Age of Origins Warplane Guide: Levels, Phases, Blueprints & Equipment
The Age of Origins warplane system explained: unlocking via the Airport, phase modification and skills, components and alloy, and equipment upgrade rules.
Part of the Troops series:
- Troop Types & Tiers: The army your warplanes fly above.
- Titan Guide: The other late-game force multiplier.
Quick Answer
- Warplanes unlock at the Airport; your city level determines how many you can field, up to five.
- Planes advance through phase modifications — each phase unlocks skills and stacks troop buffs and battle power.
- The one skill everyone talks about is Dodge: a percent chance for the plane to evade an incoming attack entirely.
- Fuel for the system: Warplane Components, Warplane Alloy, and Warplane XP, farmed from events, Alliance Bounty, and the daily Benefits Card.
- Warplane Equipment follows the golden rule of every gear system in this game: skip green and blue, build from purple, gamble to gold — a level-2 orange piece beats a level-3 purple.
Where Warplanes Fit
By the time the Airport enters your build queue, you've learned the game's pattern: every few city levels, a new system arrives that multiplies the army you already have. Warplanes are exactly that — a march-level force multiplier that adds its own damage, its own survivability tricks, and buffs to the troops underneath it. They don't replace your troop core; they make the same core hit harder in every battle report.
Because plane count is gated by city level (up to the cap of five), warplane progression is partly a city level story: each new slot is a flat power jump, and it arrives on the Main Hall's schedule, not yours.
Phases, Levels, and the Dodge Skill
A warplane's growth runs on two tracks:
- Levels, fed by Warplane XP — the steady stat climb.
- Phase modifications — the milestone track. Each phase is a step-change: new skills unlock, and the plane's troop buffs and battle power contribution jump.
The skill that defines the system is Dodge — a percentage chance to evade an incoming attack outright. In a game whose combat meta is burst-versus-mitigation (the whole Zeus/Tifa-versus-Alexandria argument from the officer tier list), a proc that deletes an entire hit is disproportionately valuable — it's mitigation that sometimes rolls 100%. Prioritize the phase pushes that unlock and improve defensive skills on the plane escorting your main march; a plane that survives keeps buffing.
Exact phase thresholds and per-level XP curves shift with updates and aren't reliably documented anywhere — read your own modify screen before planning a material burn, and distrust any site quoting precise tables without a patch date.
Feeding the Machine: Components, Alloy, XP
Three materials, three jobs — and all of them arrive through the same faucets:
| Material | Sources worth planning around |
|---|---|
| Warplane Component | Event redemptions (notably zombie-attack event exchanges), Alliance Bounty |
| Warplane Alloy | Alliance Bounty, events, packs |
| Warplane XP | Daily Benefits Card, events |
The pattern to notice: warplane progress is event income. There's no farmable map tile for components — the pipeline is event participation plus Alliance Bounty plus daily claims, which means consistency is the whole strategy. The commanders with phase-maxed planes aren't the ones who grinded harder one weekend; they're the ones who didn't miss bounty windows for six months. Same compounding logic as everything else in this game, one more system deep.
And as with all material burns: spend inside scoring windows when a matching event phase or bounty task exists. Materials are points you haven't claimed yet.
Warplane Equipment: The Familiar Gamble
The later-added Warplane Equipment layer imports the rules veterans already know from Elite and Officer Equipment:
- Green and blue pieces are not projects. Don't level them; they're placeholders.
- Purple is where investment starts — build purple pieces honestly.
- Gamble to gold/orange deliberately, with a failure budget, because quality upgrades in this game are coin-flips at the top end.
- Rarity beats level: the community shorthand is that a level-2 orange piece outperforms a level-3 purple. When choosing where the next material goes, upgrade quality first, levels second.
If you've internalized the equipment economy from the officer gear grind, nothing here will surprise you — it's the same slot machine wearing a flight jacket.
Priorities by Stage
- Just unlocked the Airport: get every available plane slot filled — a plane at modest phase still buffs a march. Spread XP evenly until slots are full, then focus.
- Mid development: concentrate phases on the plane attached to your primary combat march. Your Void War marches deserve the Dodge plane; your gathering marches don't need one at all.
- Late game: warplane equipment becomes the marginal power frontier — run the purple-to-gold pipeline, and let Alliance Bounty pacing set your upgrade rhythm.
The honest summary: warplanes are a discipline check dressed as an aircraft. Claim the dailies, hit the bounties, spend in windows, and the phases take care of themselves.