Orna Mage Path Guide

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Orna Mage Path Guide

Made by: FlameOfWar

Just for Reference i am a LV 228 and Global Rank 400 Mage player in Orna that has played for
over half a year now and I want to share my knowledge and help out those who are in doubt
whether to choose the magic path and how to play it. As a side note, this is not the “best” path
(since there is no best one) but it's a very efficient one that I used myself. If you have any criticism
or advice please don't be afraid to contact me on discord.The guide will be updated 2-3 times a
week until finished and after its done the intel will be updated once per week.

I am assuming you have already bought the six t1/t2 classes (besides knight) so you are set on T3 or
even T4.
The path that I want to show you is the fastest/most efficient way to the most powerful mage class,
what gear to use/hunt for and how to fill up gaps in your spell deck later on by buying some cheap
melee classes as well.

In the following guide I will cover several important choices:

- Classes
- Specializations
- Pets
- Spells
- Spell decks
- Gear choices
Classes:
Picture summary if you don't want the in-depth version:

-T3: Sorcerer is the obvious choice here since it learns some of the most powerful mage spells in the
game that you will use almost till the end: Inferno, Fulmination, Cataclysm, Glacier (use the one
fitting to your faction for maximum dmg, but they all have drawbacks so watch out for that)

-T4: This is kind of an open choice between Mystic and Spellsword, since the only spell you need
from t4 is the one both learn: Magic Strikes. I went with mystic due to it´s passive abilities like
apothecarist which increases the effectiveness of your potions and xp step which gives you xp as
you walk/travel but the choice is yours.

-T5: Another obvious choice the Druid. It's the best T5 class atm and has very powerful buff skills.

-T6: Battlemage since the spells it learns are basically an upgrade of Magic Strikes and you should
again use the multi spell that fits your faction for maximum dmg.

-T7: Arch Druid there is nothing too special about him but you need him for the class path so you
can progress to the correct T8, he's very defensive so you can easily do raids that´s one of his
benefits.

-T8: Necromancer You finally made it to the endgame and even though Necromancy might seem
hard to charge at first it's usually quite quick. The class passives are amazing for raids pvp and
gauntlets. Drain ​|||​is a nice spell but in general you buy the class for stats and passives.
Specializations:

Picture summary if you don't want the in-depth version:

-T3:Apprentice (​+2%Mag/+5%Mana​) is the first mage spec and an additional skill slot. Not
much to say use it for the stats.

+2%Def/+10%HP/+2%Res​) or Stargazer(​+5%Mag​) Here you can make a


-T5:Cleric (​
choice between the more tanky variant and the glass cannon. I went with stargazer since his neutral
spells helped me a lot against some difficult mobs.

-T7:Magus(​ +5%Mag/+5%Res​) With him it starts to get good. He provides some solid stats
buff but the important things are his skill (Great Meditation learned at lv 175) and his passive which
reduces the cost of your spells by 25%!!! A must buy for any mage!

-10%Atk/+10%Mag/+10%Res​) Is the Magus 2.0 an upgrade so to speak. It offers


-T9:Maji(​
an improved Magus passive which reduces your spell cost by 50% so you won't ever run out of
mana. Also it still gives you great meditation which is important and will be covered later.
Pets:

Picture summary if you don't want the in-depth version:

In this section I will talk about the pets individually and not tier wise since some tiers can easily be
skipped.
- ​Fairy:​a quite basic pet, but heals for 100 very frequently, but can be skipped if you feel you can
survive without the heal.
- ​Wisp:​same as Fairy but heals for 300. Less frequently but still very often
- ​Twilight Wisp:​basically Wisp 2.0, he heals for 1000 and 300 while curing some status effects and
can even use holy and dark magic do dmg enemies.
- ​Banshee:​her sole purpose is to use wail so the enemy gets 2 Res down but it does not happen that
much so only a viable strategy for raids. The extra damage is huge though.
- ​Guivre:​the God of Mage/DMG pets. He will deal tons of dmg and even more if you buff yourself
with magic up spells.

Other viable option:


- ​Ghost: ​
can send the enemy to sleep so not usable in raids.
- ​Elder Gnome:​he uses lots of strong magic but it can backfire since it hurts you too
- ​Arcane Slime:​similar to Gnome another caster but with weaker spells
- ​Great Gazer:​good spells and a good debuff but lacks the dmg Guivre has
- ​Pale Dragon:​more of a healing / debuff healing pet than an attacker so if you struggle with status
effects he can be useful hes good for PVP and Arthus/Apollyon raids.
Spells:
First some basic spell tipps:
Elemental spells that match your faction will deal 25% more dmg than other ones!
If you aim for raw dmg Earthen Legion and Knights of Inferno are the best factions to use (due to
the debuffs from the unstable magic spells eg. Inferno).
Also Multi Hit spells can deal more damage than 1 Hit spells but that depends on certain conditions
due to the fact how the game handles resistance. The more you buff your own magic and debuff
your opponents resistance the more dmg will a multi hit attack do but if you are not buffed single
hit spells will greatly out dmg the multi hit ones. (this is due to how resistance is calculated -> multi
hits factor in resistance each time they hit and not each time they are cast).

In this section i will cover important spells to learn and later on spell decks for the different types of
combat: World, Gauntlet, Arena, Raids.

Low Tier​Spells you will need when you start playing, but some can be swapped out for better ones
later:

- ​Drain (Archmage LV40)​useful for a long time since some monsters like mimic can only be
damaged by neutral magic like Drain, Bolt ect. and it heals you what more do you want?
- ​Sleep Dart (Rogue LV45)​is key for PVP/Gauntlets/World always use it there!
- ​Inferno/Glacier/Cataclysm/Fulmination (Sorcerer LV75)​your spells with the highest dmg
potential, use the one thats fits your factions. I know the drawback can be frustrating but you will
use this spells for a long time (LV175)
- ​Magic Shield 1 (Archmage LV20) & Magic Shield 2 (Sorcerer LV50)​more res for
Raids/Gauntlets but mostly not worth using in PVP and World.
- ​Protection 1 (Knight LV20) & Protection 2 (Centurion LV75)​more def for Raids/Gauntlets but
mostly not worth using in PVP and World.
- ​Barrier 2 (Adept LV85) ​Res and Def 1 up in a single spell is amazing. Will replace Magic Shield 1
and Protect 1.
- ​Magic Boost (Archmage LV20) ​more magic dmg? Yes please!
- ​Magic Strikes (Mystic/Spellsword LV100) ​very helpful in gauntlets and raids early on, can be
used over unstable spells in raids especially against Titan since he resists elemental damage.

Mid Tier​Spells that are important mid game until endgame:

- ​Golems Fortitude (Druid LV110) ​one of the best defense spells in the game, always worth
carrying.
- ​Jins Talent/Bears Might/Mimics Mischief (Druid LV110) ​high risk high reward increase for your
magic spells. The drawbacks can be counteracted by arch gizmo/gadget though
- ​Mend Wall 3 (Druid LV105) ​not worth using until T6 since you need Ward of Mythril to work
with it.
- ​Multi-Spark/Flame/Frost/Tremor (Battlemage LV125) ​these are the raid spells you have been
waiting for since mystic strikes! its an upgrade over it and again use the element that fits your
faction!
- ​Great Meditation (Magus LV175) ​3 Arrows up for magic which is basically double the dmg. Yes
its temporary but i ran the math/tests its still worth using in raids and even gauntlets.
- ​Ward of Mythril ((T6 can be bought from arcanist) ​the key to surviving raid ults since you can use
it to basically double your health and make ward absorb lots of the dmg and if you stack it it can
help you survive very hard raids early on.

High Tier​Spells that are important until the bitter end:

- ​Flame V/Spark V/Frost V/Tremor V (Tier 8/LV175, can be bought from arcanist)​finally you can
drop the unstable spells you learned as sorcerer. These babies deal the same dmg but do not have
any drawbacks!

- ​Drain 3 (Necromancer LV175) ​an upgrade from drain and in raids/gauntlets it can heal you alot if
needed since your magic should be boosted.

Spell Decks:
(Mid - Endgame since before that spells still change a lot):
16 is the maximum amount of spell slots you can aquire at the moment with Necromancer/Maji and
you will need most of them in the end for raids/gauntlets.
World and Arena will require very little amount of spell slots.

- ​World:​“Element” V Spells / Drain 3 / Sleep Dart


(if you run into mammon frequently and want to be prepared for him just add some buff spells like
in raids or gauntlets)
- ​Gauntlet:
- ​Arena:​“your faction element” V Spell / 1 Other “Element” V Spell / Sleep Dart / Ward of Mythril
( mostly you want to try one shotting your opponent but if you know you can not do that use ward
of mythril/sleep dart to swing the fight in your favor)
- ​Raid:

Gear Choices:
I will go over some of the best item choices for the higher tiers and later talk about how to match
them together for some good setups (this means the focus lies on T8/T9 gear with the exception of
yeti coat as a T7 item). At the moment i will not be able to cover lower tier gear since the flood of
details would be way to much but i will try to gradually add more.
This section will be further split into the different gear categories:

- Staffs:
Picture summary if you don't want the in-depth version:
- Horror:​has solid stats and his passive which increases item/gear drop rate works in world and
gauntlets. A must have!
- Demeter´s Staff: ​the Fallen God´s staffs offer the highest magic stat in the game and this one also
increases your mana which is crucial for mages. Very good for raids.
- Ithra´s Staff: ​
is similar to Demeter´s Staff but gives you dex instead of res which can be even
better in arena since you will hit and dodge more. It is useful for raids as well, since you normally
have enough mana on your own.
- Imagination: ​a staff that can activate tons on stats buffs and debuffs, but they are all temporary and
random so it ranks lower than the Fallen God´s staffs.
- Arisen Witch´s Staff: ​has high magic stats but is nothing special. You can use it if you do not have
a Fallen God´s staff yet.
- Zeta Myrrdin: ​was added to the game today so there is not much to say about it yet.

- Head:

Lost Helmet for World Nothen Hood for the rest


(increases orns earned) (very easy to demonforge)
- Chest:

Cockatrice Mail
(perfect for gauntlets,
protects you from petrify)

Reapers Robe
(for world,
increases orns earned)

- Leg:

Nothren Shoes
Good for every build
(easy to demonforge)

- Off-Hand:
- Arisen Bone Shield: ​is a nice defensive option, when you struggle in raids. The extra survivability
can come in handy if you want to survive arthus early or balor/titan ult.
- Dragon Scroll: ​gives you lots of extra magic which is amazing in the endgame for maximizing
your magic stat/dps output for raids. A must have!
- Mammon´s Sword: ​the final story quest item. It is expensive to upgrade but offers a variety of
bonuses as well as on hit buffs and debuffs which can be quite devastating especially in late game
arena.

- Accessories:

-
Cursed Monster Tome:

- Ring of Restraint:
- Band of the Gods:
- Troll´s Charm:
- Crimson Eye:
- Wake Pendant:

Endgame Guide:

https://docs.google.com/document/d/1KcLNV0u1rsb6bKeHbmqV0cz5Q-C6KyaEo-RyzPheXVM/e
dit

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