There are five modes in Century Age of Ashes. here is a simple guide for each modes for you.
1. Rookie / Rookie (3 vs 3)
[Explanation]
- This is a best-of-five team deathmatch mode.
[Play Conditions]
- This mode is only playable up to level 4.
[Winning Conditions]
- The team with the most kills in 2 minutes wins. 1 point per 1 kill counts.
- If there is a tie by the end of the round, the game will be played in Sudden Death Mode, and the team with the last kill wins.
- If there is no winner by the 4th round, the 5th round will be played in Sudden Death Mode. Even if it dies, it does not respawn, and the team that is annihilated first loses.
[Private Rules]
- This is a mode in which skills are unlocked sequentially.
- You can only use Fireball / Fireball and Flamebreath / Flame Breath in Round 1 .
- In round 2, Ability is unlocked.
- From the 3rd round, Power / Power is unlocked and all skills can be used.
2. Skirmish (3 vs 3)
[Explanation]
- This is a best-of-five team deathmatch mode.
[Play Conditions]
- Replaces Rookie / Rookie mode after reaching level 5 .
[Winning Conditions]
- Same as Rookie / Rookie mode.
- The team with the most kills in 2 minutes wins. 1 point per 1 kill counts.
- If there is a tie by the end of the round, the game will be played in Sudden Death Mode, and the team with the last kill wins.
- If there is no winner by the 4th round, the 5th round will be played in Sudden Death Mode. Even if it dies, it does not respawn, and the team that is annihilated first loses.
[Private Rules]
- Unlike Rookie / Rookie mode, all skills can be used from the 1st round.
3. Spoils of War (6 vs 6)
[Explanation]
- This is a best-of-three gold collection mode.
[Play Conditions]
- Unlocked by reaching level 2.
[Winning Conditions]
- The team with more gold in the safe for 4 minutes wins.
[Private Rules]
- There are dragons carrying golden chests all over the map, and each time they attack the dragon, they drop gold.
- You must go near the gold to obtain gold, and you must put the obtained gold into your camp’s safe to receive points.
- Carrying gold drops a portion of the gold it carries whenever it is attacked. Dropped gold can be recovered.
- Key / A key appears. From the moment the key appears until it disappears, both teams’ vaults are locked. You cannot enter the safe while locked, nor can you store gold. The team with the key unlocks the safe while holding it, allowing gold to be stored. The key holder will drop the key after taking some damage or dying. After a certain amount of time, the key disappears.
- Vault Breacher is here. If you enter the opposing team’s safe with a bomb, the safe will explode, releasing some of the gold stored in the opposing team’s safe and flying across the map. The number of blown gold is deducted from the score. Bomb bearers drop bombs when they take a certain amount of damage or die. After a certain amount of time, the bomb disappears.
- Jewel / Jewel appears. An additional score of 300 is awarded to the team holding the gem at the end of the round. Gem holders will drop gems when they take a certain amount of damage or die. Unlike keys and bombs, gems do not disappear from the time they appear to the end of the round.
4. Carnage (6 vs 6)
[Explanation]
- It’s a one-piece team deathmatch.
[Play Conditions]
- Unlocked by reaching level 5.
[Winning Conditions]
- The team with the most points in 7 minutes wins.
[Private Rules]
- Each player starts with a bounty of 1 point.
- Each enemy killed adds 1 bounty. Accumulate up to 6 points.
- When you kill an enemy, it counts as points equal to the target’s bounty points. (Example: Killing an enemy with a 4 point bounty gives you 4 points.)
- If you have a high bounty, it will appear on the indicator for all players, regardless of distance.
- Bounties have a timer, and when the timer reaches 0, the bounty resets to 1.
- Berserk / Berserk appears. Berserk / The player who kills the Berserk gets a buff.
- Drakepiercer / Drakepiercer appears. The appearance position and time of appearance are fixed.
5. Gates of Fire (6 vs 6)
[Explanation]
- This is a best-of-three chase, race mode.
[Play Conditions]
- Unlocked by reaching level 6.
[Winning Conditions]
- The team that raises the flag for 4 minutes and passes more gates by the end of the round, or the first team to pass 8 gates before the end of the round wins.
[Private Rules]
- Flags are generated 10 seconds after the round starts . The flag’s spawn location is visible to all players.
- Players with the flag must pass through the gate to be awarded points.
- You must pass through the gates in a row to receive additional points.
- A team that does not pass more gates than the team that has passed more gates will not be awarded points.
- If you miss the flag, you start from Gate 1 again.
- Players holding the flag cannot use any skills except boosts.
- You cannot take the flag in any way until you kill the player who owns it.
By Polarmingo