our population and daily income. There is currently no option to level these up. We can see that the three buildings of Residences, the Town Hall and the Citadel are all interlinked in their functions, so you’ll essentially want to build all of these together when you can. Altar of Ascension This building is only available to build in our origin town at tier 10. I have written an in-depth guide into ascension if you’d like to check that out here. Herbalists, Refineries and Jewellers These buildings are not limited to being built in your origin town, however you can only build one per area. It’s easy to see from their costs that the Herbalist is more of an early game building whereas the Refinery and Jeweller are definitely late game buildings. None of these are really vital buildings in any case. I’ve discussed the Refinery in-depth as part of the Ascension guide, and the Jeweller is only really necessary when you need to adorn some gear and you don’t have an Alchemist nearby, either via your Fortress or in the wild. The jewels it sells are not worth looking at - hopefully one day they can be revisited but at time of writing I wouldn’t even bother. The Herbalist is definitely nice though, providing a variety of potions for you to brew as long as you have the required ingredients. You may need to fish for some of these ingredients. My favourite potion is the Farsight potion, which gives you a one hour view distance buff, just like the brazier from the keep! When to Build Wayvessel: Tier 5 Town Hall: Tier 5 - 7 Citadel + Residences: Tier 5 - 7 Keep: Tier 6 - 7 Fortress: Tier 7 - 9 Castle: Tier 10 Altar of Ascension: Tier 10 Having early access to a Wayvessel is absolutely the number one choice I would recommend new players to build first. Even if you only use it once a day to go somewhere else to complete a couple of dungeons - that’s providing you with way more progression than a Keep or a Town Hall. If you don’t want to interact with any other players you can even make a new character, build a Wayvessel at a decent location (perhaps on the commute somewhere you can access easily most days), and the above point of progression will still apply. You can even use it to visit biomes like wood or water to hunt specific mobs. Following from that the Town Hall ecosystem with the Citadel and Residences will be our next focus, improving our daily income of orns as soon as we can can really help towards unlocking our next class ASAP. The Town Hall quests resets every 2 days as well which is absolutely awesome for new characters - the quest achievement line is a huge target early on and a fantastic source of orns. Don’t forget to upgrade these to max when you can, arena is a great source of gold early on. If you really want a collection of early game pets you could consider building the Keep a little sooner, but I think the quests and other Town Hall stuff is more beneficial to new characters. The Fortress upgrade is awesome, getting that extra dungeon at home will definitely help your progression, but if you’re using your Wayvessel in any capacity it will outperform this one extra dungeon. It’s awesome to have an extra dungeon at home nonetheless. Some players may find they have enough extra orns to purchase the fortress before unlocking their tier 8 class, which is completely fine. However I would always prioritise unlocking your new tier class first, before spending 1 Mil orns on the Fortress upgrade. At the least you should get this after your tier 9 class, especially with the new orn gain increases from quality items. By tier 10 you should know what you’re doing to feel when the time is right to build your Castle and Altar of Ascension. Thank you for reading this Origin Town Buildings guide for Orna! I hope it proved useful. If you’d like the opportunity to access more dungeons and WRBs via Wayvessels please feel free to join our growing community on the Orna Legends Discord Server! It’s the best and most trusted place outside of kingdoms to share Wayvessels safely.
3 Comments
Humaj
23/9/2022 05:57:43
It sounds like in order for a second character to build a Wayvessel at a target location, a cluster of dungeons or whatever, that character has to level up and accumulate the necessary gold and stone without the help of my main, right?
Reply
Rafael
20/11/2022 17:42:57
I have a new consideration to do:
Reply
Rafael
20/11/2022 17:46:09
I forgot to talk about another temple perk: amities.
Reply
Leave a Reply. |
AuthorShabbash 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. Categories
All
Orna EventsNext event:
Orna Champions III Live PvP Tournament Win the "Fallen Champion" in-game title! Begins 13th March 2023 |