"Orna is 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. "

Updated for Game Version 2.5.9

There are four factions in Orna; Earthen Legion, Stormforce, Knights of Inferno, and Frozenguard. You may pick a faction once you reach level 10. If the decision is postponed, the player must restart the game for the decision page to be displayed again.

You will receive a 25% boost to damage done and take 20% less damage from your faction’s element. You may only join kingdoms that share your faction. Factions can be changed by quitting your kingdom and purchasing the option from the store for $1.

Name Element Specialization Class Unique Spell Background
Earthen Legion
The oldest known faction of this land.
A large group of vanguards that have sworn to maintain spreadsheets for ages.
Earth Legionnaire Heal
Great Heal
Images Pending
A relatively new faction of warriors that harness the power of the sky.
Lightning Storm Knight Shock Stormforce
Knights of Inferno
Knights who have fought long and hard against the demons soldiers of Balor.
Fire Scorcher Burn Knights of Inferno
A formidable battalion that have served as Sentries against Draconian Invaders.They are well known for their powerful Legion of Frost Giants that overwhelm all foes.
Water Frost Mage Freeze Frozenguard

Updated for Game Version 2.5.9

While exploring Orna, you can form a party of 6 travelers and share experience while in a party together. In order to start a party, go to the Area menu, then to the Traveler tab, and tap the portrait of the player you want to invite and tap Invite. You can only party with players in the same area as you, but your party remains intact even if you travel apart. If the other player leaves the party, you will need to leave your party of one to start a new party. While in the same area, you and your party share a Party Bonus buff to monster spawn rate and a 10% bonus to all stats, and you are visible on each other’s maps when you are nearby.

Exp is not shared if there is a > 25 level gap between members of a party.

Party members share experience gained from fights. When any party member completes a fight with a monster, experience will be distributed based on the following formula:

Party Exp = (Base Exp / # of party members) + (Base Exp / 10)

In other words, each party member will gain an even split of the experience plus 10% of the original base experience. 2 party members share 60% (50% + 10%) each of a monster kill. 3 party members share 43.3% (33.3% + 10%) of each monster kill. Gold, orn, and items are not shared.

You may lose the Party Bonus from traveling too far away from each other, but will continue to gain EXP.

Updated for Game Version 2.5.9

The arena can be accessed from the main menu. Upon tapping the icon, you will be presented with two options: Arena and Mirror.

When you enter an Arena battle, you will be at full health and mana. Your character will not reflect any damage taken or mana spent when the battle is complete. This makes Arena possible without a need to heal before or after. You will not be able to Run or use Items. The opponents you fight in the arena are actual players in the game, controlled by the game’s AI. You will always attack first. When your opponent is defeated or defeats you, the battle is over. You receive EXP, orns, items and gold for winning the battle. Gold rewards are tied to your opponent’s level while item rewards are tied to your own.

Mirror battles are battles against your own character in its current state. The only reward is one experience. Its main use is to test out the effectiveness of your Arena loadout.

Updated for Game Version 2.5.9

Dukedoms are divisions of land across the Orna overworld, each with a unique name. Dukedoms can be owned (through exploration or control), give income, grant stat bonuses, and also have a rotating weather cycle. The icon in the upper right of the overworld displays the name, duke, and guardian of the area. To access the area menu, tap the icon.


Control is the PvP portion of dukedom ownership. One person owns the dukedom and collects income as long as it isn’t taken by another player. For another player to take control, they must fight against an AI controlled version of the owner’s character. If the battle is won, the dukedom is taken. If lost, the duke’s health is set to their health at the end of the battle for subsequent challenges. After being challenged, one must wait an hour before re-challenging a duke. The AI duke takes the player’s current pets and stats (affected by passive charge and such), and uses equipment from one’s arena loadout. There are two main modifiers to the power of the AI character which affect its stats; ghosting and influence. Ghosting occurs after some time of the duke being absent from the area: Duke influence is determined by how many of the surrounding areas are owned by the duke.

When a player has a dukedom under their control, they will collect the income listed on the control tab of the territory page as long as a player (any player) has passed through recently. It is delivered with the daily rewards screen.

The duke of a territory is displayed behind the guardian on the area menu icon in the upper right corner of the overworld. If no one owns it, a blue crest (Unclaimed Icon) will be displayed and it can be taken freely.


Exporation is the PvE component of dukedoms. A guardian - mob selected through weighted RNG - must be defeated to have explored a territory. As with control, income will be distributed through the daily rewards screen if the area has been passed through by a player recently. Unlike Control, however, any number of players can own a territory through exploration and receive the income rewards it gives.

Guardians can be any mob, though certain mobs are more common than others. Non-boss mobs are locked to the highest level available to them (with some exceptions). Certain bosses have higher HP than their world or gauntlet counterpart. Furthermore, mobs give double rewards (exp/orns/gold/item chance) compared to their world counterpart. While their HP is not kept through attacks if one fails at defeating them, there is no cooldown for trying, so one can repeatedly challenge them until they win through RNG.

Other Notes

The monsters tab of the area menu simply displays the monsters and bosses currently in that dukedom. Spawns are not limited to those monsters.

One can access a list of areas they own and their rewards through the world hub (character menu > globe icon).

If a dukedom is taken, the usurper’s name, dukedom name, and approximate direction is given in notifications with a button to mark it with a compass pointer.

If a player has privacy mode enabled, [class] of [faction] will be displayed instead of their name for notifications, area menu, and in battle.

One can rename a dukedom for the price of 100k orns if owned.

A 5% stat boost is given if playing in an owned dukedom. This is replaced with a 10% boost if it is a player’s origin town.

A player’s origin town can be changed once every seven days.

A player’s origin town always appears to belong to them, even though it may appear this way for other players or contribute to influence.

Updated for Game Version 1.69.0

Kingdoms are essentially guilds, wherein up to 50 people can be part of the same guild. YOU MUST BE THE SAME FACTION TO BE IN THE SAME KINGDOM.

Choosing a Kingdom

When you click on the Kingdoms menu in the main menu, you will be prompted to either Create A Kingdom or Join a Kingdom.

Creating a Kingdom will allow the player to create a kingdom, where in he or she will be the King or Queen of that Kingdom. Then other players can join the newly created Kingdom by clicking Join a Kingdom and finding the name of the Kingdom on the list. When creating a Kingdom, you can choose the name of the Kingdom and a brief description of your Kingdom.

If you click Join a Kingdom, you will be given a list of the Kingdoms that are available for you to join. Remember, you can only join Kingdoms that are the SAME FACTION as you. You are able to change factions whenever you want for a small fee of 99 cents. If you are a member of a Kingdom you cannot change your faction. You must leave the Kingdom first.

Picture Function
![Hall]({: .d-flex .mx-auto .mb-3 height="500"} This is the main menu for the Kingdom Menu. Across the top you will see: Hall, Roster, War, Raids, and Options. Under where it shows the kingdom hall it lists your total gold and orns for the kingdom. Gold is earned when a member of the kingdom fights a monster or boss. A portion of the gold is given to the kingdom. Orn is earned from Kingdom wars, and you can then spend those orns to start Kingdom Raids to fight powerful bosses. On the Hall screen it will show your Kingdom Level, which is determined by the number of wars your kingdom has won. Every 5 wins your kingdom will level by one. The Next number is your power which reflects the total number of levels earned by members of your Kingdom members. For example, if you had a Kingdom with 50 people and everyone was level 100, you power would be 5000(50 x 100). The next number is influence which is the total number of dukedoms owned by all the members of your Kingdom. For example, if you had 10 members who owned 100 dukedoms, you total influence would be 1000(10x100) The next number is rank. This is your current rank on the leader board. The next number is the Kingdom's member count. Up to 50 people can join a Kingdom. The Last number it the amount of wars your kingdom has won.
![Roster]({: .d-flex .mx-auto .mb-3 height="500"} The members page show the name, level, class, subclass, and "rank" of the members of the Kingdom. The current ranks are King/Queen, Officer, and Soldier. King/Queen denotes the founder of the Kingdom.
![War]({: .d-flex .mx-auto .mb-3 height="500"} War allows you kingdom to battle players from rival kingdoms. A Kingdom war lasts 24 hours. This screen will show the match-ups for the current Kingdom war.
![Raids]({: .d-flex .mx-auto .mb-3 height="500"} Raids allow you and the rest of your kingdom to battle powerful bosses together for large ammounts of exp and a chance at rare items.
![Options]({: .d-flex .mx-auto .mb-3 height="500"} Under options you can either leave the Kingdom or destroy the Kingdom(only if you created it).

Kingdom Wars

Starting a War

In the “War” section you will be prompted to long press to begin a new Kingdom War. Each war costs Kingdom gold. If you are involved in a war, you cannot start a new one. Wars can be started by the King or Officers of the Kingdom. A War lasts 24 hours.


Once you start the war, you will need to wait a while for matchmaking to happen. Once the rival Kingdom is selected, the War begins. Each player in the kingdom is matched up with some one from the rival kingdom. Each player gets one battle against the other kingdom’s player controlled by the AI. For example, Kingdom Soldier A fights Kingdom Soldier B. A will fight B(AI controlled), but B will also fight A(also AI controlled).Quite often both players will win their battle, making both of them victorious. The battle is exactly the same as the battle for dukedom control or an arena battle.

Winning the War

Whichever Kingdom has the most total wins, will win the War. If the Kingdoms have the same number of wins then the match ends in a stalemate. A win will give your kingdom gold, orn, and a victory. A stalemate brings nothing. Once the War is won, you can immediately start a new War.

If all the members of both Kingdoms finish their battles BEFORE the 24 hours has expired, then the War will end. This means having active members in BOTH Kingdoms is beneficial.


Matchmaking put two kingdoms together that are within 1000 power of each other. When both kingdoms are searching for a battle they will be matched together.

Kingdom Raids

All raids cost orns to start. There are currently 7 raid bosses you can raid against as a kingdom, there are also special seasonal bosses that have been added monthly so far. Check out the raid guide for more details on all of those. Raid bosses give some of the best gear for their tier though and can help increase the strength of a kingdoms members. they also give large pools of exp when defeated.

Updated for Game Version 2.5.9

Raids are a method of fighting extremely powerful boss-type enemies. There are permanent kingdom raids, event limited kingdom raids and world raids. Anyone who participates in the raid is rewarded with XP, Orns, Gold and items. Dealing more damage improves the number of rewards recieved once the raid is defeated. Rewards are given via a list a short while after the boss is defeated but there is a minor slayer bonus.

How to Start a Raid

Under the raid tab in your Kingdom, tap “Start Raid” beneath the raid boss you wish to challenge. Only the King and their officers can initiate a raid. Raids cost kingdom orns which are earned through wars and gauntlets. Any number of raids can be started and fought simultaneously: tap the arrows on either side of the screen under the raid tab to view the different raid bosses available. Permanent kingdom raids cost a base value plus 10 additional orns per member and rotating event raids (NOTE: May contain some non-raid enemies. See a complete list below.) cost a base value plus 20 addition orns per member.

World Raids can be encountered in the wild at random or, more often, summoned via a summoning scroll. A summoning scroll will summon a random raid from within the World Raid boss pool .


Upon starting or encountering a raid, any nearby member or kingdom member may enter the battle and fight the boss. During the raid you may see other players fighting the boss alongside you and their damage dealt. The raid’s current health and maximum health will be displayed at the top of the screen and damage dealt in the current session may be seen at the top left. You can dismiss the skills used box at the top by tapping on it.

A raid will become progressively harder as damage is dealt to it within one session. Stats increase by 2% per 1% of the raid’s max health dealt in one “session” of a fight. Stats are reset upon leaving the fight whether by dying or fleeing. If a player dies or flees they must wait 60 minutes before challenging the raid again. Raids feature powerful attacks colloquially known as an “Ultimate” which deal large amounts of damage often with numerous side effects and are intended to end fights. You can live through these via dodging them, absorbing it with ward, lowering their attack or magic via forbid or rebuke respectively or having high defensive stats to mitigate the damage directly.

A Kingdom’s king or officer may choose to set a “Raid Limit” to any kingdom raid. These limits set a maximum amount of damage that can be dealt in one session as a percentage of the raid’s max health. Upon hitting a limit the boss will recieve zero damage and instantly kill you with the defeat message stating “Damage Limit Reached”. Raid Limits are per attempt and each damage limit can be “capped” multiple times by waiting for the 60 minute cooldown to pass.

Kingdom Raids

Kingdom raid bosses are unlocked after reaching a certain level and costs kingdom orns to summon. There is one kingdom raid per tier each with varying kingdom level requirements, boss tiers and kingdom orn costs. All information can be found in the table below along with a link to each raid’s guide page where a full drop list can be found.

Name Kingdom Level Tier Level Base Cost
Dracon 1 ★3 75 500
Fomor 1 ★4 100 500
Starlord 2 ★5 125 1,000
Titan 3 ★6 150 1,500
Balor Elite 4 ★7 175 2,000
Fallen King Arthus 5 ★8 200 2,500
Apollyon 10 ★9 250 5,000
The Morrigan 20 ★10 275 10,000

Event Raids

Event raid bosses are often part of a month-long event. There tends to be one or two event raids per month[1] with items relevant to many tiers of the game. Kingdom levels are required for these as well, but the requirements are much lower. Most events will be available from kingdom level 3 and above.

[1] May does not have any event raids but rather two bosses available in the world and gauntlets.

Name Month Tier Level Event Base Cost
Phoenix January ★8 225 Rise of the Phoenix
Kerberos of Ice February ★8 225 Rise of Kerberos
Naggeneen March ★7 200 Mischievous Naggeneen
Cerus April ★7 200 Cerus the Untamed 2,000
The Fool (2019)
The Fool (2020)
April 1st ★5
Fool of April
Ingenious Cade
Almighty Balin
June ★5
Memories of Avalon
Arisen Surtr
July ★5
Heat Wave 2,000
Fallen Merlin
Arisen Merlin
August ★6
Merlin 3,000
Arisen Naggeneen September ★7 200 Mischievous Naggeneen 2,500
Pumpkinhead October ★8 225 The Hallowed 3,000
King of Ljosalfar November ★5 150 Day & Night 2,000
Ebon Scruug
December ★5
A Year's End 1,000

World Raids

World raid bosses can be rarely encountered in the wild but are mainly summoned via summoning scrolls. These enemies tend to have better XP, orn and gold rewards than kingdom raids alongside exclusive items. World raids also give a few items from the mimic loot pool. A month’s event raid may be temporarily added to the world raid pool for the duration of the event.

Name Tier Level
Fey Gazer ★6 175
Fey Dragon ★7 200
First Horseman ★7 200
Fey Cockatrice ★8 225
Second Horseman ★8 225
Fey Yeti ★9 250
Third Horseman ★9 250
Ashen Phoenix ★10 275
Fey Chimera ★10 275
Final Horseman ★10 275

Updated for Game Version 2.5.0

Markers are specific objects of note that you may encounter in your travels while playing. There are several different types of markers, each possessing specific benefits. Once collected, the Marker will disappear from your map, unlike Buildings. It is currently unknown if markers respawn in the same position, or if they are always random.

Note on Shrines: There are multiple types of shrines, each granting buffs to the player for a variable length of time. If you already have a shrine you cannot collect another until the one you have expires. The buff from a shrine stacks with similar buffs from useable items, like EXP potions.

Note on Sword in the Stone: The requirements for pulling a sword in the stone include having full health and mana, and at least the same tier as the weapon within.

![Shrine of Wisdom](/static/orna/img/markers/shrine_of_wisdom.png){:class="d-flex mx-auto" height="72"}
Image Name Effect
![Shrine of Luck](/static/orna/img/markers/shrine_of_luck.png){:class="d-flex mx-auto" height="72"} Shrine of Luck Doubles Gold, Orn, and Item drop rate for 45-90 minutes
Shrine of Wisdom Doubles EXP for 45-90 minutes
![Sword in Stone](/static/orna/img/markers/sword_in_stone.png){:class="d-flex mx-auto" height="72"} Sword in the Stone If able to pull, receive a high quality item
![Fountain](/static/orna/img/markers/fountain.png){:class="d-flex mx-auto" height="72"} Fountain of Life Fully recover Health and Mana
![Chest](/static/orna/img/markers/chest.png){:class="d-flex mx-auto" height="72"} Chest Receive random item (same as the mimic drop pool)
![Shrub](/static/orna/img/markers/shrub.png){:class="d-flex mx-auto" height="72"} Shrub Receive small amount of Gold or Orns
![Tree](/static/orna/img/markers/tree.png){:class="d-flex mx-auto" height="72"} Tree Receive the material Wood
![Stone](/static/orna/img/markers/stone.png){:class="d-flex mx-auto" height="72"} Stone Receive the material Stone
![Bone](/static/orna/img/markers/bone.png){:class="d-flex mx-auto" height="72"} Bone Receive the material Bone
![Materials](/static/orna/img/markers/mat.png){:class="d-flex mx-auto" height="72"} Materials Receive a random material

Updated for Game Version 2.5.9

There are many buildings to be found exploring, and a limited number can be built by players. Open the Dukedom menu in the upper right-hand corner of the main screen and select “Build”, then select the type of building you wish to build. Currently, only the Blacksmith, Shops, Bestiaries, Keeps, and Outposts can be built by players. Built shops, bestiaries, blacksmiths and jewellers have the option to be hidden from other players by its builder by checking a box in the building’s options menu.

When built, a building will spawn randomly within the player’s view and can be moved to any other spot on the screen where another building does not exist. It will be named [Player Current Name]’s [Building]. If you change your name, the building will keep the name you had when you built it. Most buildings can be upgraded for gold, with exceptions noted below.

Upgrading Buildings

Shops, Bestiaries, and Keeps can be upgraded for gold and all follow this pricing model. To upgrade a building, open it and select the Information tab.

Level Cost
2 100,000 Gold
3 200,000 Gold
4 300,000 Gold
5 400,000 Gold
6 500,000 Gold
7 600,000 Gold
8 700,000 Gold
9 800,000 Gold
10 900,000 Gold
Total 4,500,000 Gold



Shops allow you to buy and sell items. They rotate a random stock of items, some of which become available as you level up and discover new gear. It is possible for shops to run out of limited stock items. A player can build a level 1 shop for 2,500 Orn and 25 wood, and upgrade it with gold.

You do not receive a commission from other player’s purchases. Leveling a shop expands its inventory, allows higher tier items to be sold and refreshes its inventory. Naturally generated shops are less likely to have higher tier items. Every shop sells Small Health and Mana potions, torches and, once you’re the right tier, Large Health and Mana potions by default. Otherwise, any tier gear, items, or materials can be found. Some items can be found in stock but are unavailable to buy if they are a higher tier than you are.



A Blacksmith upgrades gear for players. Upgrading costs different amounts of gear-specific materials, Orn, gold, and time based on its level. Upgrading an item increases its level and stats. Higher quality items cost more to upgrade. Each level after the first costs more to upgrade and gives a smaller bonus. Players can build a Blacksmith for 10,000 Orn, 50 wood, and 25 stone, and it cannot be upgraded.

Upgrading your Gear

Level Time Material
2 1 hour 3
3 2 hours 6
4 3 hours 9
5 5 hours 12
6 12 hours 15
7 1 day 18
8 1 day 21
9 2 days 24
10 3 days 27
Total 191 hours 135



The Bestiary allows the player to purchase followers which assist the player in various ways. Followers come in different tiers, have different abilities and some are rarer than others. They must be purchased with orns and are replaced when you buy a new pet[1]. Players can find Bestiaries while exploring or build a level 1 Bestiary for 5,000 Orn, 100 wood, and 25 hides. Spawned Bestiaries only have pets up to Tier 3. The only way to acquire followers above Tier 3 is to build your own bestiary and level it past level 3. Each level up refreshes the bestiary, displaying a new list of followers for purchase.

[1] If a Player purchases a Keep, they can store their purchased pets there instead of losing them.

Inn & Tavern

The Inn is a unique building in Orna. They can only be found in the wild and offer jobs, tips for nearby places of interests and HP/MP restoration. The Jobs tab allows the player to accept various jobs similar to that of daily quests and rewards are gold, experience and various items/adornments. The Inn refills HP and Mana at a cost of 10 gold per missing point. The Tavern tab offers tips for nearby bosses and shrines at a cost of 1,000 gold per “tip”.


The Dungeon (renamed to Gauntlet within the player menu), at the cost of a gauntlet key, allows the player to battle a series of opponents - some from the world, some unique to the gauntlet. Floor counts and enemy tiers vary based on the dungeon tier, which can be modified via a drop-down menu up to the player’s tier[1]. Upon completion, orns and randomly generated items/adornments are awarded with a chance for any completed story/NPC quest item.

For five gauntlet keys “Hard Mode”, “Boss Mode” or “Endless mode” can be enabled rather than the standard gauntlet. Hard Mode disables the use of items but improves rewards - in Boss Mode all enemies encountered will be bosses - Endless has no floor limit, but enemy difficulty and rewards increase drastically as progress is made. For 25 keys either Hard+Boss or Hard+Endless may be activated but Boss+Endless cannot.

[1] Endless Mode cannot have its tier modified. It is always equal to the players current tier.



The jeweler sells adornments and allows the player to adorn any items which have available slots for a gold cost based on the ite’s tier, level and quality. Adorning an item as it levels up is the most gold-efficient way to fully adorn an item. A jeweler can be built for 50,000 orns, 100 wood and 100 stone.


The Alchemist is a unique building in Orna that can only be found in the wild. It can imbue a weapon with fire, water, lightning or earthen costing associated elemental stones as well as gold. Elements can also be removed for a minor gold cost. These two features only work on weapons that do not have a pre-determined element assigned to them (ex: Deathbringer is always dark and thus cannot have its element changed or removed). Items can also be at an Alchemist as of version 1.78.0.

Additionally, an item at level 10 can undergo “Masterforging” at the Alchemist which functions as an 11th level plus a small bonus to stats. Masterforged items have the maximum adornment slots for that item type regardless of base quality (1 more than an ornate would). Masterforging an item takes considerably more materials than a standard upgrade, yet is instant.


Similar in appearance and function to the Alchemist. Weapons can be imbued with dragon, holy and dark costing dragonite, lightstone and darkstone respectively alongside gold. A masterforged item may be upgraded to “Demonforged” at the Demonologist for a further stat bonus. Like masterforging, demonforging requires a large amount of materials though the upgrade is instant.


The Arcanist, similar in appearance to the Alchemist, can be found rarely around the world. A number of different, exclusive spells can be bought at this establishment in exchange for gold. However, spells above the player’s level tier will appear as unavailable. The stock refreshes every few days, rotating the spells for sale.



Keeps allow players to store their gold, followers and items. It also provides a buff to increase monster spawns and view distance via lighting the keep’s brazier or allows you to use a scouthawk - highlighting points of interests using your compass much like tips in an Inn. They cost 10,000 Orn, 100 stone, and 100 wood to build, which allows you to store 1 pet, and each subsequent level adds one more pet slot. You may only build a keep in your origin town, and only the player that purchased the Keep can access it. Keeps also give 1% of the stored gold and 100 Orn every 24 hours added to your Daily Income.

Level Cost Slots Storage
1 10,000 Orn (Purchase) 1 100,000 Gold
2 100,000 Gold 2 200,000 Gold
3 200,000 Gold 3 300,000 Gold
4 300,000 Gold 4 400,000 Gold
5 400,000 Gold 5 500,000 Gold
6 500,000 Gold 6 600,000 Gold
7 600,000 Gold 7 700,000 Gold
8 700,000 Gold 8 800,000 Gold
9 800,000 Gold 9 900,000 Gold
10 900,000 Gold 10 1,000,000 Gold
Total 4,500,000


The Outpost is a building that acts as an extension of the keep. It may be built anywhere to access the Keep’s follower and item storage when away from the player’s hometown.


A very rare shop which can be found inthe wild. It may sell rarer materials, items and items with varying quality but has a chance to change positions upon refreshing.

Updated for Game Version 1.69.0, except for Enchanting

In order to make your gear stronger, it needs to be taken to the Blacksmith and upgraded into a stronger item. The Blacksmith requires gold, Orn, materials, and time. Each time you take the gear to the Blacksmith it will get stronger. When the gear is ready you will get an in-game message that it is ready to pick up. Visit any blacksmith to pick up your gear again. Here is a chart of the time table for upgrading.

Level Time Materials
2 1 hr 3
3 2 hrs 6
4 3 hrs 9
5 5 hrs 12
6 12 hrs 15
7 1 day 18
8 1 day 21
9 2 days 24
10 3 days 27
Total 192 hours 135

Masterforging & Demonforging

To masterforge an item, you need to find an Alchemist shop. “Masterforging” is similar to upgrading an item to level 11. Doing so requires the item be level 10, as well as 1 million to 100’s of millions in gold and (item’s quality %)*3 for materials. So a perfect 200% Ornate item will require 600 materials. Masterforing is instant and will replace the “Ornate” quality in the item’s name with “Masterforged”. It will also increase the item’s quality by +1%. A 200% Ornate will become a 201% Masterforged item.

To demonforge an item, you need to find a Demonologist. “Demonforging” is similar to upgrading an item to level 12. Doing so requires the item be masterforged, and costs 10’s of millions to over 1 billion gold in a very wide range, and (item’s quality %)*6.66 for materials. So a perfect 200% Ornate item will require 1,332 materials. Demonforging is instant, and will replace the “Masterforged” quality in the item’s name with “Demonforged”. It will also increase the item’s quality by +1%.

Use the following link to figure out what your item’s stats will be at each level.

Assess Tool

There are certain things in the game which improve things other than basic stats. These effects include experience, orns and gold boosts, increased item find, increased monster spawn rates and view distance. These items are extremely helpful for improving the speed at which you level up and earn class/specialization upgrades, better gear as well as followers. These items multiply with eachother and are generally recommended to use if available. Please do note that these items do not apply to PvP[1] (arena, war or territory battles), raids or gauntlet end-screen rewards. Quality only increases the bonus experience of an item but has no impact on orns, gold, item find, monster spawns or view distance.

[1] Ring of Restraint does reduce experience gained, but does not improve orns or items earned. More information can be found below.


Wisdom Luck
Shrines are tappable items in the world that grant differing bonuses. There are currently two shrines granting bonuses to experience or orns/gold/items. Tapping a shrine grants its buff for 45 to 90 minutes but can be purchased in the runeshop for 1$ USD. Purchased shrines always last 60 minutes.

Exp Orns Gold Items
Shrine of Wisdom 2 - - -
Shrine of Luck - 2 2 2


Consumables are items dropped by various boss-type enemies. They can be activated via a button directly to the right of your player character. This will open a menu with your “Curatives” and a well as “Items” which are the consumables shown below. These items can be activated by tapping on them and you will then be granted its effect for the next 60 minutes.

Exp Orns Gold Items Spawns
Torch - - - - 1.3
Dowsing Rod - - - 1.5 -
EXP Potion 2 - - - -
Lucky Coin - - 2 - -
Lucky Silver Coin - 2 - - -
Occult Candle - - - - 2

Experience Accessories

These accessories increase the rate at which you earn experience and are the best way to boost your progression through the levels of the game. Cursed and Arisen Monster Tomes reduce your stats but offer a much greater experience boost. Better qualities will improve the experience boost as mentioned. See the following table for more information:

Item Tier Broken Poor Normal Superior Famed Legendary Ornate Masterforged Demonforged
Monster Tome ★2 0.105 1.05 1.05 1.155 1.2075 1.26 1.3125 1.365 1.47
Great Monster Tome ★5 0.11 0.11 1.1 1.21 1.265 1.32 1.375 1.43 1.54
Hallowed Monster Tome ★5 0.113 1.13 1.13 1.243 1.2995 1.356 1.4125 1.469 1.582
Bag of Treats ★5 0.103 1.03 1.03 1.133 1.1845 1.236 1.2875 1.339 1.442
Cursed Monster Tome ★8 0.125 1.25 1.25 1.375 1.4375 1.5 1.5625 1.625 1.75
Band of Gods ★9 0.15 1.5 1.5 1.65 1.725 1.8 1.875 1.95 2.1
Arisen Monster Tome ★10 0.175 1.75 1.75 1.925 2.0125 2.1 2.1875 2.275 2.45
Ring of Restraint ★2 0.001 0.01 0.01 0.011 0.0115 0.012 0.0125 0.013 0.014

Other Progression Bonuses

There are various other items with differing bonuses. These items may be found in your weapon, head, torso, legs or accessory slots. Others may also be game-wide events, kingdom research bonuses or specialization boosts (Note: Only one spec currently).

Item Tier Type Orns Gold Items Spawns Broken Poor Normal Superior Famed Legendary Ornate MFed DFed
Black Witch Staff ★6 Weapon - - - - 0.105 1.05 1.05 1.155 1.2075 1.26 1.3125 1.365 1.47
Witch Staff ★6 Weapon - - - - 0.105 1.05 1.05 1.155 1.2075 1.26 1.3125 1.365 1.47
Deathbringer ★7 Weapon 1.03 - - - 0.103 1.03 1.03 1.133 1.1845 1.236 1.2875 1.339 1.442
Arisen Witch's Staff ★9 Weapon - - - - 0.105 1.05 1.05 1.155 1.2075 1.26 1.3125 1.365 1.47
Arisen Deathbringer ★9 Weapon 1.03 - - - 0.103 1.03 1.03 1.133 1.1845 1.236 1.2875 1.339 1.442
Venin ★9 Weapon 1.05 - - - 0.105 1.05 1.05 1.155 1.2075 1.26 1.3125 1.365 1.47
Sandstorm ★5 Weapon - 1.1 - - - - - - - - - - -
Dune Blade ★5 Weapon - 1.1 - - - - - - - - - - -
Surtr's Sword ★5 Weapon - - - 2 - - - - - - - - -
Horror ★6 Weapon - - 1.05 - - - - - - - - - -
Arisen Horror ★9 Weapon - - 1.05 - - - - - - - - - -
Arisen Terror ★9 Weapon 1.05 1.05 - - - - - - - - - - -
Arisen Surtr's Sword ★10 Weapon - - - 2 - - - - - - - - -
Item Tier Type Orns Gold Items Spawns Exp
Dark Mage Hood ★3 Head 1.05 - - - -
Dark Mage Robe ★3 Torso 1.05 - - - -
Dark Garb ★3 Torso 1.05 - - - -
Jester's Outfit ★4 Torso - 1.1 - - -
Reaper's Robe ★7 Torso 1.05 - - - -
Lost Helmet ★8 Head 1.05 - - - -
Darkest Garb ★8 Torso 1.05 - - - -
Court Jester's Outfit ★10 Torso 1.1 1.1 - - -
Item Tier Type Orns Gold Items Spawns Exp
Lantern ★3 Accessory - - - - -
Enchanted Skull ★4 Accessory - - - 1.2 -
Presents ★5 Accessory - - 1.25 - -
Bag of Treats ★5 Accessory 1.03 - 1.1 - 1.03
Lasting Lantern ★5 Accessory - - - - -
Coin Purse ★5 Accessory - 1.05 - - -
Band of Gods ★9 Accessory 1.5 1.5 - 1.5 1.5
Booster Tier Type Orns Gold Items Spawns Exp
Temple of Luck - Research - - 2 - -
Temple of Knowledge - Research - - - - 1.2
Temple of Wealth - Research 1.2 1.2 - - -
Exp Weekend - Event - - - - 1.2
Orn Weekend - Event 1.25 - - - -
Merchant ★5 Specialization - 1.2 1.2 - 0.75

View Distance

Some items or passives increase the distance at which monsters and buildings can be interacted with. Adornments are a 1.02x increase whereas each item or passive is a 1.2x increase regardless of quality. View is initially 180 metres and can be increased to a max of roughly 1258 metres with 9 distance-increasing bonuses (currently) and 16 adornments. This max can be obtained by dual wielding two fully adorned and godforged (arisen) Surtr swords and equipping two accessories under the influence of a torch, brazier and farsight potion while on the Majestic, Majistrate, Arcanic or Realmshifter classes alongside the Seeker specialization.

Name Tier Type
Brazier - Buff
Torch Consumable
Farsight Consumable
Eternal Light ★5 Passive
Eternal Light II ★8 Passive
Realm's Light ★10 Passive
Seeker ★5 Specialization
Draconian Archistaff ★2 Weapon
Firepike ★4 Weapon
Candle-pike ★5 Weapon
Candle-staff ★5 Weapon
Surtr's Sword ★5 Weapon
Gazing Staff ★5 Weapon
Fey Gazing Staff ★6 Weapon
Ascalon ★7 Weapon
Ra's Cane ★7 Weapon
Arisen Draconian Archistaff ★7 Weapon
Arisen Gazing Staff ★10 Weapon
Arisen Surtr's Sword ★10 Weapon
Everlasting Torch ★4 Off-Hand
Mammon's Sword ★9 Off-Hand
Lantern ★3 Accessory
Lasting Lantern ★5 Accessory
Midnight Eye ★8 Accessory
Symbol of War ★9 Weapon Adornment

NOT Updated for Game Version 2.5.9

Stat Boosts/Drops

Status boosts/drops are buffs/debuffs that affect damage taken and dealt in combat. They can have between one and three arrows symbolizing the adjustment of the stat in question. Permanent stat boosts/drops remain throughout the remainder of combat (or the rest of the gauntlet) unless cleared by panacea of ambrosia, while temporary stat boosts/drops (marked by a “t.” fade after some turns. Note that temporary stat boosts/drops have a set chance of fading each turn, rather than a minimum/maximum amount of turns they last.

↑ - 25% boost*
↑↑ - 50% boost
↑↑↑ - 100% boost
↓ - 20% drop
↓↓ - 80% drop
↓↓↓ - 100% drop

Dmg↑Dmg↑* - 50% boost to offense (magic and melee) and 5% DoT
All↑All↑ - 25% boost to all stats and 10% DoT
All⇈All⇈ - 50% boost to all stats and 25% DoT (capped at 999hp)

All⇈Gaits - 50% boost and a 90% drop to the relevant stats.

Elemental Buffs/Debuffs

Elemental Defenses are buffs that reduces damage from a specific element by 50%. They do not stack with elemental gear.

Elemental imbuements change elementless melee attacks to the element imbued. The skill No Affnity removes affinity. The skill Elementless removes the element from your weapon for that combat.

Damage over Time (DoT)

These Status Effects are purely damage over time. The damage is rounded to the nearest whole number

BleedBleeding - DoT for 2% of target’s HP.
PoisonPosioned - DoT for 2% of target’s HP.
RotRot - DoT for 2% of target’s HP.
BurnBurning - DoT for 5% of target’s HP.
CurseCursed - DoT for 10% of target’s HP.
All ⇈Berserk DoT for 10% of target’s HP.

When using multiple DoT’s these percentages may be lower.


These status effects are purely disabling (causes the afflicted to lose a turn).

BlindBlind - 50% chance of missing.
FrozenFrozen - 50% chance of disabling the afflicted, 25% chance of fading per turn.
ParalyzeParalyzed - 25% chance of disabling the afflicted, 10% chance of fading per turn.
StunStunned - 50% chance of disabling the afflicted, 50% chance of fading per turn.
AsleepAsleep - 100% chance of disabling the afflicted, 50% chance of fading per turn.
PetrifyPetrified - 100% chance of disabling the afflicted, 20% chance of fading per turn.

Disabling and DoT

These status effects cause DoT and Disabling effects.

BlightedBlight - Sometimes disables the afflicted and causes 2% DoT.
ToxicToxic - Sometimes disables the afflicted and causes 10% DoT.

Purchasable Sprite Packs


Female MageMale MageFemale Rogue
Male RogueFemale WarriorMale Warrior


Female MageMale MageFemale Rogue
Male RogueFemale WarriorMale Warrior


Female MageMale MageFemale Rogue
Male RogueFemale WarriorMale Warrior

Dark Elf



Female MageMale MageFemale Rogue
Male RogueFemale WarriorMale Warrior


Female MageMale MageFemale Rogue
Male RogueFemale WarriorMale Warrior













Seasonal Sprite Packs


Archdruid FemaleArchdruid MaleAugur FemaleAugur Male
Bahamut FemaleBahamut MaleBattlemage FemaleBattlemage Male
Battlemage FemaleBattlemage MaleBlademaster FemaleBlademaster Male
Clause FemaleClause MaleDragoon FemaleDragoon Male
Druid FemaleDruid MaleElf Mage FemaleElf Mage Male
Elf Warrior FemaleElf Warrior MaleGrand Mystic FemaleGrand Mystic Male
Majestic FemaleMajestic MaleOmnimancer FemaleOmnimancer Male
Santa Mage FemaleSanta Mage MaleSanta Warrior FemaleSanta Warrior Male













Avalon Heroes


Nothren Lords


Lyonesse Legends


OrnaBot has been shut down permanently

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This is for the documentation of current v1 guide API currently available. If you have any questions, join us in Discord in the #guide-updates channel.

The API uses the POST HTTP method. The request must be a JSON object sent in the body. If you are using python requests you must use the post method and the json argument instead of data.


Requests are a JSON object with keys referring to an aspect of the object being queried, for instance magic on an item, and their values being the search parameter. For the examples below, I will use the Item API to generate example requests.

A simple request to the item API can be: {"magic":150}. More keys can be added to the query like so: {"magic":150,"attack":150}. Valid keys and their value type can be found in the related API sections below.

A query can be modified by using combinators and comparators. By default all requests use the and combinator. This means a request to the item API like this: { "magic": 150, "attack": 150 }, will look for items matching 150 Magic and 150 Attack (the only item returned for this query is Arisen Ankh). You can alter the search by adding a combinator key like so: {"or":{"magic":150,"attack":150}} (this returns 4 items: Arisen Ankh, Lunar Dagger, Moon Staff, and Titan Axe). There are only two combinators: and and or. These can be nested within each other to make advanced queries, which will be detailed more below.

All keys have a comparator default, which can be found in the API reference below. Using the first example request above, the query would look for items matching exactly 150 Magic. You may want to search for items with values less than or greater than a given value though, which is where the comparator keys work. If you wanted to search for items with magic greater than or equal to 150, you would add a comparator key like so: {"gte":{"magic":150}} (this returns ~29 items).

Combining the combinators and comparators to create advanced queries is also possible. Let’s say you wanted to search for items with magic greater than or equal to 150, or attack greater than or equal to 150. The request would be: {"or":{"gte":{"magic":150,"attack":150}}} (this returns ~76 items). The way queries are generated allows you to swap the or and gte in this case, and you will get the same result.

In a special case, a list may be passed as a value. This is useful for the combinators when keys of the same name are being used, but it can also be used on the field keys themselves. For instance, if you wanted to search for items that contain the word Staff or the word Sword you have the option to pass a list to or like so: {"contains":{"or":[{"name":"Staff"},{"name":"Sword"}]}}. By the nature of combinators and comparators you may switch them as well: {"or":{"contains":[{"name":"Staff"},{"name":"Sword"}]}}.

Finally, you may want to order the results. To do this you can add a top-level key named order and pass a list of keys to order by. Default order is ascending, you can prefix the field with a - to signify you want descending order. Using the previous request example: {"or":{"gte":{"magic":150,"attack":150}},"order":["-tier","name"]}.


key value description
and list or object Default Combine portion of subquery with AND
or list or object Combine portion of subquery with OR



key value description
eq list or object Integer keys must match their value exactly
ne list or object Integer keys must not match their value exactly
gt list or object Integer keys must match greater than their value
gte list or object Integer keys must match greater than or equal to their value
lt list or object Integer keys must match less than their value
lte list or object Integer keys must match less than or equal to their value


All string comparators are case-sensitive, but have a matching i prefix available to turn on case-insensitive matching (iexact for example).

key value description
exact list or object String keys must match their value exactly
contains list or object String keys must contain their value as a substring
startswith list or object String keys must start with their value
endswith list or object String keys must end with their value

API Actions


URI: /api/v1/item

Field key Value type Default lookup Description
id Integer eq Internal Orna.Guide ID
name String iexact Item name
tier Integer eq Item tier
type String iexact Item type (Curative, Weapon, Head, Armor, Legs, Accessory, Material, Item, Other)
boss Boolean - Item boss flag (True or False)
hp Integer eq Item HP (HP) stat
mana Integer eq Item Mana (Mana) stat
attack Integer eq Item Attack (Att) stat
magic Integer eq Item Magic (Mag) stat
defense Integer eq Item Defense (Def) stat
resistance Integer eq Item Resistance (Res) stat
dexterity Integer eq Item Dexterity (Dex) stat
element String iexact Item element (Arcane, Dark, Dragon, Earthen, Fire, Holy, Lightning, Water)
equipped_by String iexact Item can be equipped by type of class (Mage, Thief, Warrior)


URI: /api/v1/assess

id or name are required, if both are supplied id takes precedence. At least one stat is required. If none or multiple items are found, an error is returned. If level is not between 1 and 10, an error is returned.

Field key Value type Default lookup Description
id Integer eq Internal Orna.Guide ID
name String iexact Item name
level Integer eq Item level ([1,10])
hp Integer eq Item HP (HP) stat
mana Integer eq Item Mana (Mana) stat
attack Integer eq Item Attack (Att) stat
magic Integer eq Item Magic (Mag) stat
defense Integer eq Item Defense (Def) stat
resistance Integer eq Item Resistance (Res) stat
dexterity Integer eq Item Dexterity (Dex) stat


URI: /api/v1/class

Field key Value type Default lookup Description
id Integer eq Internal Orna.Guide ID
name String iexact Class name
female_name String iexact Class female name
tier Integer eq Class tier
slots Integer eq Class skill slots
cost String iexact Class cost (orn or real money, hence string)


URI: /api/v1/specialization

Field key Value type Default lookup Description
id Integer eq Internal Orna.Guide ID
name String iexact Class name
female_name String iexact Class female name
tier Integer eq Class tier
cost String iexact Class cost (orn or real money, hence string)


URI: /api/v1/skill

Field key Value type Default lookup Description
id Integer eq Internal Orna.Guide ID
name String iexact Skill name
tier Integer eq Skill tier
mana_cost Integer eq Skill mana cost
type String iexact Skill type (Attack, Buff, D.O.T., Debuff, Magic, Multi-round Attack, Multi-round Magic, Passive)
element String iexact Skill element (Arcane, Dark, Dragon, Earthen, Fire, Holy, Lightning, Physical, Water)


URI: /api/v1/pet

Field key Value type Default lookup Description
id Integer eq Internal Orna.Guide ID
name String iexact Pet name
tier Integer eq Pet tier
attack Integer eq Pet attack %
spell Integer eq Pet spell %
heal Integer eq Pet heal %
buff Integer eq Pet buff %
debuff Integer eq Pet debuff %


URI: /api/v1/monster

Field key Value type Default lookup Description
id Integer eq Internal Orna.Guide ID
name String iexact Monster name
tier Integer eq Monster tier
boss Boolean - Monster boss flag (True or False)
spawn String iexact Monster spawn (Day Only, Gauntlet Only, Night Only, Raid, Water Only)
weak_to String iexact Monster element weakness (Arcane, Dark, Dragon, Earthen, Fire, Holy, Lightning, Physical, Water)
resistant_to String iexact Monster element resistance (Arcane, Dark, Dragon, Earthen, Fire, Holy, Lightning, Physical, Water)
immune_to String iexact Monster element immunity (Arcane, Dark, Dragon, Earthen, Fire, Holy, Lightning, Physical, Water)


URI: /api/v1/quest

Field key Value type Default lookup Description
id Integer eq Internal Orna.Guide ID
name String iexact Quest name
tier Integer eq Quest tier
story Boolean - Quest story flag, False is NPC quests (True or False)


URI: /api/v1/achievement

Field key Value type Default lookup Description
id Integer eq Internal Orna.Guide ID
name String iexact Achievement name
tier Integer eq Achievement tier ([1,5])


URI: /api/v1/npc

Field key Value type Default lookup Description
id Integer eq Internal Orna.Guide ID
name String iexact NPC name
tier Integer eq NPC tier


error field gives more details about exact nature of error.

HTTP Code Error Code Details
404 255 Invalid API action given
400 254 Request JSON invalid, unable to parse
400 1 Bad type for value (e.g. String passed where Integer expected)
400 2 Invalid key given to query
400 4 Invalid key given to order
400 17 No id or name given to assess action
400 18 Invalid level (out of range [1,10]) given to assess action
400 20 No stats were given to assess action
404 24 No item found in assess action
409 31 Multiple items found in assess action


curl -X POST -d '{"name":"Adamantine Staff"}'

  "name": "Adamantine Staff",
  "type": "Weapon",
  "materials": [
      "name": "Adamantine",
      "id": 247
  "id": 100,
  "stats": {
    "attack": {
      "grows_with_quality": true,
      "base": 30
    "magic": {
      "grows_with_quality": true,
      "base": 105
  "description": "A staff crafted with adamantine.  Surely, it will never break.",
  "boss": false,
  "tier": 5

curl -X POST -d '{"id":100,"attack":114,"magic":407,"level":10}'

  "tier": 5,
  "type": "Weapon",
  "description": "A staff crafted with adamantine.  Surely, it will never break.",
  "id": 100,
  "quality": "1.89",
  "name": "Adamantine Staff",
  "boss": false,
  "stats": {
    "magic": {
      "base": 105,
      "values": [
      "grows_with_quality": true
    "attack": {
      "base": 30,
      "values": [
      "grows_with_quality": true
  "materials": [
      "id": 247,
      "name": "Adamantine"