Welcome to my beginner basics guide to Orna, which I've decided to create after some deliberation. Asides from the excellent wiki Orna.Guide, there's not really much in the way of guides, builds or game info available yet, and the stuff I do see online is usually either out of date, not greatly explained, or even provides bad advice for new players. So if you've been desperately trying to find a decent Orna guide, you've found it! Light your torches, grab a beverage and settle in, I will share all the knowledge and lower your entry threshold to begin dominating your world.
Orna blends classic fantasy RPG features with modern mobile technology, developed by one ethical man Odie, he takes a strong stance against pay-to-win models that . This mobile game has zero ads. I'll repeat, this game has zero ads! Almost unheard of in free mobile games available in the app stores. This fantastic GPS powered RPG has got so much to offer fans of the genre, including immersive multiplayer and turf-war-like augmented reality features.
This is a solid and comprehensive guide that covers all the basic features Orna has to offer once you've made a new character and you're ready to slay. There's plenty of game mechanics, tips, tricks and understanding to be had which takes time to learn and master. The depth of the game will surprise people considering the size of the dev team. In order to make this guide as future-proof and robust as possible I will concentrate on the fundamentals of the game in this guide, with links dotted about to other guides and builds as we expand our content and delve deeper.
Particular and specific knowledge is learnt with experience and long hours of playtime. I always say it's best to play the game in a way that is FUN for you. For many people that involves getting more knowledgeable about the game allowing you yourself to share knowledge, and of course to get strong. Get sick loot, learn powerful spells and unleash domination upon your local world, that's what Orna Legends is all about!
As a final precursory note before getting into it, please note that I am just one person, and although I have played this game a lot (top 20 first players to reach max level), I may be wrong on some points. What's important is this guide exists to assist you in getting more enjoyment out of your own game-play. Please feel free to contact me in regards to this guide, and about anything on this site with any comments you may have! Without any further ado let's take our first steps into Orna!
Orna is described by the dev as: "... a classic-style RPG that augments your real world. Enjoy turn-based combat, collect and upgrade your weapons and armor, learn spells, fight bosses, and claim real world landmarks with your mobile phone, wherever you are." Although you can of course play single player, Orna has fantastic multiplayer features that you'll definitely want to check out. That revolves mainly around kingdoms, basically the game's guild function. Participate in wars, defeat kingdom raid bosses for sweet loot, and fight other kingdoms for glory and kingdom orns.
There's no trading mechanic in this game, no "economy" or "auction house" to play. This will surely turn away some players but it leaves the essence of the RPG genre at the heart of the game, so that's what we'll concentrate on here; playing the actual game.
2.1 Class System
Orna has many classes available to unlock and play. All classes you unlock can be switched to freely. There are also specialisations which act like sub-classes you can switch between, allowing you to mix and match class+specs to further specialise your play-style. Want to be a tanky mage or specialist big damage spells - no problem. Want to be a warrior with a raging beserker mode to do more damage to both you and your enemy, or a warrior that sacrifices all defense for attack, or even a warrior who likes massive shielding extra hitpoints - absolutely no problem.
The simple class and spec based system starts with the classic warrior/mage/rogue archetypes, that gets more in-depth as you progress further into the game. You can even end up going full pokemon style with pet-based builds where you buff your pets to do obscene damage (if they can be bothered to attack).
There are no stat points in this game. Each class has a base level of stats that grows a number of pre-determined points each time you level-up.
"What! No stat points? But how what about build diversity?!" We all remember dumping all spare stat points into Vitality in Diablo 2 right? Did that stop build diversity? Not really. A big power source of stats in Orna come from your gear. Build diversity in Orna comes from the combination of class, spec, follower, gear, play-style and the content you want to play in the moment. Some builds are better than others at certain aspects of the game, but that often depends on what level your gear is at. Every build can do all content and that's a fact. Odie (the dev) is great at improving the game with content and balance, and tends to roll out updates on a monthly basis.
Notice I did not talk about build diversity in Diablo 3, let's quickly move on.
2.3 Mobile Games are Pay to Win Right?
As I said, there's no ads in this game and no pay-to-win aspect. There's a small amount of temporary pay-to-progress a wee bit available in the form of a temporary experience boost available, but that is also easy to find in the actual game, especially if you move around. Speaking of which...
2.4 How do I Move?
Orna is a GPS augmented reality game, that works similarly to Pokemon Go in that the in-game world map is based around the real-life world map, and Orna uses OpenStreetMap in that regard. So that means you have to move around in real life, go for a walk, bike ride or ride shotgun down the highway to find cool new mobs and bosses to smash, new lands to claim and other player's territory to conquer. Find an Arcanist down the street to buy new spells, a rare Demonologist to unleash your weapon's maximum potential, or even a dungeon at the in-laws' to defeat and claim its special rewards (now you might even look forward to visiting).
2.5 I Love Hardcore RPG Games, is Orna Hardcore Enough for Me?
Well if you're reading this then Orna probably is for you, or you've already tried it and want to get more hardcore. I just want to point out that Orna can be enjoyed by everyone in their own way. It's not hardcore in the fact that you can die and resurrect yourself ad infinitum, there's no "hardcore" die-once mode. It gets grindy sure, but towards the mid to late game as you may expect. You can still enjoy the game logging in to kill a few mobs, fight your kingdom war battle and a couple of raids every day or so. You can still make progression that way, and being a mobile game it's perfect for a wee passive grinding session whilst commuting or chilling on the couch. There's also plenty of kingdoms (guilds) that cater to all levels of player activity, whether you can only play once a day or you can't stop playing and find yourself at the higher tier levels super fast, you'll be able to find a great kingdom to call home, there's a great community within the game.
With all that being said, Orna has certainly become one of my favourite games ever. You must find it within yourself to learn to play the game with your own passion. Play for fun in these crazy covid times. Respect yourself and your kingdom mates, respect the local hero who controls your entire city. Motivate yourself to take them down!
Let me help you with that, let's start assisting your world domination. Carry on!
3. The First Steps
3.1 New Character - Class Selection
Apart from your character name the most important decision here is choosing your starting class. You have three choices: Warrior, Mage or Thief which set the scene with your classic RPG class archetypes. You can choose your gender but also switch at anytime in-game.
Now I certainly recommend you choose your first character thematically, you're not going to miss out on anything and you'll end up unlocking most of these classes anyway. This guide will ensure you can smash things up nicely with swords and daggers or blast mobs away with powerful magic spells. We'll find out later how class progression works so you can target a certain higher tier class easily, and we'll also release class-specific progression and build guides soon to check out.
You've set the scene for your play-style with your initial class choice and now you've loaded up the world screen. Welcome to the world of Orna, or to be more precise, our own world; planet Earth, with the game world of Orna augmented on top of it! If you've ever checked a local map or something like Google Maps you'll probably be familiar with the map layout with roads and such in game.
You'll see your character sprite in the centre of the screen, surrounded by a few menacing-looking mobs and maybe a building or two. You'll notice your character sprite represents your physical location in the real-world without any obvious way to control character movement.
Yes you'll have to physically move in real life to move in the game. That doesn't mean you can't play sitting on the couch though!
3.3 UI Basics
Tap a mob to get a little more information about it, and you can then tap the battle button to attack it. You can also long tap mobs in the world to go straight into battle, hold your finger for a second on tapping the mob.
Orna utilises turn-based gameplay in battles. You'll notice you can use a spell, attack, defend, check skills, flee or use items. On the top row tap on the spell or attack button to start dealing damage to the mob, you may receive some in return! Hopefully you slaughtered the mob and claimed some rewards for your troubles!
3.5 Mob Respawn and Dealing With Death
If you're coming to Orna from another Augmented Reality game such as Pokemon Go, the first major difference and improvement you might notice is the unlimited spawning of mobs in Orna. Of course in Pokemon Go you catch the few pokemon on your screen then there's nothing in that location for quite some time forcing you to move if you want to keep catching.
In Orna there's a limited amount of mobs that can appear on your screen but they keep on spawning as you kill them with fresh meat. Now that you've decided to go on a rampage and killed a few mobs you'll likely notice your health and mana going low and you're close to impending doom.
If a mob kills you do not worry, you won't lose gear or stats or anything to that affect. You can die an unlimited number of times. The mob that killed you will have a cool-down of 5 minutes before you can attack it again. Gives you time to heal up and re-assess your strategy!
Zero hitpoints will mean you can't attack any mobs, so you'll need to heal up a bit. You regain 1% hp and mana per minute if you close the game app, so you regenerate in the background. Best way is to use small potions as they are cheap and plentiful.
Tap the potions menu at the bottom of your screen to check your curatives, then tap on some potions to heal up. You'll also notice some torches available to use. Torches increase mob spawns, your view distance, and you'll need to use one at night to be able to see. Use a torch with every game session as they're cheap to buy.
You can also use Auto-Heal by long tapping the potions menu button in main world view. Auto-Heal will use the exact amount of potions required to heal your hitpoints and mana to 100%.
You'll pick up potions from killing certain mobs, and you can buy them from any shops you see in the world, I recommend just buying small hp/mana motions and using auto-heal, gives you the best bang for your buck in turning your gold into health.
Open up the quest menu from the little book icon at the bottom of the world view, and you'll be taken immediately to the first story quest available. You'll see some lore mentioning it's been 11 years since the Falling corrupted your world, an exciting sounding story that makes you want to hero up and get stuck in. You'll see for the first quest you are required to kill 10 blue slimes as your first quest in your journey, and the large green button with "ACCEPT" written on it.
Tap ACCEPT right now!
This is something a lot of new players miss because you have to physically accept the main story quests, but daily quests are automatically accepted when you load the game.
The same format goes for quest completion. When you complete a daily quest you'll get a reward pop up a few minutes afterwards showing that you completed the quest automatically. For the main story quest line you do need to go to the quest menu and complete manually, then accept the next story quest available as well. I want to hammer this point home now because it's easier to complete the story quest as you go along, rather than levelling up and coming back to it. If you've out-levelled the earlier quests try changing the tier of gauntlets and dungeons to the appropriate tier you need, this will give you a good chance of finding what you need to kill.
Cycle through the tabs at the top to check what daily quests are available for you to complete today. All players receive the same daily quests. Levelling up and reaching new tiers will give unlock more quests for you to complete each day.
The cornerstone of every in-depth RPG game is the loot system, the endless search for epic ger that keeps us grinding and grinding and grinding. In Orna it's no different that love for better gear will keep you playing for a long time. Orna's gearing system is quite simple and easy to understand with only 7 gear slots available, however the sheer quantity of unique gear and how item quality affects gear makes the looting system a joy to play for. Yes it's heavily RNG biased, but that's what makes all the great RPGs playable again and again, playing with the knowledge that even at the far end of end-game there's a possibility for finding gear upgrades for your character. If you love min-maxing you'll certainly love the quest for epic loot in Orna.
With that said, remember that although min-maxing is typically a hardcore player trait, it certainly doesn't mean you need the best gear at every level in order to beat everything in the game, far from it. It will just mean you can kill things faster. Which is what we all want, right?
You can change your gear by opening up your main Character Menu and then tapping the Equipment icon to take you to your gear loadout. Tap on the different gear slots to change gear.
Throughout your early game experience you'll likely find upgrades for your gear with every play session, which is fantastic and also very helpful for getting to know the gearing system better. It's easy to see if you have item upgrades by tapping on each equipment slot; every item available to wear shows what major stats will change. If they're green it's an upgrade 99% of the time!
The main advantage of class-tied gear and a significant power boost which you should take note of is weapon proficiency. Most classes and specs have one or two specific weapon types that they are proficient with, think of them as their favourite weapons. While having a weapon equipped that your class is proficient with, you will gain a 5% total increase to offensive stats, that's Att and Mag. This bonus is powerful because it boosts both your base stats and equipment stats, and your weapon stats will give you the largest damage stat boost, so try and wear a weapon like this if you can.
All equippable gear in Orna has the potential to drop in a range of quality, which determines the maximum potential of your piece of equipment. This is essentially the item RNG drop rate mechanic that provides us with that dopamine boost. The item quality tiers that equipment can drop from worst to best are:
Broken - Poor - Common - Superior - Famed - Legendary - Ornate
Every item has base stat values at common quality, which is essentially your normal item. The item then has a chance to roll into any quality tier upon dropping, affecting the item's stats by as low as 70% in a Broken quality item, all the way up to 200% in an Ornate item. Of course Ornate is the rarest drop chance, but that's what you'd expect when it basically doubles the stats of your item!
A great example of item quality is in the series of pictures below. These are all different quality variations of the same item: Draconian Boots tier 2. They're all level one, and you can see the improvement in base stats as the quality improves:
All gear can be upgraded except accessories (although accessories can still drop from Broken - Ornate quality), so we'll ignore them for now. You upgrade gear from level 1 to level 10 in a Blacksmith, which is one of the most important buildings in the game. Upgrading your gear takes an increasing amount of time at each level, and takes around 10 days in total to upgrade to level 10. Weapons can be upgraded immediately to level 2 and then level 3 by using a whetstone and fine whetstone respectively. This can provide you with a strong isntant power boost. Upgrading gear costs materials, gold, sometimes orns, and time, all in increasing quantities. Once reaching level 10 items can then be upgraded even further at specialist buildings, first they can be Masterforged at an Alchemist, and then finally Demonforged at a Demonologist.
Dismantling an item only returns x1 quantity of each material regardless of item quality or level. You can smelt levelled items down a level which will also return x1 quantity of each materials.
Different class types will have advantages and disadvantages associated to different gear types. Most classes are restricted to wearing certain gear types. For example Warriors cannot wield staffs or wear magic robes for armour. Mages similarly cannot equip a battle axe into battle with full rune armour on. This means you'll want to keep an eye out for gear that your class type can wear, and you'll usually want to dismantle other gear into materials. Materials are used for upgrading your items and many items use the same materials.
Although accessories cannot be upgraded they can still drop with differing qualities from Broken to Ornate and even if you get especially lucky can even drop as Masterforged and Demonforged qualities. I've still never found an accessory better than Ornate though!
As we mentioned briefly at the beginning of the guide, Orna takes new augmented reality and GPS gaming technology to a new level. Areas form in the shape of a circle and are approximatley 442m in diameter. Areas are not pre-made or static in the world, they are only formed when a player ventures to that real-world location in-game for the first time. Increased player activity in a region may also force new areas to spawn.
You can fight for control over areas on the world map within the game of Orna itself. You may want to fight for glory over your local rivals and claim your home-town for your chosen Kingdom and Faction. Become King in the North, King in the South, King in the... well go and be King or Queen everywhere you can!
You must be within 250m of an area to interact with it, and you may be within reach of more than one area at any time. Tap the Area Menu at the bottom right of the world map view to see what areas are nearby. Increasing view distance will allow to see more areas nearby, but you still have to be within 250m to interact.
The main tabs we're interested in at the top of the Area menu are Exploration and Control. This will allow us to fight the area guardian (a random mob or boss) and try and take control over the area from another player. The guardian and person in control of a area will be visible to everybody. IF you defeat the guardian or are in control of an area you will receive supplies from that area as like a yield for being awesome. Expanding your territories will obviously increase your income, the total yield you build up from areas will be gained on your first login each day in the "Daily Income" reward pop-up. The rewards are not really significant even at higher numbers, but always try and defeat area battles for achievements and renown!
But Areas do not only provide a PvP feature in Orna, Areas are also protected by Guardians which give double rewards when slain, as they can only be defeated once.
Each area under your control increase your reputation by one, which you can see in your record status. One of my most memorable achievements in this game was growing strong enough to compete with a local player in my city, up until that point I could barely do any damage to them. Taking them down for the first time fuelled my progression for the next few months for sure!
If you hold multiple areas surrounding each other you will actually have increased stats and power when people fight you for control over those areas. On the flip-side if you do not travel through an area you control for 30 days or more, you will turn into a ghost in that area, significantly reducing your stats and power within that area control.
There are four factions in Orna and upon proving your worth and reaching level 10, you will be given the opportunity to join one of them. These factions in Orna play off the typical four elements theme and when choosing you'll be able to read a bit of lore backstory behind each one. The most important thing to bear in mind with Factions is that the guild system (Kingdoms) in Orna is tied heavily to Factions, and you can only join a Kingdom based within your own Faction i.e. if you and a friend want to play in a kingdom together you must be in the same faction. You can change faction later if you want but it will cost you $0.99 so it's an important decision to bear in mind.
Factions introduce elements into the game that until that point may not have been so obvious. Elemental damage is a common theme throughout the entire game and is always important to keep in mind. Some mobs are entirely immune to certain elemental damage types, while other are also weak, taking increased damage than normal of a specific element. As a final basic note on Factions, when in battle you will do 25% more damage with the element of your faction and take 25% reduced damage from the same element. For example if I choose Earthen Legion all Earth skills I would use will now do 25% more damage. It doesn't mean I can't use elemental skills from the other factions at all.
Faction Wars are also on the Roadmap which should be amazing when finally released.
As we just touched on the main multiplayer content in Orna is based around the guild or clan function called Kingdoms. Up to 50 players can join forces in a kingdom within their same Faction and fight other kingdoms in wars and work together to take down powerful raid bosses. Some of the best loot in the game can be found from raid bosses, so you'll definitely be wanting a piece of that pie.
Once reaching level 25 you'll be able to join a kingdom or create one for the small cost of 100,000 orns. Now I STRONGLY recommend not creating a kingdom if it's your first time playing, even if you've got your whole squad into the game. That amount of orns is a huge investment early on, and it'll be more beneficial if you join an established kingdom and learn what's required to run a kingdom at the basic level.
Kingdoms are the core social and multiplayer aspect available to players in Orna and although you don't have to join a kingdom, you would be missing out on a certain level of content available to you. That being said, don't feel forced to join a kingdom as soon as you reach level 25, chance are you join a dead kingdom and would feel a bit miffed. Take your time to learn the game, upgrade some classes and level up to around level 100 before thinking about joining one. You can now search and filter through available kingdoms in game, but currently the best place to find a good kingdom is on the official discord. Kingdoms post ads there every day and it's your best bet to find a kingdom that matches your activity level. There's kingdoms in all factions that cater to all players, from super casual to hardcore grind lovers.
So apart from Kingdoms the only other multiplayer aspects you'll see visually in the world is being able to see other players take down world bosses with you, and world raids. You can also party up to share experience, but I'll go more in depth as to why you'll want to be in a party later on in this guide anyway.
4. Beginning Your World Domination
Bravo for making it to the second half! Hopefully by now you've gained a little more understanding on the basic elements Orna has to offer. In this section we'll take a deeper dive into what we covered previously and you'll likely gain some useful tips and tricks you may not have known or figured out yet.
The goal in this section will be to lend you the tools you need to dominate the early game at your own pace and in your own style.
You can apply our guide in a matter of days or weeks, play speed doesn't matter. We are striving to let you play through the early game while maximising your understanding and potential power, overview the critical aspects you would want to know while levelling and what to do with loot.
This will likely be the section of the guide you'll keep referring back to the most.
4.1 Class Progression
Orna allows players the freedom to switch between unlocked classes and their associated different playstyles freely once you have initially unlocked them with orns. All skills learnt from unlocking classes can be used by any other class, it's like your character learns the skill inherently and can apply that skill with any class they wish.
On the other hand, specialisations will cost you orns to switch every time and will only grant you their stats and skills whilst you have selected that spec, if you change spec you will not have those skills available to you. Many specs work well with different classes. Until late game you'll be best served by picking a spec for the long term, as changing regularly will eat into your orns.
4.1.1 Class Tiers and Levelling Up
You start a new character at level 1 and at tier 1. Orna uses tiers as a means of introducing new content to the player; classes, specs, followers, mobs, raids, items etc. You'll enter a new tier every 25 levels and there's a total of 11 tiers including the maximum level at 250. At certain new tiers you'll encounter new mobs and bosses that'll be tough to beat without some upgrades. Table below shows the level ranges associated with each tier to be absolutely clear:
A selection of common mobs you'll face going from tier 1 to 3, info is taken from the Orna.Guide.
You may quite often find you're a class below your actual tier level. E.g you're level 115 which is tier 5, but you haven't got the orns to unlock a tier 5 class yet. This is common in the early game, but i encourage you to try and focus on gaining orns to keep up your class, you'll start noticing you need more power and that starts with your class.
4.1.2 Class Archetype Progression
Most class upgrades in Orna follow your typical RPG fantasy archetype progression, meaning you keep going up the mage route by unlocking mage class after mage class. You will have to unlock a class at every tier to keep progressing, you cannot jump tiers with class upgrades. Each new class at each new tier has a prerequisite class to be unlocked before allowing you to unlock that class.
If you're short of time I've made some quick typical class archetype progression lists below showing your typical routes to go down. There will soon be specific build strategy guides available for each archetype showing what classes to unlock, best specs etc. I haven't included god classes in the below progressions, but they remain a viable option from tier 8 onward, by which point you'll probably have a better idea of the game and what playstyle you'll want to continue with.
Warrior > Paladin > Battle Master or Centurion >Adept > Majestic > Blademaster > Majistrate > Atlas Vanguard > Titanguard > Gilgamesh
Mage > Archmage > Sorcerer > Mystic or Spellsword > Druid > Battlemage > Archdruid > Nekromancer > Omnimancer > Heretic
Thief > Rogue > Battle Master > Adept > Dragoon or Majestic > Blademaster > Majistrate > Arcanic > Nyx > Realmshifter
Pet classes become viable at tier 7 when you can unlock the Beastmaster spec, making your follower stronger and more active in battle. Until tier 7 you can play what you like, but definitely pick up Druid on the way.
Dragon Knight > Freyr > Bahamut > Beowulf
4.1.7 Early Game Class Unlocking Tip for Extra Quick Orns
Here's an important tip that'll get you extra orns in those early levels by making use of achievements. You want to actually buy the remaining two starter classes, and at tier two buy archmage, paladin and rogue. Apart from unlocking new classes for "The Polymath" achievement you also learn new skills that work towards "The Student" achievement. Don't bother buying knight class as you only learn an extra couple of skills.
This will cost you 35,000 orns in total but the achievements will pay out 46,000 orns, giving you a surplus of 11,000 orns. You'll unlock all the skills by level 100, so I'd recommend waiting until around then to go back and buy the early classes. It allows you to progress with your main class but you'll hopefully have some orns available by then to invest in this strategy and get a quick return.
If you find an Arcanist shop I recommend buying all the skills available as well, that'll help speed up your achievement completion and the spells are cheap as chips until much later in the game.
At tiers 3, 5, 7 and 9 you'll be able to choose a new specialisation for your class, which essentially works like a sub-class. Now please remember it does cost orns every time you switch a class and any skills you learn with a spec will be forgotten upon switching.
The first spec choice is FREE! Yes that's right your first spec choice is free and available only once. Those of you thinking further ahead may be asking the question: Can I save this freebie until later tiers? The answer is Yes you can! I'd recommend saving your free spec choice until tier 5, as you should be able to get to level 100 without much difficulty, and those specs available are more powerful than the tier 3 specs.
Most specs will raise some stats. The important thing to note here is that these raise or lower your base stats only. They don't affect stats gained from gear. Some spec passive abilities change your stats based on gear but I'm specifically talking about the stat changes visible on the stat page of the spec.
For the majority of early to mid game specs act like a wee bonus that you don't really take much notice of. The exception to that is the Beserker spec at tier 5. It allows you to learn the skill Beserk at level 100, which is a buff that raises your damage by a huge 50% while giving you a 5% DOT (damage over time) each turn. The thing is at lower levels this DOT doesn't cause you significant damage. You can out-heal it with skills or potions easily, and is minor in comparison to the damage power boost it gives you. An important recent change to the skill means Beserk affects both att and mag damage, making it boost all active damage types!
We'll go into a lot more detail regarding specs in the individual class build guides. For now I recommend holding out for Beserker at tier 5 for that power boost and taking it from there.
4.2 Item Progression
Outside of your class and spec, gear is the biggest source of power available to you. New gear will help you survive and overcome the "tier wall" experience when levelling up and encountering mobs too powerful for you. Gear will also enable you to take control of more areas and hold those areas longer against other players.
As mentioned in the previous section, some classes can only wear certain types of gear so I'll expand more on that topic here. This ignores accessories. There are three categories of gear that match the three base class archetypes: Warrior - Mage - Thief. Within those class equipment types will exist a number of different item categories. Most notably are the different weapon types that different classes and specs gain weapon proficiency bonus from (5% increase to total offensive stats).
An example could be for the tier 3 mage class Sorcerer, who has Archistaffs as a preferred weapon category. You can still wear Staffs but if you find an Archistaff and equip it, you'll gain the preferred weapon bonus.
4.2.1 Item Quality
Now as I'm sure you've gathered by this point, not all items are made the same. Some are shinier than others and more powerful, and by the way I'm talking about the same base item here. Every item has its base quality ranking, named Common. We can assume the stats at common quality are 100%.
Upon dropping, each item has a chance to roll for a different quality, making the items stronger or weaker than the base. You'll notice an item has a different colour by the name and colour. Within each quality rank is a multiplier range, making your items even more diverse.
The quality rankings for items and there respective percentage ranges are as follows:
So at worst you can find a broken item with only 70% of the item's base stats, whereas the perfect item is an ornate which doubles the item's base stats at 200%.
How to find the exact percentage of my item? You can use the Orna.Guide assess function, select your base item and fill in the stats you find on your item and level. You'll see the item's percentage and its stats at every level from 1 to 12 (demonforged), which leads us nicely on to item levels.
4.2.2 Item Levels
To unlock the full potential power of your items you need to level them up in the Blacksmith. Levelling items requires time and materials. The maximum level you can level an item to in a blacksmith is level 10. Afterwards you can upgrade a level 10 item to Masterforged in an Alchemist, and then to Demonforged in a Demonologist, effectively taking an item to levels 11 and 12. A Demonforged item has reached its final form.
Tapping on an item in your inventory will tell you what materials are required when levelling up that specific item. Some rarer items require multiple materials, and you'll need the same quantity of each material in order to upgrade it. Upgrading all items from levels 2 - 10 will require the same amount of time and materials. Gold costs increase for higher tier items.
As you can see from the table, gear upgrades start to take quite a long time after level 5 or 6. During early to mid game as you're levelling fairly quickly, it's usually not worth to level your gear all the way to level 10 as you'll likely have found a better piece of equipment within those 10 days anyway. I'd say for most players it's worth starting to take a note of your gear levels once you reach around level 100 and enter tier 5. From here I'd recommend levelling nice pieces of gear to level 5 or 6, which won't take too long and you'll certainly notice the power spike.
I say tier 5 due there being a good amount of new gear available to all classes at this tier, and it'll start lasting you a good amount of time as well.
A very good strategy, especially if you've joined a kingdom and are now required to participate in the war effort, is to have two sets of gear available to you. One set that you're wearing and another set that you're upgrading in the blacksmith. The equipment doesn't have to be the exact same items, just as long as they're reasonably similar and obviously wearable by your class, and future class. This certainly goes well if you find a nice ornate item that may last you for over 50 levels, get that ornate levelling in the blacksmith to level 10 and find a decent replacement.
Whetstones and fine whetstones can actually level up your equipped weapon immediately to level 2 and 3 respectively. The biggest jump in an item's power comes from upgrading it to level 2, so using whetstones will give you a significant power boost instantly! Whetstones can be dropped from mimics but actually the best place to find them is in shops. Try and buy them whenever you see them, build up an initial stock of 5 - 20 whetstones so you can quickly increase your power from any weapon upgrade.
Using this strategy is great for new tier weapons, as even a standard quality weapon instantly upgraded to level 3 might be more powerful than an old ornate or legendary weapon you've been using for the lat 50 levels. Use the assess tool in discord or on Orna.Guide, but also remember whetstones are super cheap, don't be afraid to just upgrade your weapon in game and check whether it's an instant upgrade or not. It may at least allow you to smith up your main weapon for a few levels.
Masterforging and Demonforging
By the time experience gain really slows down and you find yourself staying at tiers for longer than a few days or even a few weeks, you'll want to maximise the potential of your best gear. This means masterforging and demonforging your level 10 item. Now for these upgrades there's a couple of things to take note of. Both of these upgrades are instant, but are also significantly more expensive than levelling items to level 10. Item quality affects the material and gold cost of upgrading you item. For materials it works on a linear scale based on the exact percentage.
The quantity of material required to masterforge is: item quality x 333
The quantity of material required to demonforge is: item quality x 666
So for example if you have a perfect 200% item, it will cost you 666 of each material to masterforge and 1332 to demonforge. Now you understand why you'll want to auto-dismantle the majority of gear drops!
The final frontier of item upgrades is Godforging. Effectively taking an item to level 13, this is the final level available for you to upgrade your items, unlocking maximum power from your gear. However, it is not the easiest to Godforge your items. Unlike previous upgrades you do not require any materials to Godforge, only time, patience and RNG in your favour.
Godforging is a random event that happens when you kill one of the specific end game bosses with the yellow aura. Killing one rolls a very small chance to Godforge one of your currently equipped Demonforged items.
So basically, you have to wear at least one demonforged item, kill one of the super bosses, and then that will give you a tiny chance to Godforge. A successful Godforge shows up on the victory screen when you kill the boss.
This is certainly an endgame item upgrading goal, and will keep all players engaged in trying to min/max their gear once reaching end game.
There is one world boss available to Godforge items, Mammon at tier 9.
There are 5 bosses available to Godforge which can be found in tier 10 & 11 dungeons only. These arisen god bosses can only appear in the final floor of tier 10 dungeons, but have 2 chance to appear in tier 11 dungeons.
Remember the chance to Godforge is small and you will test your patience while hunting for the upgrade. However in my opinion there is no cooler upgrade in the game, and seeing that Godforged screen is so awesome!
The last game content update of 2019 added a new level of complexity to gearing equipment in the form of adornments, or what you may hear in the community referred to as jewels. Most weapon and armours will now have available adornment slots as you level them up, giving you the option to fill them with specific adornments of your choice. This opens up a new avenue of customisation options for players.
Tapping on an item in your inventory will show you the number of slots available at the current item level, and also the maximum amount of slots available. This maximum refers to the number of slots available on the item at level 10, after you've fully levelled it up in the blacksmith. This maximum slot number is affected by item quality and for most items, ornate will have 1 more slot available than legendary which will have 1 more slot available than famed and so on.
Masterforging an item will unlock every adornment slot available on that piece of equipment regardless of item quality. Each item's real maximum adornment slot number is the ornate number of slots + 1.
This is an important thing to take note of because it is not specified in the game, and normally comes as a nice surprise to players when masterforging an item.
For example, you find two identical helms but one is legendary and the other is ornate. The legendary helm says it has 5 maximum slots and the ornate helm says 6 maximum slots. Levelling both to level 10 in the blacksmith will give them 5 and 6 slots respectively. Masterforging both helms they will now both have 7 adornment slots available.
Adornments themselves can be added at Alchemists or your own built Jeweller.
Adornments can be removed in the Blacksmith from the Smelter tab, but bear in mind the adornment will be lost forever.
You'll find adornments from mimics, end of dungeon rewards, quest rewards and raid bosses. Some of the most powerful adornments are found from raid bosses, and limited time event bosses normally come with their limited time adornments also, so keep an eye out. Most adornments will have one of two main purposes; item stat increase or in-battle effects. Whilst levelling up you'll start to accumulate these adornments randomly, and generally you may as well use them if only to figure out and understand how the system works. You'll likely out-level this equipment soon enough anyway.
Couple of special adornments to look out for appear at tier 7, in the form of Assassin and Heretic jewels. You'll want to save these for strong weaponry, as they temporarily reduce opponent defense and resistance respectively, and are a fantastic way of increasing your speed in raids.
Ward jewels that give 2% ward + other stats are also highly sought after once your each tier 9 and start finding heavily ward-influenced pieces of gear. For this scenario I recommend trying to save 2% ward jewels for your best ward gear if possible.
If you recall the section above referring to class progression and the helpful infographic, you'll see the small weaponry icons next to the different classes indicating the type of equipment each class could wear. Equipment is split into the 3 base archetypes of Warrior - Mage - Thief, along with some items that can be worn by all classes. The thing to watch out for is when you're on the cusp of levelling up a tier and choosing a new class, you may not have any gear available for that class to wear which is levelled up already.
The obvious benefit for certain classes being able to wear multiple types of equipment (e.g. Battlemage at tier 6 can wear both warrior and mage gear), is you have more sources of wearable loot and thus more chance to find better gear for your class. This is especially true of raid bosses who drop gear for each archetype in equal proportion. It also gives you more options in controlled PvP environments where you know your opponent's class, in war and often in area control. Following on with the Battlemage scenario, you may have some nice warrior and mage gear focussing on Def and Res, from one war to the next you can swap out your PvP loadout depending on what class you're up against. This is the best case scenario because there's only two types of active damage, Att and Mag.
What you may find which is sod's law in its purist Orna form, you'll find all ornate sets of gear for the wrong archetype path you have chosen. So if you go mage, you will probably find amazing thief gear but standard mage gear... This is the common story from aged salty Orna players but RNG is RNG. Best way to find an ornate of the type of item you need is to check those loot tables and kill more of the mob who drops the items you need!
Off-hands currently don't have any archetype restrictions, so that can be a good slot to try and balance your stats.
Almost every class and specialisation has a few preferred weapons which you can see on their selection screen. These list the specific weapon categories that will grant you the weapon proficiency bonus, giving you a 5% boost to offensive stats. That means a 1.05 multiplier on both your Att and Mag stats.
This buff applies to your total stats including gear so is very important for all classes except pet builds. This buff multiplies with other stat bonuses such as Origin Town and Party bonuses as well. Bear this in mind for faster raiding and giving your best shot against tough war opponents, try and have as many of these buffs active as possible, but remember you'll need a preferred weapon in the specific loadout for PvP or Raid etc. to receive the bonus in those battle scenarios.
You can receive the preferred weapon bonus from either your selected class or specialisation, but they do not stack, meaning you can only get this bonus applied once. At least you have more weapon options available covering from both class and spec.
You can check what weapon category an item belongs to by tapping on the item from within your inventory.
4.2.6 Drop Tables
You may have already noticed in-game that the same monsters keep on dropping the same items, and your subsequent suspicions would be correct, each mob has a set loot table (ignoring potions). This means we can target farm certain mobs and bosses to try and get gear upgrades. It also means that you can find out how and where to find any item in the game, even if it's a future upgrade for you.
Now the only way to force dropping ornate quality gear is to increase your killing volume, or by praying to RNGesus on the regular. You should be doing that anyway on a game like this! But yeah you're increasing your odds of finding an ornate by simply killing more of that specific monster. Which feeds back in to the loop of being able to kill mobs faster means you'll find better loot faster which means you'll be able to kill harder mobs faster to find better loot...
Thankfully Orna.Guide has the drop tables for every mob in the game. Go check it out. You can search by the mob to see what it drops, or by the item to find out which mob you need to kill. While levelling I'd usually filter weapons by tier to find out which was the best weapon upgrade for me at that point, and then go and try and farm that mob as much as possible.
E.g on Orna.Guide we can search for a good tier 5 mage weapon and find the Gazing Staff, and the mob who drops it is the Great Gazer. We can even see what element it resists in battle and the skills it uses:
You'll see items dropped in the Arena, these can be found from any PvP battle in wars or area control. It's not limited to only Arena battles.
Orna.Guide is a fantastic fan-made wiki-like resource, hands-down the best resource for Orna. The more you play Orna the more you'll refer back to the it.
A wide array of accessories are available for you to find in this game, and your character has two equipment slots reserved for this type of gear. There's no class restrictions either, all accessories can be worn by all the classes. Again as mentioned just above, specific mobs will drop specific accessories, allowing you to target farm where possible.
Accessories cannot be levelled up in the Blacksmith or in any building. The differences come from the item quality on drops. Accessories can actually drop from broken quality all the way up to masterforged and demonforged! Although anything above ornate quality is insanely rare. I've personally never found a masterforged or demonforged accessory and I've killed a lot of mobs.
Most accessories will do a specific job for your character; stat increase, status immunity, view distance increase, increased farming potential (such as increased experience, gold, orns etc). So with these major scenarios in mind it should be clear that you'll want to change your accessories on every gear loadout, even if you have your best gear equipped in the same slots everywhere else.
Increased view distance isn't going to help you fight raid bosses or help you out in the arena. Increased health, mana and damage obviously will. So for that reason make sure you read over what your accessories do and use them in the right loadouts.
Try and accumulate every type of accessory as you level up and always keep at least one of each type. This will allow you maximum flexibility in tackling any kind of battle situation you'll come across. Use accessories to fill in the chinks in your armour, fill in the gaps and immunities where you may be lacking. This will be a massive source of "hidden power", and allow you to gear as efficiently as possible for every situation.
We can split PvE into 3 main categories as define by the different loadout options: World, Dungeons and Raids. By the time you've got into the game and are enjoying it enough to care about your different loadouts, you'll want to optimise your gear for each different scenario to maximise your reward returns, be it exp, orns or extra item drops. So in this section we'll quickly describe the type of gear you'll want for each scenario.
This loadout affects your gear loadout when facing mobs and bosses found in the world map, as well as area guardians. Up until tier 5 - 7 you'll want to equip gear that allows you to kill things as fast as possible. Bear in mind what we mentioned earlier about having two sets of gear available, so you have spare while one is in the blacksmith levelling up. At this stage you'll find gear upgrades quickly, so don't worry about levelling gear past maybe level 5 or 6.
Never wear Rings of Restraint unless you are an experienced player and know what you are doing.
The extra orns are barely worth it at only 3%, and minimising your experience gain is detrimental in every way. You always need experience in this game. If you've over-levelled a bit and are a class tier behind it's completely manageable with a little focussed gameplay. Just please never wear rings of restraint.
I'd say it's generally not worth equipping tomes below Fafnir's Curse Monster Tomes found at tier 8. Before these tomes the experience gain is minimal. Remember if you're killing things twice as fast without exp tomes, the exp tomes need to be giving you at least double exp gain to be worth it. So look out for Fafnir in the world and in dungeons for his Cursed Monster Tome drop. The higher quality tome the more exp gain you can get.
At tier 10 levelling really really slows down and you'll want to try and get your hands on a decent Arisen Monster Tome. They provide the highest experience gain (Ornate is x2.1875, Demonforged is x2.45) but also hamper your stats severely:
Bear in mind these tomes will start hampering all your main stats including hp and mana, so you may need to counter these. A good example especially for attack classes is the mirror off-hand found in the arena, which will give you plenty of mana to give time between potting.
There are a limited number of weapons which give increased experience gain also. The power may be a bit less than what else is available at that tier, but you'll definitely want to try and hunt a legendary or ornate version of these down upon entering end-game. Remember every item or buff granting experience gain act multiplicatively together. Good aodnrments for exp weapons are obviously Jewels of Growth, which grant an extra +1% exp regardless of quality. To check all items in more detail please check out the Hidden Info spreadsheet available from the Orna Guide, but I've summarised the main ones below:
Experience Farming Weapons
The experience multiplier on these weapons scales with quality from 1.05 at common quality to 1.3125 at ornate and 1.47 at demonforged.
There are also a number of armour pieces that increase orn drops, and you'll likely want to try and equip as many of these as possible. The Lost Helmet dropped from Headless mob found at night or in dungeons at tier 8 is a very important piece, giving decent defense stats as well. There is a slight thematic anomaly in that warrior's miss out on wearing increase orn armour until tier 10. Mage and Thief classes can find items from as early as tier 3 (Dark Mage, Reaper), and again at tier 7 from Ankou for mages, and tier 8 from Great Reapers for thieves.
I can't really explain this anomaly unfortunately! These items give 5% increase to orn gained usually so although may seem quite small, if you include the multipliers with lucky silver coins etc the gains do add up significantly over thousands of mob kills. Who'd be a warrior eh?
A newly introduced mechanic over lockdown in 2020 is view distance. Certain pieces of gear can all give +20% to your view distance, allowing you to tap on buildings, mobs and bosses that you never knew were in your extended vicinity beforehand! This is a great mechanic as you will sacrifice power for utility in your world loadout. But there is a fantastic way to exploit this to your advantage. That is by finding and completing more dungeons. You can have all view-distance gear equipped in your world loadout, but have your best farming equipment in your gauntlet loadout (gauntlet and dungeons use your gauntlet loadout for gear and skills) that you'll actually have equipped in the dungeon.
All view distance items give the same increase of +20% to your view distance, and you can check your view distance in your character stat screen. Remember consumable torches and your keep's brazier also increase view distance. The new Seeker spec is probably more of an end-game option or if you're going on long dungeon runs, because it doesn't give you any benefits in battle or extra power.
Easiest way to increase view-distance is buying lantern accessories from shops. Certain weapons also give increased view-distance and there is an off-hand available but it was from a time-limited raid boss in September 2020. There will likely be another opportunities to find this off-hand (Everlasting Torch) in the future.
edit - Mammon's Sword now also gives +view distance! Completing this tier 9 story quest will grant you the sword
Gauntlets and Dungeons are the exact same game mechanic. Each player has one Gauntlet accessible from your character menu and then dungeons are found in the world map visible to all players. You do not share dungeons cool-downs with other players.
I recommend equipping your best gear available to you in your gauntlet loadout until you are very comfortable dealing with all the bosses at your current tier. At that point you can consider swapping in one or two "farming" pieces that increase orns or experience. They will affect all the individual mob kill rewards in the dungeons.
Remember that battle buffs last the entire dungeon run. So buff up first before attacking the first mob. Skills like Protection I and II, Magic Shield I & II, Warcry or Magic Boost are very important in dungeons. You can also use potion tonics to buff if you are low on skill slots.
You will likely come across a beserk boss or mob at some point who will ruin your dungeon (if you die once the whole dungeon is over for you), but do not get disappointed. You will level up and overcome, and you will always find more keys and complete more dungeons. The other thing you are allowed to do is fleeing the gauntlet and changing class/gear/skills and then re-entering to continue where you left off. One example of this technique would be equipping a Crystalis sword which prevents any stats getting lowered, then do all your battle buffs, then exiting to equip your farming weapon to finish the gauntlet. This allows you to use a skill like Golem's Fortitude without the Att down, and either Bear's Might or Jinn's Talent without the double def and res downs.
How to find keys in the early game. You do not need to buy them from the runeshop (although feel free to support the game). The best way is to kill as many Great Mimics and world bosses you see, a lot of them drop keys. In fact I'll list all the bosses who drop keys up to tier 5 below, if you spot these out in the world make a beeline to them and take them down ASAP!
Demon Knight Draugr Lord (gauntlet only) Twilight Knight (gauntlet only) Carman's Gargoyle Gargouille Balor Worm (gauntlet only) Death Worm Griffin
Raid bosses are also a great source of keys, and another good reason you should join an active kingdom as soon as you feel like it. From the tier 5 raid boss Starlord onwards, you can get gauntlet keys as drops even if you're not at that tier yet. All you need to do is tag the boss with at least 1 point of damage, anything above zero will get you into the loot drop. You will not receive gear pieces above your tier, but auxiliary items like gauntlet keys, dowsing rods and potions are all available to drop for lower tiers.
That's why it's important to try and tag all the raid bosses. You will need to be selective about what skill you use, you'll need an armour/resistance penetrating skill like Double Edge to do damage to higher tier raid bosses.
We will go into greater detail on gearing for individual raid bosses in their respective guides, when they are ready to go. I will list some general advice in this section that will require you to do a little bit of your own research to get the most out of it. You'll generally want your best weapon to be able to dish out as much damage as possible. Later on from tier 9 you'll need to start thinking about finding ward pieces of gear to help you into tier 10, but that's for another guide.
Each raid boss will have their own skills that you need to be able to counter as effectively as possible, assuming you're not way over-levelled and don't need to think about it. Many players in the early game will face Fomor for the first time and get so annoyed from all the status effects. For that reason you should consider specific status immunity gear, and most importantly a Wisp pet from tier 4 to heal you as mush as possible. Things like a Steady Pendant preventing you getting stunned can save you many turns over the course of a raid fight.
A number of bosses will be able to reduce your stats, so stat debuff prevention is also important. Arch-Gadget and Gizmo, Rings of Day or Night, Yeti Overcoats are all important. Know your enemy and counter their skills.
The other good general piece of advice is any elemental skills the raid bosses are likely to use. Using an elemental resist piece of gear or even an elemental belt accessory can be the difference in your survival during these raids. Specifically we can look at Earth resistance for Titan and fire resistance for Balor Elite. You may sacrifice some damage stats for an earth or fire belt, but the survival you gain from it will far outweigh any damage loss. You can't do any damage when you're dead.
As mentioned multiple times you can check out the Orna Guide to see what specific skills these raid bosses use and give you an idea of what you need to counter.
You might think that for PvP it's a simple case of equipping your best gear and leaving it at that. Now even at the lower tiers it's more nuanced than that. As you level up there's definitely more consideration as to what your loadout should be at any given time.
The most important thing in PvP loadout is knowing your enemy. When you don't have a specific enemy in mind then sure you can leave your best gear. But if you've got an important kingdom war you'll want to cater your loadout to your opponent. The other case can be in defending your areas, if you know who's involved in your local turf war and their class set-up, you can counter their builds as effectively as possible.
For example in your war fight you see you're up against a mage. Are you going to wear your max defense gear or max res gear? It's fairly simple. Accessory-wise you will likely want to take stat-debuff-immunity such as Ring of Day or Arch-Gadget. Even on offense, if your enemy manages to lower your def/res with double down, you could be one hit away from losing your offense... Not great!
Remember there is only one PvP loadout for both attacking and defending. When defending your AI has infinite mana as well. So you may have a different optimal loadout for each. A good example for this is melee classes in mid-game; On offense you will likely want to take a mirror in your off-hand to give you a good amount of mana for your strongest skills, but after completing your attack you can swap the mirror out for a whisper, giving you a decent amount of attack stat increase. Your opponent wouldn't notice any difference but your AI would pack a little more punch with its skills.
Elemental resistance gear can also be a bonus if you get lucky with item drops. Remember the faction damage bonus, it can be a good indication of the type of element your opponent may use. An enemy in Stormforce will have a 25% damage bonus when doing lightning damage, so it would be the first element I'd try and resist. The 50% damage reduction can be the difference between winning and losing.
Status immunity is again an important consideration. A common tactic is using sleep dart or stun dart to try and gain turns, both of which you can make yourself easily immune to from low levels with Waking and Steady Pendants. The Ring of Annwn and Briny Pendant are amazing items you find in the mid-game to counter other commonly used status effects. In Kingdom Wars you may come across hexes; these cannot be countered by your equipment and you'll have to try and get rid of the hex with spells or from your pet. Mentioning your pet, any status effects received from your pet cannot be countered e.g. wearing a Ring of Annwn will not stop your Crimson Gazer applying Freeze, Burn, Paralysis or Rot on you.
4.2.10 Weapon Enchanting
Elements can be enchanted on to or removed from any weapon at an Alchemist or Demonologist, providing you have enough gold and elemental stones. Alchemist can enchant the four main elements while at the Demonologist you can apply Dark, Holy and Dragon type elements to your weapon.
Armour pieces can never be enchanted with elements, that's why finding armour with an elemental type is rare and valuable.
Any elemental skill will override the weapon's element. The weapon's element only affects attack skills and the attack button, skills like Tricut will use your weapon's element. In this way, you can realise that magic spells can generally ignore weapon elements, but one thing to note is that the element's status effect can actually be rarely triggered from spells as well, but should not be built around.
For that reason, you should consider removing any element from your PvP weapon. Yes you may give up your faction bonus damage, but you can be sure your attacks will not be resisted, and you can use elemental attack skills anyway.
For world farming weapons such as Deathbringer and Venin however, I strongly recommend enchanting your faction element on these. This will give you a 25% damage buff on your basic attack skills, which may be the difference in killing a mob in one hit rather than two, gotta go fast! Always remember to equip different elemental skills to defeat immune enemies, I really recommend dragon skills like Blightstrike and Wyvern Strikes for this. Mages will have access to pure elementless skills like Blast, Drain and Transference to reach the same result.
4.3.1. Deep Intro to Core Stats
So let's explain each of these main core stats we're talking about:
HP - Hit Points, run out of these during battle and you die. HP is doubled in PvP in order to increase battle times and allows for a wider range of tactics.
Mana - Used for casting skills during battle. All skills will cost a set amount of mana. Some classes reduce the mana cost and others can even occasionally cast spells for free.
Ward - Acts more like an extended HP pool, rather than a shield that reduces damage (it doesn't). Ward becomes more important in late-game where players and monsters can do serious damage. Ward is calculated by taking 50% of your HP + Mana, and then multiplying that by each %Ward gear pieces you are wearing: [(HP + mana) / 2] * ward * ward * ward *... etc.
These three HP, Mana and by proxy Ward are usually not affected by global stat bonuses, as we'll cover further on in this chapter.
In a way this simplifies our gearing goals depending on our class. If we're going for glass-cannon mage builds we want to maximise our Magic stat, finding it on as many gear pieces as possible. If we want to turtle up and be strong equally against as many classes as possible, we look for both Defense and Resistance gear. Obviously gearing is not that simple in the end but it gives us our main stats and what we want to strive for.
So it's quite clear that there are two types of active damage: Attack and Magic. These are both countered by Defense and Resistance respectively. The only other damage type is passive damage over time or self-damage, but these are all HP percentage based and therefore unaffected by any other defensive stats.
4.3.2 Stat Bonuses
There's a few different scenarios where we can find stat bonuses applied to our character, and also in a couple of different ways, so let's clarify all of these.
You may come across people mentioning either of these but they cover the same bonus. This is referring to the "Preferred Weapons" section you'll see when switching between classes and specialisations. They generally always follow the main theme, Mages prefer staffs etc.
This buff gives you a +5% total offensive stat bonus. So it boosts your total Attack and Magic stats by 5%. This includes all stats granted from gear, especially your weapon, which obviously then makes this bonus way more potent than the specialisation stat buffs we talked about in the previou section.
5% may not seem like much during the early game, but once you get into the mid-game and late-game, this buff can grant you hundreds of offensive stat points. All builds that focus on dealing damage depending on their Attack or Magic stat should aim to equip a preferred weapon where possible.
The nature of the RNG drops in the game may mean that you have higher offensive stats with a non-preferred weapon and that is completely fine. Always go with the weapon that gives you the highest offensive stats.
You will gain a +10% buff to total stats whilst you are present in your Origin Town. You want to choose your Origin Town in the Area where you play the most, for this reason. You may have noticed raids getting more difficult away from home, this boost could be a reason for that.
This buff is very important to take into consideration if you've got a tough war matchup for example. Wars lat long enough for most people to be able to fight whilst in their Origin Town, so be patient and try and fight while there, as it could be the difference between winning and losing.
Similar to the Party Bonus, this bonus boosts all your core stats as well as all stats from gear, making it extremely potent. Attack, Magic, Dexterity, Defense and Resistance are the core stats I'm referring to.
Another +10% total stat boost can be gained from simply being in a party, and being close to a party member. Now the best way to make this work for you're the only one playing in your location, and actually I recommend everyone doing it this way so you can have the bonus on cue; is you want to make an alt character and party them up with your main.
You don't need a second phone or even dual apps to make this work, you can do this using one phone and one game instance.
Return to the title screen by opening the main character menu > select options > select character tab along the top right. Make a new character. Switch back to your main if you want them to be the party leader (doesn't matter). Open the main character menu and select Party menu. Now you can only invite characters to your party that are in close proximity to you in the real world, but you should be able to invite the alt character you just switched from. If you don't see them, you may need to repeat the process faster, ensuring the alt remains in the game world for a few seconds longer.
Once you've invited the alt character, return to the title screen again and switch to the alt character. Check your notifications by tapping on the bell at the far top right of the main character menu, there may be a wee orange notification dot already. You should see the party invitation here, then just tap on accept and that's you got a party going!
You do need to log in to the alt character roughly every 6 hours to keep the buff going. You can check the top bar of your character menu to see whether the party buff is active or not, it's the pair of boots. Initially it'll take a minute or two to show up. If you move location you will need to reset this again by logging into the alt at your new location.
On top of the huge +10% stat boost, the party bonus also spawns more mobs at your location and will also cause experience share between local party members if they are within 25 levels of eachother.
If your party members are not within 25 levels of you however, you will actually gain a 10% experience gain from mob kills. This is not shown on the kill reward screen but you can check your actual experience gain in the character status page to check. Another reason to just be in any party!
So to summarise the total stat buffs you can and should be trying to maximise, these all stack multiplicatively with eachother. So for example if you currently have Preferred Weapon, Origin Town and Party bonuses active, your core Magic and Attack stats including base and gear totalled, will be multiplied by 1.05 * 1.10 * 1.10
That's a 27.05% increase to your main damage stat!
Bear in mind I'm talking specifically about the numbered stat changes you see immediately on the spec choosing screen, not what certain spec passives such as Swashbuckler can do to affect your stats, we'll come on to those specific scenarios in later guides.
That's why it's common to see people asking why their stats didn't go up as much as they thought when changing spec and comparing their stat screen to previous. For most specs in the end these stat bonuses effect your stats in quite a minor way, with a few exceptions. So generally when choosing a spec it's best to select on what other skills or passive abilities they offer, rather than the raw stat changes you'll receive.
All your stats can then be buffed further during battle, which we'll talk about in the next section.
4.4 Battle Buffs and Debuffs
Hopefully you'll already have noticed mobs using battle buffs or even used a few of them yourself in your skill loadouts. We are talking about the small buff icons that appear next to your character in the battle screen, with a small arrow(s) pointing up or down. We'll clarify exactly what these battle buffs and debuffs are and how they affect your fighting ability.
These buffs and debuffs affect your stats that we talked about in the previous section. Any arrow pointing up means that stat is increased, and any arrow pointing down indicates a stat getting decreased. These all stack together, including double arrows and even triple arrows. The multipliers are almost always the same for buffing/debuffing but we'll list all of these below anyway.
Let's list all the battle buffs and debuffs available for us to come across in Orna:
Remember that skills unlocked from classes can be used freely with any other class. That means that the classes that learn the main stat boosting skills are essentially must-buy classes for all players once you reach a certain level. We've listed the most important skills, their buffs and what class you'll need to unlock to have that skill available for any of your loadouts:
Remember some pets can also cast some of these skills in battle for us as well.
In Gauntlets your permanent battle buffs carry over to the next floor, and all the way til the end of the dungeon. That's why it's a great idea to buff up first before attacking mobs, especially as the later floors will have more difficult mobs. Buffing up beforehand will allow you the best chance to take down the more powerful mobs, and get better loot.
However you can also have temporary buffs and debuffs, and of course these all also stack multiplicatively with permanent and other temporary buffs. So for our last example you can have single Def up and single temp Def up. These will stack while the temporary buff lasts. Temporary stat buffs generally have a 25% chance to end each turn.
As you can guess, double arrow up will provide a greater stat increase than a single arrow. The same buff can only be applied once, by that I mean you cannot have two buffs both giving Def Up one arrow, once you have it up it's up.
Raids are a fantastic place to make use of temporary buffs and debuffs as well. This is where Assasin and Heretic jewels come into their own. Stacking a few of these in your raid weapon will provide you consistent temporary damage increases during your raids, and it's great seeing your damage numbers take a big leap for a couple of turns. These jewels are dropped from mimic-type mobs but also pop up occasionally as quest rewards so be sure to keep an eye out! And you'll likely want to use them in your best weapon until you have a few spare.
4.5.2 Other Battle Effects
Aside from the stat boosting skills available there's also a large number of battle effects that can be triggered with skills or via weapons. These can offer us with more tactical fighting options and can also be a target to build status immunity against, utilising specific gear.
Positive battle effects
These effects that we can apply to our character via skills or pet skills are generally based around elemental resistance or elemental weapon affinity. Skills like Prism Wall give us immediate 50% damage reduction to the four main elements. We can also use affinity to give melee weapons our faction bonus damage, or even make them elementless to be unresistable. Applying these during battle are permanent for the battle's duration.
Most of these status effects are actually tied to the 8 elements in the game, with a couple of extra ones on top which you won't come across as often. You'll find that if you do damage with an element, you'll likely be able to apply the relevant status effect as well, it may not happen every turn though. Almost all of these are temporary effects and will eventually drop off.
Negative battle effects
We can use negative status effects to hamper our opponent's ability to attack by making them miss turns, blinding them to miss more often or even apply dot (damage over time) effects. These effects will help us immensely during PvP at all tiers, even well into the late game. It can also help us against mobs, especially at lower levels where most of the bosses can be put to sleep or stunned, making them easier to take down.
Having these status effects on you and forcing you to miss turns can be super frustrating. It can easily make you lose fights and cause raid runs to end early. This makes having a way of curing these effects extremely important. Outside of using potions, you can use a skill like wisp's heal, which will remove the main elemental status effects (if you can actually attack that is). Pets are amazing for this and the most popular pets outside of specific pet builds are the ones that can cure these effects for us, such as the Wisp or Pale Dragon. It does make pet progression a little boring but for most situations those are simply the best options.
You can store multiple pets in your Keep, but if you haven't built one yet and you buy a new pet, your previous pet will be automatically released into the wild, never to be seen again.
You can sell followers back to a Bestiary for half the orns purchase price in return.
4.5.1 Your First Pet
I recommend saving your orns and building materials until you reach tier 4 at level 75. This allows you to buy the Wisp pet, costing 15k orns, an excellent companion that will heal your HP in battle and also cure you of the afore-mentioned common status effects. I recommend every player of any class buys the Wisp as their pet of choice at this level, you'll certainly notice the quality of life increase it provides.
If you don't mind splashing some orns and really want a pet, please go ahead and buy a pet :D
4.5.2 Pet Stats and Skills
Tapping on followers in a Bestiary will show you its skills and the action rates of those skills. These action rates apply to each skill individually, so if a pet has multiple spells and its spell chance is 10%, each of those spells have a 10% chance of being cast each turn - not 10% chance to cast a spell. Pet skills are split into a number of separate categories, and you'll see each category has its own cast chance which apply to the skills of that category.
You can also check your currently equipped follower's stats by entering your status screen from the main character menu, and there's a follower tab at the top which will show its stats. You won't see this tab if you haven't got a follower equipped. You'll see pets only have offensive stats; Attack and Magic, because it's not possible to attack pets in battle.
Pet base stats are only affected by your character level and any class or spec passive ability that specifically state they raise follower stats such as the Valhallan abilities: "Valhallan Way - Your follower is slightly stronger and may attack more often". In a recent update you can also find rare gear in late-game which increase the strength of followers and their action rate, but these items will specifically state they do so in their description.
Any regular pieces of gear that affect your character stats do not affect your follower's stats in any way.
However, your pet does gain the benefits of stat battle buffs, most usefully being buffs that increase your Att or Mag stats. This is super important for pet builds, as they focus on buffing up the power of their pets to do most of their damage in battle.
4.5.3 Pet Progression for Non-Pet Builds
For the majority of classes and builds until late game, the optimal follower choice will be a healer pet. This is because pets don't act often enough and provide enough damage unless you're playing an actual pet build. Healer pets provide much greater benefit by healing you and curing any debilitating status effects, saving turns for you in the long run and allowing you to deal more damage.
We'll cover pet builds and the followers you'll want to consider in our specific build guide.
There are a couple of situational scenarios, mainly for raiding, where you may want a different pet from the classic healer line. I encourage you to try and see what works best for you, although you can never go wrong with the healer pet progression. Plenty of raid bosses apply negative status effects in which a healer pet is often the best or easiest option to deal with.
4.5.4 Healer Pet Progression:
Wisp tier 4 > Twilight Wisp tier 7 > Pale Dragon tier 8
So that's the healer line, you can buy early game pets before wisp if you want but generally not needed. You level up to 75 fairly quickly anyway, by which point you'll want to pick up a Wisp as soon as possible. It only has one spell, but that's all it really needs at this point in the game. It will heal you 300 HP and cure common status effects (freeze, paralysis, burn, rot, poison, sleep, blind and stunned).
This will last you easily until tier 7, where you can buy Twilight Wisp, or "T-Wisp". The healing power increases to 1000 HP, and it'll now also have a Dark and Holy spell to provide some additional damage support. It'll also heal you from the common status effects.
It may take you quite a while to find Pale Dragon (PD) in a bestiary, it has the Masterforged rarity which is currently the rarest category of pet available in bestiaries. You will probably want to build multiple bestiaries at this point in order to increase your chances of finding PD. It'll give you time to save up the orns as well. Now PD offers a slightly different angle on the healer line, indeed it's actual healing spell only provides 250 HP recovery, but PD comes with way more benefits. The same healing spell also gives you temporary Def and Res buffs, which can really help in Raids and PvP, even in dungeons. This spell is super useful right up to the end of end-game, and is generally the pet of choice for "turtle" defense and resistance orientated builds. Not only does PD cure the common status effects with the spell Dispel, this also cures you of every other status effect except Toxic. This includes blight, petrification and cursed.
What makes PD stand out over even t10 healer pets like Pegasus that can also cast dispel, is that PD's action rate is super high and noticeable. You'll likely save more turns with PD than Pegasus from negative status effects, and have more uptime from the temp bufs, as Pegasus will spend more time attacking with offensive skills.
So that is the healer line, and it's very effective well into late game. If you don't know what follower to go with, the healer line is always a safe bet.
4.5.5 Raid Pets
These options will depend on your actual build and gear, your experience with the game and also how powerful you are compared to the raid boss you are fighting. For a lot of raid bosses the healer pets are a solid choice, especially early on when you likely don't have any status immunity gear. Fomor often gives new players nightmares with all the status effects.
And actually this trend continues well into tier 10 as well. You will want to know exactly what skills and effects the raid boss will use against you in order to maximise your damage potential against them. The raid pets we discuss here will all help increase your damage potential per turn. However if you need help surviving long enough to do any meaningful raid damage, the healer pets will always be a good shout.
Banshee and Warhorse are essentially two sides of the same coin for Magic and Attack builds respectively. Their double down debuff can really help you deal more damage for longer, as raid bosses get stronger the longer your fight lasts. The major downside is that it can take many, many turns for this debuff to land. By which point you may already be dead, or the raid boss itself may already have been killed. I think for mid game players, these pets will help you the most if you have good survivability but perhaps lack in damage.
Once reaching tier 10, after buying your new class you'll probably want to get your hands on a Chimera pet soon after. It'll cast Beserk much faster than the two previously mentioned pets apply their perks, giving you a massive damage boost almost straight off the bat. Remember this buff affects both Att and Mag damage, so it's usable for all class types regardless. Also by this point in the game you should have a skill like Osmostrike or Drain that'll easily heal up from the dot every few turns. Chimera is best used when you have at least a little bit of survivability against especially Morrigan.
Another pet we can mention is the tier 7 Orichalcum Golem, which actually provides the best ward regeneration of any pet, as well as the four elemental resistances. Obviously you will need a good amount of ward to utilise Ori golem. This pet is especially good for Realmshifter Charmer, as it allows you to hide behind ward and stay on low life without the Beserk dot, giving Realms their maximum power. Charmer's skill Warrior's Pavane is fantastic in terms of damage and mana cost. Unfortunately the mage equivalent skill is not as good from the Charmer spec.
4.5.6 PvP Pets
So we can look at PvP specific pets with a few scenarios in mind, and depending on your class and tier. For most of early and mid game you can't go wrong with the healer pets. Of course to make the best choice you also need to know your enemy. You may need the extra damage provided from Chimera's Beserk skill to help crack turtle builds.
Greater Yokai - This interesting purple dude who likes to fold arms a lot is actually a really solid PvP pet. Looking at its skillset we can find it's like a saboteur, with a whole bunch of negative status effect skills at its disposal. You can use this pet on both offense and defense. This is the best pet that will take turns away from your opponent. Generally though we have to bear in mind that Greater Yokai's natural counters are the healer pets, so this tier 6 pet is generally used more later on. But if you spot your war opponent without a healer pet, try and get the defensive win with GY.
Mighty Mimic - Casts a turn one Mimic's Mischief, giving you double Att and Mag up, along with maybe some side effects. This pet is useful for nuke builds where you already have high core offensive stats, and want to obliterate your opponent with shock tactics. Works especially well with Swashbuckler builds. The only downside is at tier 10 with experienced players, seeing you with this pet before fighting might alert them to your nuking tactics. They still have to fight you though!
I don't have any other general pet recommendations that can be useful in general circumstances. In individual build guides we'll cover more pet options. I also haven't mentioned time limited event pets, as of course a large portion of the player base will not have access to that pet at a given time.
So to summarise followers, you generally want to use them in a complimentary fashion. Leave the heavy hitting pets to the specific pet classes. At the moment there's unfortunately a small number of really good pets, but obviously you can play with whichever pet you want, as long as you're having fun!
Always prioritise buying your new class before buying a new pet once you've reached a new tier. The class upgrade will almost always make your character more powerful overall than a new pet would, and it'll also make you able to bring in those orns faster. The pets will always return back in stock for you! And actually when you're hunting for a Pale Dragon, make sure you have enough orns before searching bestiaries! That fellow is seriously rare, and you'll want to build numerous bestiaries to find PD unless you're feeling lucky.
A common question asked by new players is about what building should they build or should I build a keep or other building. So in this section we'll provide a nice suggestion for when you should start building stuff. The first thing to do is check what buildings you can see upon entering the game from home (or where you play the most) and with a torch lit, which increases your view distance, allowing you to see potentially more buildings.
At the start of the game we're looking for a Shop and a Blacksmith. If you can't see either of these two buildings then that's what we want to build first. A shop will allow us to buy small potions to continue grinding constantly and a blacksmith will help us upgrade our items from the get-go. I recommend buying only small potions and using auto-heal, this gives us best healing per gold spent, and doesn't take any longer to use. Buy a few at first then after making more gold, keep buying small potions until you have 50, then 100, then 200 then thousands, meaning you can forget about them for a while.
Initially you don't need to worry about levelling your shop above your tier, as you won't be able to wear any items from higher tiers yet. Bear in mind some items and weapons found from the shop can be immediate upgrades for you.
If you can see a local Blacksmith then you don't need to build one. Gear can be upgraded and returned from any Blacksmith you find.
Getting the required materials in the early game can be a tad frustrating. However what we can do to find wood, hide and stone is dismantle items that give these materials, mainly wood and hide. In shops you can regularly find multiple items for cheap that you can buy and then dismantle; wooden weapons like staffs and lutes, and then low tier armour like dingy robes dismantle into hide. Stone does take a bit longer to find, which is why you can hope for a local blacksmith. Anyway you can actually find stone for sale in shops, so buying and upgrading multiple shops can be the easiest way to find stone, as wood is way more plentiful as long as you're dismantling. You can also find stone in the wild and it also drops from Ogres and Golems at tier 3.
So by around level 50 we want to have at least one shop and a blacksmith available to us.
In the mid game and around the time we build our keep we can start building more shops, to make a shopping mall. Upgrading your shops and then checking their restocking times every day or so will allow us to buy important consumable items regularly, as well as materials and items to dismantle. The main things you want to buy are Monster Remains, Dowsing Rods, Affinity Candles, Arena Tokens and Elemental Stones. Keep an eye out for materials or items that dismantle into the materials that you need to upgrade your gear, like Elstones for Elven gear as an example.
The rarer the material (as seen from its background) the more materials we'll gain from smelting. Dragonite is a good choice to smelt as it's available from loads of monsters and items but has the blue famed background rarity, giving us a nice output. In tier 10 Ortanite is plentiful and gives the most materials returned. Upgrading the Refinery allows us to smelt more materials in one go. Approximately 10 materials get smelted per hour.
You can build one Refinery per Area. But you can also move these based on your current player location. Tap on the building, go to options tab, and you can then move the bulding, although you need to be within maybe 100 - 150m of the building to move it and can only move it to within a similar distance of you. So once you're swimming in thousands of unused materials, you can build a few refineries and "walk" them back to your home base, creating a lovely mining area to smelt your well-earned materials.
The final upgrades to buildings we can make is upgrading our Keep into a Fortress and then a Castle, increasing follower and gold storage with every level as normal. The first upgrade is the best and most important, as it gives us access to a dungeon, offering really good value when we can afford it, as mentioned earlier around tier 9 is a good time to upgrade. The final upgrade to a Castle costs a whopping 10 Millions orns... You'll want to do this as one of the last upgrades, after unlocking all the classes you'll ever want, after buying all your pets and leaving room for future limited time event followers also.
It only costs orns to upgrade once from Keep to Fortress and then once again from Fortress to a Castle. The upgrades in between are gold cost only. You'll need to upgrade each building to max level with gold before having the option to upgrade it to Fortress or Castle.
These Keep upgrades also give us access to an Alchemist and then eventually a Demonologist. A recent update (May 2021) has changed the Fortress/Castle Masterforging and Demonforging costs - These are now the exact same as wild Alchemists or Demonforges. This change was most likely brought about by the Wayvessel update, which made finding wild Demonforges quite trivial. Now players can enjoy the big upgrade investment of Fortress/Castle without fear of over-spending, and get excited to Masterforge and Demonforge your items as quick as possible.
Arcanists are found only out in the wild, and stock a variety of skills for you to learn by offering some gold. I recommend buying all the spells available to you whenever you find one, this will help speed you to completing the Student achievement line, giving you some nice bonus orns early on. Most of the spells can be learned from classes, although there are some noticeable exceptions which you'll want to purchase when you reach the relevant tier:
The guild function in Orna is called Kingdoms, allowing a bunch of like-minded players to take down multiplayer content together. There is a good amount of kingdom specific content in Orna, so I really recommend joining a Kingdom when you feel ready, in fact some of the best gear available at any tier can be found from Kingdom Raids.
I strongly suggest joining an established Kingdom before trying to make one from scratch with friends. It takes a lot of time to unlock Raids and you even need 6 members before you can even start wars. Please join an established Kingdom to learn what it's like from the inside-out, then think about making your own. It's probably the hardest thing to achieve in Orna.
You can join a Kingdom after reaching level 25, but I recommend levelling up a wee bit more to maybe tier 3 or 4. This is because it gives you time to get a bit stronger, pick up your Wisp pet, and will open the door to better kingdoms who will probably have a minimum level requirement to filter out players who will drop the game after trying for only one or two days.
You can search for Kingdoms to join in game by tapping on the Kingdom menu. You'll notice you can only join a Kingdom within the same faction you picked upon reaching level 10. Bear this in mind if you're planning on joining forces with friends or family. You can pay $0.99 to switch factions if necessary.
Currently the search function for finding a Kingdom is not ideal although Odie is actively improving it. The other best place to join a Kingdom is in the official discord server, where there are dedicated kingdom recruitment channels for each faction. It's easier in the discord because you can join a Kingdom that suits your playstyle and activity, which is what I recommend doing.
So there's a few typical things we want to look for in a Kingdom:
Bravo if you read the entire thing! Leave a comment if you did!
The basics have been laid out before you. From here on you'll probably want to find specific strategy guides and builds. I hope you've enjoyed this particular basics guide and learnt a few things along the way.
As ever, feel free to contact us if you reckon there's something we've missed or you'd like to see something added!
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.
The Arisen Podcast Ep12
Friday 19th Aug 13:30 UTC