"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. "
Below is a collection of bonuses found so far.
Bonus Exp Items
Deathbringer -> x1.03 (Superior) Deathbringer -> x1.133
It appears the Black Witch Staff follows the same bonus modifier as Monster Tome.
(Superior) Black Witch Staff -> x1.155 (Legendary) Black Witch Staff -> x1.26
(Ornate) Witch's Archistaff -> x1.3125
|Monster Tome||Greater Monster Tome||Cursed Monster Tome|
Bonus Orns Items
Deathbringer -> x1.03
Dark Garb -> x1.05
Reaper's Robe -> x1.05
Bonus Gold Items
(Famed) Coin Purse -> x1.05
Sandstorm -> x1.1
Jester's Outfit -> x1.1
Bonus Drop Items
Dowsing Rod -> x1.5
Monster Seed Bonus
Enchanted Skull -> 1.2
Lantern -> 1.1
Occult Candle -> 2.0
Party Bonus -> 1.2
Torch -> 1.3
There are four factions in Orna. You may pick a faction once you reach level 10. Choosing a faction will add that faction's background and name to your character portrait across all menus. You will receive a 10-20% boost to damage done with and take reduced damage from the corresponding faction's element-type skills. Once a faction is chosen, 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|
The oldest known faction of this land.
A large group of vanguards that have sworn to maintain balance for ages.
A relatively new faction of warriors that harness the power of the sky.
|Knights of Inferno
Knights who have fought long and hard against the demons soldiers of Balor.
A formidable battalion that have served as Sentries against Draconian Invaders.
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 dukedom 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 dukedom, 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.
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.
There are five types of buildings in Orna that can be found while exploring or purchased by a player in the Dukedom tab. Open the Dukedom menu and select "Build Here", and lastly select the type of building you wish to build. Inns/Taverns cannot be built at this time. Purchased shops can be accessed by other players, but can also be set as private under the Options menu. When purchased, 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 Name]'s [Building]. There is a limit to how many buildings can be placed within an area. Most buildings can be upgraded for gold.
Shops, Bestiaries, and Keeps can be upgraded for gold and all follow this pricing model. To upgrade a shop, open it and select the Information tab.
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 purchase a level 1 shop for 5,000 Orn and 25 wood, and upgrade it with gold.
You do not receive a commission from other player's purchases. The advantage of leveling a shop is an expanded inventory with higher tier items. Spawned shops are less likely to have higher tier items. Every shop sells Small HP and Mana potions and torches by default. When you have access to Large HP and Mana potions, those become available as well. 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 purchase a Blacksmith for 10,000 Orn, 100 wood, and 25 hide, and it can not be upgraded.
Upgrading your Gear
The Bestiary sells pets which can passively aid you in battle. Pets come in different tiers and have different abilities. They must be purchased with Orn and are replaced when you buy a new pet. Players can find Bestiaries while exploring or purchase a level 1 Bestiary for 5,000 Orn,100 wood, and 25 hide. Spawned Bestiaries are less likely to stock high tier pets. The best way to find tier 5 pets is to level a purchased Bestiary to level 5 or higher. If a Player purchases a Keep, they can store their purchased pets there instead of losing them.
Keeps are new buildings that allow players to store their gold and pets, and they also provide a daily buff to increase monster attraction via. lighting the keep's brazier. They cost 10,000 Orn, 100 stone, and 100 wood to purchase, 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 as their daily reward.
|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|
Inn & Tavern
The Inn/Tavern is a unique building in Orna. As of update 1.23.0, they can only be found in the wild. The Inn refills HP and Mana at a cost of 10 gold per missing point. The Tavern offers tips for nearby bosses and shrines at a cost of 1,000 gold per "tip".
The Alchemist is a unique building in Orna that can only be found in the wild. It can imbue a weapon with an element for gold and elemental stones. It only works on items that do not have a pre-determined element assigned to them (ex: Deathbringer is always dark)
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: There are a few speculated requirements to pull each individual Sword in the Stone, such as full Health and Mana, character level, and class.
|Shrine of Luck||Increases Gold and Orn drop rate|
|Shrine of Wisdom||Doubles EXP|
|Sword in the Stone||If able to pull, receive a high quality item|
|Fountain of Life||Fully recover Health and Mana|
|Chest||Receive random item|
|Shrub||Receive small amount of Gold or Orns|
|Tree||Receive the material Wood|
|Stone||Receive the material Stone|
|Bone||Receive the material Bone|
|Materials||Receive a random material|
Dukedoms are areas of land across the Overworld that can be claimed by players. A player's reputation is increased by claiming a dukedom, which factors into rank.
Playing within a dukedom you control will grant you a buff that increases your stats by 5%. Playing within the dukedom set as your origin town will grant you a buff that increases your stats by 10%.
The duke collects a tax from traveler's battles that is added to the dukedom's weekly income and a portion of which is granted to the duke whenever night falls. The current location's dukedom's weekly income can be viewed from the Area menu.
How to Claim Dukedoms
If a dukedom has a blue crest , it is unclaimed. A player can claim a dukedom by tapping its name and holding "Claim Area" in the Area menu. Sometimes it is possible to view and claim nearby dukedoms as well, if your current location is on the area border. If a dukedom is claimed, the controlling player's portrait replaces this blue crest. If you control the current dukedom, then your grayed out portrait will be in the upper right along with a shield icon.
Players can challenge other Dukes for their territory through PvP combat. As of 1.14.0, dukedoms have a set amount of health. If the challenger wins in one attempt, they immediately gain control of the dukedom. If the challenger loses, they must wait an hour before they can challenge again. This allows low-level players to whittle away high-level player's dukedoms over time. The health of a dukedom is refilled if the controlling duke visits their territory. There is currently no limit to the number of dukedoms players are allowed to control.
When another player challenges to claim a dukedom and wins, the previous Duke will be alerted of the player's name, the name of the dukedom, map coordinates, cardinal direction, and approximate distance from their current location. Dukedoms can be stolen back and forth indefinitely between players. A history of your lost dukedoms can be found in the message log.
Entering the Arena
In the bottom left-hand corner of the overworld screen you will see two crossing swords. If you click on this icon, it will search for opponents, and you will have the options of Leave or Battle. To engage battle, you must use an Arena Token (aquired from bosses, shops, arena battles) and have opponents available to battle. Opponents are usually slightly above or below you in rank. If you win the battle, rewards include EXP, gold, orns, and various items.
Battling in the Arena
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, Orn, and gold for winning the battle. Gold rewards are tied to you and your opponent's level.
Another way to enter PvP is to challenge players for control of their dukedom.
In order to make you gear stronger, it need to be taken to the Blacksmith and forged 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.
Use the following link to figure out a pretty close estimate of what you gear will be at each level. Props to Vuso on the Discord for making this calculator.
(From Orna Wikia) Kingdoms are a new feature added with update 1.29. 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 GUILD.
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.
||This is the main menu for the Kingdom Menu. Across the top you will see: Hall, Members, War, and Options.
Across the top it lists your total gold and orns for the kingdom. Gold is earned when a member of the kingdom fights a mob or boss. A portion of the gold is given to the kingdom. Orn is earned from guild wars.
On the Hall screen it will show 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 last number is the Kingdom's member count. Up to 50 people can join a Kingdom.
On the bottom is a link to the Kingdom Leaderboard.
|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. No information is known about Officer or Soldier. King/Queen denotes the founder of the Kingdom.|
|War allows you kingdom to battle players from rival kingdoms. A guild war lasts 24 hours. This screen will show the match-ups for the current guild war.|
|Under options you can either leave the Kingdom or destroy the Kingdom(only if you created it).|
Starting a War
In the "War" section you will be prompted to long press to begin a new Kingdom War. Each war costs clan 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 is 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.
Raids are a chance to fight a powerful boss. Raids are only available in Kingdoms. Raids can be completed by Kingdoms as a whole or by one member of the kingdom. Whoever participates in the raid is given a reward of XP, Orns, Gold, and gear. The more damage done by an individual, the better the reward.
How to start a raid Go under the raid tab in your Kingdom and hold down the raid tab. Only the King and his/her officers can initiate a raid. Raids cost KINGDOM gold and orn, so be careful doing too many raids. Only one raid is allowed to be active at a time. A new raid can be started once the old raid is completed.
Raiding Once a raid is started any member of the kingdom is allowed to enter the raid. Once the member of the player dies, whatever damage he or she has done will reflect when a new player enters. If more than one player enters at the same time, they will not see the damage done by any other players until they die. Once a player dies in a raid, he or she will need to wait 60 minutes before he or she can reenter the raid. Once the raid boss has been defeated, all the players that participated in the raid are given rewards based on the damage they have done.
Raid Bosses Each raid boss is unlocked when a Kingdom reaches a certain level. Levels are reached by winning Kingdom wars. Level 2 is 5 battles won. Level 3 is 10 battles won. As of the writing of this, it is not known how many wars must be one in order to unlock the Level 3 raid. Level: 2 Boss: Starlord (125) Level: 3 Boss: Titan (150) Level: 4 Boss: Balor Elite (175) Level: 5 Boss: King Arthus (200)
What are Status Buffs/Debuffs
Status Effects are temporary debuffs with varying effects ranging from boosting stats to causing damage over time (DoT) or even causing the afflicted to lose a turn.
Status boosts/drops are buffs/debuffs that directly change your characters stats 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.
The format for permanent boost/drop is - (stat icon) (stat abreviation) (arrow(s)).
For Example: Att ↑↑= Attack Up 2 levels.
The are also temporary stat bonuses/drops which unlike permanent only last for a few turns (or sometimes unfortunately just the one turn you activate it).
The format for temporary boost/drop is - (stat icon) (T.) (stat abreviation) (arrow(s)).
For Example: T. Att. ↑ = Temporary Attack Up 1 level.
Damage over Time (DoT)
These Status Effects are purely damage over time. The damage is rounded to the nearest whole number
Bleeding - DoT for 2% of target's Hit Points (HP).
Posioned - DoT for 2% of target's HP.
Burning - DoT for 5% of target's HP.
Cursed - DoT for 12% of target's HP.
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).
Blind - Sometimes disables the afflicted.
Frozen - Sometimes disables the afflicted.
Paralyzed - Sometimes disables the afflicted.
Stunned - Sometimes disables the afflicted.
Asleep - Disables the afflicted until they wake up.
Petrified - Disables the afflicted until they are no longer petrified
Charging Moves - Disables the user until the move is used, the user is killed, or the user is disabled via another disabling status effect. This doesn't appear as an actual debuff, but will be reflected in the battle log.
Disabling and DoT
These status effects cause DoT and Disabling effects.
Blight - Sometimes disables the afflicted. Also does 2% of the target's HP, if the target is not disabled in the given turn.
Toxic - Sometimes disables the afflicted. Also does 10% of the target's HP, if the target is not disabled in the given turn.
This is for the documentation of the future guide API currently in development. If you wish to help its development join us in Discord in the #orna-guide-api-dev channel.
Assess an item at a given level based on given stats. Returns quality and stats at level.
id Required (integer) The guide's internal
id of the item. If not present, will look for
name Required (string) The name of the item, url encoded (spaces = %20, etc).
level Required (integer) The level of the item, in the range 1..10.
hp Optional (integer) The hp stat of the item.
mana Optional (integer) The mana stat of the item.
attack Optional (integer) The attack stat of the item.
magic Optional (integer) The magic stat of the item.
defense Optional (integer) The defense stat of the item.
resistance Optional (integer) The resistance stat of the item.
dexterity Optional (integer) The dexterity stat of the item.
quality of the item is returned as a string (
#.##) between the numbers
2 along with the
name, and stats of the item at the given
nameis invalid, returns a
404 Not Foundwith the response "Item not found".
levelis outside the range, returns a
400 Bad Requestwith the response "Invalid level". If
levelcannot be parsed to an integer, returns a
400 Bad Requestwith the response "Bad level".
- If a given stat cannot be parsed to an integer, will return
400 Bad Requestwith the response "Bad [stat]".