Age of Fantasy MOD APK (Unlimited Diamonds)

1.2165
Download APK
4.7/5 Votes: 9,108
Updated
Aug 21, 2026
Size
95 MB
Version
1.2165
Requirements
5.0
Get it on
Google Play
Report this app

Description

Age of Fantasy packs more than 390 campaign maps and six playable races into a free retro 8-bit war game where every move happens one turn at a time. New commanders who keep losing their first Orc or Elf campaign will find the early move order and gem spending that actually wins maps. The biggest early payoff comes from replaying maps for a third star, because a three-star clear roughly doubles the gems of a two-star finish.

How to Play Age of Fantasy: Races, Maps, and Turns

To play Age of Fantasy, pick one of six races, then capture town centers and train units turn by turn until every enemy on the map falls. Each town center adds production, so the side that grabs more of them early usually controls the rest of the match.

The game runs on the same engine as Age of Strategy, the historical title from Zero Touch group. The Age of Fantasy strategy formula swaps knights and legions for Orcs, Elves, Undead, and Humans. Dwarves and Scaledfolks round out the roster, although both still carry a beta label.

The scale is huge for a free mobile game. More than 1,100 units and buildings fill the roster, and over 440 technologies sit in the research pool. Still, every match comes down to one loop of moving, attacking, and capturing.

How Town Center Capture Drives Unit Production

A town center is the heart of your economy on every map. You usually start with one, and each extra center you capture opens room for more production buildings. Neutral centers sit scattered across most maps, so the opening turns quickly become a race.

Unit production is not instant either. The game measures build time in turns, and elite troops take several turns to finish. I usually queue cheap infantry first. Then I commit to a big unit once I hold a second center.

The Retro 8-Bit Fantasy Setting and Six Races

The retro 8-bit look is a deliberate choice. Sprites stay simple, animations stay minimal, and the developer openly puts pure gameplay ahead of visual polish. As a result, turns resolve fast and the screen stays readable even with dozens of units on it.

In my matches, Humans feel like the balanced pick, while Orcs lean on raw pressure. The Undead flood the field with numbers, and the Elves recently received a full rework. Instead of one shared story, each race carries its own set of campaigns and battles.

Age of Fantasy vs Age of Strategy, Polytopia, and Antiyoy

Age of Strategy is the closest relative, since both games share one engine. The big difference is scope. This fantasy sequel trades historical eras for magic, monsters, and six races, and its unit roster is far larger.

The Battle of Polytopia is the better-known rival on Android. Polytopia keeps matches short and its tech tree small, but this game hands you hundreds of technologies and much longer campaigns. Antiyoy sits at the other extreme, with a tiny unit list and quick hex-based territory fights.

Agile, Medium, and Heavy Units in Combat and Tech Research

Unit weight classes in Age of Fantasy sort troops into agile, medium, and heavy types, and each class scales with its own set of stat technologies. Knowing a unit’s class tells you which research actually makes it stronger.

The Elves show this system most clearly after a recent rework. Town Watch and Fire Archer became agile units, while Marksman and Frost Archer moved into the heavy class. Aegis units, by contrast, now count as normal medium troops.

This fantasy strategy game rewards reading those class tags before every purchase. Random technology research wastes turns fast when a tree holds hundreds of options. I now treat the class tag as the very first thing to check on any new troop.

How Agile, Medium, and Heavy Units Trade Blows

Agile units move and strike quickly, but they fold under steady pressure. Heavy units soak damage and hold chokepoints, although they cost more turns to produce. In my matches, medium units form the backbone of most early armies.

Elves also gained dedicated dodge melee, armor, and shield technologies. So an agile Elf archer line benefits from dodge research first, while a heavy line wants armor. Mixing classes without matching research leaves half your army underpowered.

Picking Technology Research That Fits Your Race

Tech prices shift between updates, so old build orders go stale. For example, a recent balance pass raised the cost of Tracking, Elf Scouting, Nature Call, and the elven bow and throwing techs. Undead players felt a similar squeeze when zombie techs got pricier.

Because costs move, I check the tech screen at the start of each new campaign. The safest opening research targets whichever class makes up most of your army. Fancy late techs can wait until your core troops hit hard.

What Happens When You Win a Campaign Map

Victory ends the map with a results screen that grades your performance in stars. Those stars feed straight into your gem total, and the next map in that storyline becomes available.

Losing costs you nothing except time. Therefore, retrying with a new opening is always an option. I often replay a won map right away if I finished one star short of the top grade.

How to Unlock Campaign Maps, Fan-Made Maps, and RPG Mode

Winning each map in a storyline opens the next campaign map in Age of Fantasy, and featured fan-made campaigns add player-built scenarios on top. The total passes 390 campaign maps, including featured tributes inspired by LoTR and Warcraft.

Campaigns hold most of the game’s content. Each race carries its own storylines, and the community keeps adding more through the Map Editor. A newer RPG mode also turns some maps into item-driven adventures.

That variety drives replay value. A player who finishes every Human map still has hundreds of scenarios waiting across the other races and the fan-made list.

Race Storylines in the Official Campaigns

Every race gets its own campaign maps. Orc and Human storylines tend to open with smaller armies and fewer enemies, which made them friendly starting points for me. Later maps then stack several enemy factions and tighter turn limits.

Dwarves and Scaledfolks arrived later and still sit in beta. Their campaigns felt smaller when I tried them. So I treat them as bonus content rather than a first stop.

Featured Fan-Made Maps Like LoTR and Warcraft

The featured section highlights community scenarios that borrow settings from famous fantasy worlds. Tributes to LoTR and Warcraft stand out, and they often use custom unit layouts that feel nothing like the official maps.

These fan-made maps swing in difficulty more than official campaigns do. Some play like gentle story tours, while others throw huge enemy armies at you from turn one. I always check a fan map’s size and faction count before starting a long run.

RPG Mode Maps with Items and Weapons

RPG mode maps give heroes an inventory filled with items and weapons they pick up during play. A recent update added sound effects whenever you use those items, and the mode feels far more alive because of it.

This style plays slower than a standard conquest map. In the RPG maps I played, I steered a smaller party and made gear choices instead of mass producing troops. It works as a nice change of pace between big campaigns.

Building Scenarios in the Map Editor Beta

The Map Editor lets you design your own battlefields, place units and buildings, and set up custom scenarios. It still carries a beta label, so a few tools feel rough around the edges.

Creating a good map takes patience, because you place every center, unit, and terrain tile yourself. However, strong community maps are exactly what fills the featured list. Based on how the shared engine works in Age of Strategy, you likely need an online account to publish your work.

How to Win Skirmish Maps and Online Multiplayer Matches

You win skirmish and multiplayer matches in Age of Fantasy by eliminating every rival faction, whether that rival is the AI or a real player. More than 300 skirmish maps support AI battles, and online matches let you fight against people or team up with them.

Skirmish is the classic sandbox. You pick a race, a map, and opponents, then play without campaign story events getting in the way.

Online multiplayer adds human unpredictability. Real players bluff, rush, and retreat in ways the AI rarely does, so matches feel far less scripted. The friend list then keeps good opponents one tap away.

Fighting the AI on 300+ Skirmish Maps

Skirmish maps range from tight duels to sprawling free-for-alls. With more than 300 to choose from, you can test one race’s opening on dozens of layouts without repeating a map.

The AI plays aggressively on small maps but spreads thin on large ones. For example, on bigger layouts I often capture two neutral centers before the AI launches its first real attack. That quiet window is the best time to test new build orders.

Playing Versus or Co-op in Online Multiplayer

Online multiplayer supports head-to-head matches and cooperative games with real players worldwide. Co-op against AI factions is the gentler entry point, since a partner can cover your weak flank while you expand.

Versus games demand faster decisions and cleaner scouting. Human opponents also read your army, so your mix of agile, medium, and heavy troops matters even more here. A one-class army gets countered within a few turns.

Adding Rivals and Allies Through the Friend List

The friend list stores players you want to face again or team up with. After a close match, I add the opponent right away, because rematches against a known player sharpen tactics quickly.

It also turns a solo-feeling game into a social one. Building a list of three or four regular partners makes co-op nights easy to set up.

How Stars, Gems, and Spell Upgrades Power Progression

Every map in Age of Fantasy awards stars based on performance, and those stars convert into gems. You then spend gems on new units, technologies, buildings, and Spell Upgrades that ease hard maps.

This loop sits at the core of any lasting Age of Fantasy strategy. Better clears mean more gems, and more gems widen your army options for the next campaign.

Gems can also be bought. Even so, the store listing states the game is not pay to win, and the developer frames payments as support rather than power. Nothing a gem pack buys is locked away from players who earn their gems through stars.

How Star Ratings Convert into Gem Rewards

Star ratings reward speed and efficiency on each map. In the shared engine, finishing well under the turn limit earns more stars than scraping a win on the final turn.

The conversion is not linear. Based on the Age of Strategy system this game inherits, one star pays around 1 gem, two stars pay around 2, and three stars pay roughly 4. That means a third star nearly doubles a map’s payout. Replaying a two-star clear is therefore better value than rushing into a fresh map.

Buying Units and Techs in the Upgrades Section

The Upgrades section lists hundreds of extra units, technologies, and buildings, plus some purely fun units. Each item costs gems and stays yours once you buy it.

On the App Store, gem packs start at 120 gems for $3.99 and top out at 3,200 gems for $44.99. By my math, the small pack costs about 3.3 cents per gem, while the largest drops to roughly 1.4 cents. Careful three-star play, however, funds most key upgrades without spending anything.

When Consumable Spell Upgrades Make Sense

Spell Upgrades are one-time boosts, bought with gems, that ease a map you find too hard. Once you use a spell, it is gone. That single-use nature sets spells apart from permanent Upgrades section purchases.

I save spells for maps where I have already failed several times. A stubborn late campaign map with stacked enemy factions justifies one. An early Human map almost never does.

Tracking the Achievement System and Daily Streak

The achievement system tracks milestones across campaigns, skirmishes, and multiplayer. It gives you long-term goals beyond simply clearing the next map.

A daily streak also counts consecutive days of play, and a recent update fixed a bug that affected it. Short sessions keep the streak alive on busy days. Similarly, a quick skirmish can tick off an achievement while you wait for friends to come online.

Common Mistakes with Spells, Beta Races, and Turn Costs

The most expensive mistake in Age of Fantasy is spending gems on consumable spells before squeezing every possible star out of a map. Players who avoid it build a permanent roster much faster.

Other errors come from the game’s scale. With six races, and two of them in beta, new players often jump to the newest faction. They rarely realize its balance still shifts between updates.

Turn costs trip people up too. Elite units that need several turns can leave a base exposed, and the AI punishes that gap quickly. Each of these errors cost me whole campaign runs early on.

Casting Spell Upgrades on Maps You Could Three-Star

A spell makes a map easier, but it never raises that map’s gem ceiling. If a clean win was already within reach, the spell simply burns gems you could have kept.

Instead, retry the map with a different opening two or three times first. Most of my failed early maps turned into three-star clears once I captured centers faster, with no spell needed.

Picking Dwarves or Scaledfolks Before Their Beta Settles

Dwarves and Scaledfolks are real, playable races, yet they still wear a beta tag. Beta races can gain or lose strength sharply as the developer tunes them.

Because gem purchases are permanent, sinking early gems into a beta race is risky. A safer order starts with a strong Human or Orc roster. Then branch into the beta races once the core systems feel natural.

Queuing 6-Turn Elite Units Without a Defensive Screen

Big units like the Monster Cataphract now cost 6 turns after a recent balance pass. In my games, that building stays busy the whole time, so it cannot pump out cheap defenders when trouble arrives.

Always keep two or three cheap units near any center that starts an elite build. Feral beasts also picked up a temporary extra turn of cost in a recent update. Check those timings before you plan a beast rush.

Best Age of Fantasy Tips and Tricks for Beginners

Three-star replays of early campaign maps give new Age of Fantasy players the steadiest gem income in the game. Pair that habit with fast center captures, and a slow start turns into a strong roster within a few evenings.

Beginner tips here must respect the game’s scale. More than 1,100 units and buildings means buying everything early is impossible, so focus beats variety. Pick one race and stay with it for a while.

Turn limits also shape almost every campaign decision. In my first month, I lost more third stars to the turn counter than to enemy armies.

Capture Two Town Centers Before Any Elite Build

Send your first units straight at the nearest neutral centers. Two centers double your production capacity, and that lead snowballs every turn after.

Only then should you start a slow elite unit. On most maps I played, holding two centers by around turn five or six made the rest of the match feel comfortable.

Spend Early Gems on One Race’s Upgrades Section Items

Gems spread across six races buy almost nothing useful. Concentrate them on one race’s Upgrades section items, ideally a core unit you already field on every map.

Skip the fun units until your main roster feels complete. They are enjoyable, but they rarely help you three-star a hard campaign map. Once your main race feels solid, a silly unit or two makes a great reward.

Beat the Turn Clock on Star-Graded Campaign Maps

Check the turn limit before your first move, then plan backward from it. A map with a tight limit calls for an early push, even if your army feels thin.

Also, avoid chasing the last enemy stragglers with slow heavy troops. Send agile units to finish scattered survivors, since they close distance in fewer turns.

Frequently Asked Questions About Age of Fantasy

Is Age of Fantasy available on iPhone, iPad, and Mac?

Yes. Age of Fantasy runs on Android and on Apple devices, with iPhone and iPad needing iOS 13 or later. It also installs on Mac computers with an Apple M1 chip or newer, and on Apple Vision. Expect a download of roughly 700 MB, and the App Store rates it 4+ for all ages.

How long does a typical match take for a new player?

Small skirmish maps take roughly 15 to 25 minutes in my runs. Large campaign maps with several enemy factions can stretch past an hour, especially when you replay for a better grade. New players should expect a few failed attempts on mid-campaign maps before the pacing and turn limits start to feel natural.

Does the game still get new units and updates?

Yes, updates arrive regularly. The developer openly invites new unit ideas through the forum and Discord, even historical heroes, and says new units are easy to add. One recent update even merged all animal sounds so they play far less often, a small fix that came straight from player complaints.

Why Patient Turn-Based Fans Should Install Age of Fantasy

Age of Fantasy suits players who enjoy slow, thoughtful turns more than flashy graphics. Fans of The Battle of Polytopia who want deeper campaigns and far more units will feel at home here.

My honest verdict after many evenings with the Orc and Elf campaigns is that the plain 8-bit look hides one of the richest free strategy rosters on mobile. If you want an Age of Fantasy strategy project that lasts months, install it and commit to one race first. Players who need polished visuals or quick matches should pick something lighter.

Images

Download links

Join our Telegram Group

ℹ️ Download link not working? Please refresh the page and try again.

What's new

Change:archers, throwers, cannoners and such have a ballistic trajectory
Several bugfixes