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Age 113 — Age of Merry Mayhems

  • Forum Source: Final Changes - Age 113
  • WoL Age 113 Open: 9 November
  • WoL Age 113 Start: 13 November @ 18:00 GMT
  • WoL Age 113 End: TBD

The bells are ringing. The razes are singing.

The war drums jingle, the soldiers jangle, and somewhere in the distance… someone’s setting fire to an orc's stables.

The Age of Merry Mayhem has arrived — where wars meet with large amounts of ale, and no one’s entirely sober. Between flying avians, heavily bearded dwarves mistaken for Santa, and over-eager generals yelling “just one more massacre before dinner!”, Utopia plunges into the most wonderful time of the year.

Be quick, be bold, and for goodness’ sake — don’t spill your warm cider on the war map.

Let the festive carnage begin.

Festive Boost Week (Global Rotating Buff)

Each day, between 24 Dec – 1 Jan, one global modifier from a short hidden list will apply to everyone.

Core Mechanics & Modifications

Unique Abilities (UA)

  • Cooldowns reduced to 23 Days (was 24).
  • Any activated ability with a duration of 1 Day now lasts 2 Days.
  • Any Unique Ability that provides a bonus to the province as a result of a successful attack:

  • If the attacker is at war, the target must be in the kingdom they are at war with for the ability bonus to trigger.

  • Bonuses cannot stack — if triggered again, the duration simply renews (e.g., 3 Days left on +Sabotage Damage → now 6 Days left, not double the bonus).
  • Keep in mind the definition of “Successful Attack.”
  • These bonuses appear on your Throne page, similar to spells, with a countdown timer.
  • Enemies viewing your SoT/CB can also see these active bonuses.

War Declarations

  • When attempting to declare war against a Kingdom that is less networth than your Kingdom, the target Kingdom must be considered in-range for both land and net worth to be a war candidate

New Out-of-War Attack Penalties

  • When targeting a kingdom that is less than 85% of both your Land and Networth, the following modifiers apply:

  • Battle Gains: –10%

  • Military Casualties: +10%
  • Honour Gains: –25%

War Bounty

  • When defeating a Kingdom that was > 10% larger in Networth at war declaration, the victor gains +30% additional Honor and +10% Science Books

Amnesia

  • Not accessible next age

Races

Avian

Bonuses

  • –25% Attack Time
  • +20% Birth Rates

  • Unique Ability: Skybound Strike (War/Hostile) — next attack automatically succeeds with –50% losses; gains scale by offense vs defence; 0 Honour gains. 23 Hour Cooldown.

  • Spells: Town Watch, Reflect Magic

Penalties

  • +15% Military Casualties
  • No Barracks
  • No Stables / War Horses

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 12/0 (4.8nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 15/3 (900gc, 6.75nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse n/a

Previous Age Comparison (Age 112)

Bonuses

  • -20% Attack Time

  • +40% Birth Rates

  • Unique Ability: Skybound Strike

  • Usable in War or Hostile. Next attack automatically succeeds with no offensive losses. Gains reduced based on offense sent vs. defense. Honour gains = 0.

  • Cooldown: 24 Utopian Days

  • Spells: Town Watch, Reflect Magic

Penalties

  • +10% Military Casualties

  • Cannot use Barracks

  • No Access to Stables / War Horses

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 13/0, 5.2nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 15/3, 900gc, 6.5nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: n/a

Dark Elf

Bonuses

  • +20% Magic Effectiveness (WPA)
  • +10% OME
  • Can train Thieves with Specialist Credits

  • Unique Ability: Shadow Surge — when activated, all offensive spells (does not include Ritual) cost –60% runes for the next 2 ticks. 23 Hour Cooldown.

  • Spells: Blizzard, Guile, Mage’s Fury, Invisibility

Penalties

  • +20% Military Wages
  • +20% Thief Costs

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/11 (5.5nw)
  • Elite 13/6 (900gc, 7.5nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 3/0 (0.9nw)

Previous Age Comparison (Age 112)

Bonuses

  • +25% Magic Effectiveness (WPA)

  • +10% OME

  • Can train Thieves with Specialist Credits

  • Unique Ability: Shadow Surge

  • Activated: all offensive spells (not Ritual) cost 0 runes for 3 Utopian Days.

  • Cooldown: 24 Utopian Days

  • Spells: Blizzard, Guile, Mage's Fury, Invisibility

Penalties

  • +20% Exploration Costs

  • +20% Thief Costs

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/11, 5.5nw

  • Elite: 12/6, 900gc, 6.0nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 3/0, 0.6nw

Dwarf

Bonuses

  • +25% Building Efficiency
  • +25% Military Credits gained in combat
  • –25% Construction Time
  • –25% Training Time

  • Unique Ability: Molten Anvil — upon activation, for the next 6 ticks gain +15% Building Efficiency, +15% Income, and +25% Draft Speed. 23 Utopian Days Cooldown.

  • Spells: Miner’s Mystique

Penalties

  • +50% Food Consumption
  • –10% WPA
  • +20% Explore Cost

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 13/6 (1000gc, 7.5nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Previous Age Comparison (Age 112)

Bonuses

  • +30% Building Efficiency

  • –25% Damage from Enemy Instant T/M Ops

  • Unique Ability: Blazing Forge

  • Activated: for 4 Utopian Days, all production +30%, building costs –50%.

  • Cooldown: 24 Utopian Days

  • Spells: Miner’s Mystique, Wrath

Penalties

  • +100% Food Consumption

  • –15% TPA

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 14/4, 1000gc, 7.0nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.6nw

Elf

Bonuses

  • +25% Magic Effectiveness (WPA)
  • +20% Rune Production
  • +1 Mana Regeneration per tick

  • Unique Passive: Arcane Surge — whenever your province’s mana drops below 30%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 30%.

  • Spells: Pitfalls, Wrath, Mist

Penalties

  • No Access to Training Grounds
  • No Access to Dungeons

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/12 (6.0nw)
  • Elite 12/7 (1000gc, 7.5nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Previous Age Comparison (Age 112)

Bonuses

  • +40% Magic Effectiveness (WPA)

  • +25% Rune Production

  • +1 Mana Regen per Tick

  • Unique Passive: Mana Surge

  • When mana <30%, spells deal +25% damage. Ends once mana rises above 30%.

  • Spells: Mist, Pitfalls, Wrath, Greater Protection

Penalties

  • –40% Thieves’ Den Efficiency

  • No Access to Dungeons

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/12, 6.0nw

  • Elite: 13/5, 1000gc, 7.0nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.6nw

Faery

Bonuses

  • +25% Offensive Spell Duration
  • +25% WPA
  • +1 Mana Recovery per tick in War

  • Unique Ability: Ethereal Mirage — upon activation, for 2 ticks, successful casts of Mystic Vortex will remove all active spells from the target enemy province. 23 Hour Cooldown.

  • Spells: Tree of Gold, Quick Feet, Town Watch, Vermin, Mist, Wrath, Blizzard, Guile, Mage’s Fury, Greater Protection, Fountain of Knowledge, Miner’s Mystique, Pitfalls, Revelation, Animate Dead, Invisibility, Fools Gold

Penalties

  • +30% Rune Cost
  • –5% BE

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 4/13 (1200gc, 7.25nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Previous Age Comparison (Age 112)

Bonuses

  • +25% Offensive Spell Duration

  • +25% WPA

  • +1 Mana Recovery per Tick in War

  • Unique Ability: Ethereal Mirage

  • Until end of tick, successful Mystic Vortex removes all enemy active spells.

  • Cooldown: 24 Utopian Days

  • Spells: ToG, QF, TW, Vermin, Mist, Wrath, Blizzard, Guile, Mage’s Fury, GP, FoK, Miner’s Mystique, Pitfalls, Revelation, AD, Invis

Penalties

  • +35% Rune Cost

  • –5% BE

  • Cannot use Horses

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 1/13, 1200gc, 6.5nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

Halfling

Bonuses

  • +15% Population
  • +1 Stealth Regeneration per tick
  • +30% Thievery Effectiveness (TPA)

  • Unique Ability: Sneak Attack — upon activation, for 2 ticks, Thievery operations incur –50% losses. 23 Hour Cooldown.

  • Spells: Quick Feet, Town Watch, Vermin, Invisibility

Penalties

  • –25% Birth Rate
  • +25% Building Cost
  • Suffers 1% additional Stealth loss per tick from Expose Thieves

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 12/7 (950gc, 7.5nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Previous Age Comparison (Age 112)

Bonuses

  • +15% Population

  • +1 Stealth Regen per Tick

  • +40% TPA

  • Unique Ability: Sneak Attack

  • Activated: –75% Thief losses for 1 Utopian Day.

  • Cooldown: 24 Utopian Days

  • Spells: QF, TW, Vermin, Invis

Penalties

  • –25% Birth Rate

  • +25% Building Cost

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 12/7, 850gc, 6.5nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.6nw

Human

Bonuses

  • +30% Income
  • Immune to Riots & Greed
  • –50% Mercenary Costs
  • –25% Training Costs

  • Unique Ability: First Aid — upon activation, removes all negative statuses from your province, including Bribed Generals, Riots, Bribed Thieves, Plague, and all hostile “red” spells. 23 Hour Cooldown.

  • Spells: Fountain of Knowledge, Revelation

Penalties

  • +25% Training Time

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 13/0 (5.2nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 7/12 (1050gc, 8.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 3/0 (0.9nw)

Previous Age Comparison (Age 112)

Bonuses

  • +15% Science Efficiency

  • –15% Honour Losses

  • +15% BE (TG, Castles, Barracks, Hosps)

  • Unique Ability: First Aid

  • Activated: removes all negative status effects (Bribed Gens, Riots, Plague, hostile spells).

  • Cooldown: 24 Utopian Days

  • Spells: FoK, Revelation, Righteous Aggressor

Penalties

  • +20% Military Wages

  • –20% WPA

  • +1 Self Mana Cost

  • Cannot Ambush

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 12/0, 4.8nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 7/12, 1050gc, 6.75nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.6nw

Orc

Bonuses

  • +5% Gains
  • +10% Gains (in War)
  • –50% Draft Cost

  • Unique Passive: Carnage — every time an Orc makes a successful attack, a random bonus effect is applied to that attack, representing the unpredictable spirit of war. Possible effects include:

  • +20% Enemy Casualties

  • +10% Gains
  • –25% Military Losses

  • Spells: Aggression, Bloodlust

Penalties

  • –20% Book Production
  • –20% Thievery Effectiveness (TPA)

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 15/2 (1000gc, 6.25nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Previous Age Comparison (Age 112)

Bonuses

  • +20% Battle Gains

  • –50% Draft Cost

  • Train Elites with Specialist Credits

  • Unique Passive: Warlord’s Fury

  • Successful attacks plunder an additional 25% resources (gold, runes, food) based on a traditional Plunder attack, and return 25% of military casualties (soldiers, specialists, and elites).

  • Spells: Aggression, Bloodlust

Penalties

  • +50% Land lost on Ambush

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/9, 4.5nw

  • Elite: 16/2, 1200gc, 7.0nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.6nw

Undead

Bonuses

  • –40% Military Losses
  • Plague Immunity
  • No Food Requirement
  • Converts Specialists to Elites upon successful Traditional Marches

  • Unique Ability: Necrotic Burst — once activated, for 2 ticks, all successful Undead attacks have a 100% chance to spread Plague. 23 Hour Cooldown.

  • Spells: Animate Dead, Aggression, Hero’s Inspiration

Penalties

  • Only access to Thievery Intel Operations

Units

  • Soldier 3/3 (1.5nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 15/4 (900gc, 7.25nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Previous Age Comparison (Age 112)

Bonuses

  • –40% Military Losses

  • Does Not Spread Plague

  • Immune to Plague

  • No Food Needed

  • Converts Specs → Elites on TM

  • Unique Ability: Cursed Plague

  • Activated: until end of tick, all successful attacks spread Plague.

  • Cooldown: 24 Utopian Days

  • Spells: Aggression, Hero’s Inspiration

Penalties

  • +25% Damage from Enemy T/M Ops

  • +20% Training Cost

Units

  • Soldier: 3/3, 1.5nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 15/4, 900gc, 6.5nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.6nw

Gnome

Bonuses

  • –10% Attack Time (War Only)
  • +15% Enemy Military Casualties
  • +15% Thievery Effectiveness (TPA)

  • Unique Passive: Cunning Assault — each successful attack will provide one of the following thievery boosts, which last for 6 days:

  • +20% Thievery Effectiveness (TPA)

  • –30% Thief Losses
  • +25% Sabotage Damage

  • All of these boosts can be active simultaneously and appear on your Throne with their duration timers.

  • Spells: Quick Feet, Aggression

Penalties

  • +25% Rune Cost
  • –15% WPA

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 11/0 (4.5nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 14/4 (900gc, 6.5nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Personalities

The Artisan

Bonuses

  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +40% Building Production (Banks, Farms, Stables, Towers)
  • +40% Building Credits gained in Combat
  • +100% Successful Espionage Operations (double stealth cost)
  • +10% Economy Science Efficiency

  • Spells: Ghost Workers

  • Starting Bonuses: +600 Soldiers, +600 Specialist Credits, +200 Building Credits

  • Unique Passive: Demolition Mastery — in War, Raze attacks destroy 40% of target buildings instead of the base 30%.

Previous Age Comparison (Age 112)

  • +40% Building Capacity (Homes, Stables, Dungeons)

  • +30% Building Production (Banks, Farms, Stables, Towers)

  • +40% Building Credits gained in Combat

  • +100% Successful Espionage Ops (double stealth cost)

  • +10% Economy Sci Eff

  • Access to Quick Feet

  • Starts with +600 Soldiers, +600 Specs, +200 BC

  • Unique Passive: Demolition Mastery

  • In War, Raze attacks destroy 40% of target buildings instead of the base 30%.

The Cleric

Bonuses

  • +1 Elite Defensive Value (this value contributes to Networth)
  • +1 Defensive Specialist Strength (this value contributes to Networth)
  • –1 Self Spell Mana Cost
  • +35% Hospital Efficiency
  • Immune to Plague

  • Spells: Salvation, Revelation, Divine Shield, Illuminate Shadows

  • Starting Bonuses: +800 Soldiers, +800 Specialist Credits

  • Unique Passive: Divine Favour — when casting self-spells, Clerics have a 50% chance to double their duration.

Previous Age Comparison (Age 112)

  • +1 Elite Def Value

  • +1 Def Spec Strength

  • –1 Self Spell Mana Cost

  • +35% Hospital Eff

  • Access: Salvation, Revelation, DS, IS

  • Starts with +800 Soldiers, +800 Specs

  • Unique Passive: Divine Favour

  • 50% chance to double duration on self-spells.

The Heretic

Bonuses

  • +50% Wizard Production
  • 50% Thieves lost on Thievery Operations
  • +20% Spell Damage
  • +20% Sabotage Damage
  • +15% Arcane Arts Efficiency
  • Access to Nightmares, Fools Gold

  • Starting Bonuses: +400 Wizards and +400 Thieves

  • Unique Active: Chaotic Affliction — Upon activation, for 2 ticks, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.

  • Cooldown: 23 Utopian Days

Previous Age Comparison (Age 112)

  • +50% Wizard Production

  • –50% Thief Losses

  • +20% Spell Damage

  • +20% Sabotage Damage

  • +10% Arcane Arts Science Efficiency

  • Access: Nightmares, Fools Gold

  • Starts with +400 Wizards, +400 Thieves

  • Unique Active: Chaotic Affliction

  • Until next tick, spells/ops deal +10%–30% bonus damage.

  • Cooldown: 24 Utopian Days

The Mystic

Bonuses

  • +85% Guild Effectiveness
  • +1 Mana Recovery per tick
  • +25% Channeling Science Efficiency

  • Spells: Pitfalls, Meteor Showers, Mind Focus, Chastity

  • Starting Bonuses: +800 Wizards

  • Unique Active: Mana Well — once activated, instantly regain 15% Mana. 23 Hour Cooldown.

Previous Age Comparison (Age 112)

  • +85% Guild Eff

  • +1 Mana Regen per Tick

  • +25% Channeling Sci Eff

  • Access: Pitfalls, MS, Mind Focus, Chastity

  • Starts with +800 Wizards

The Rogue

Bonuses

  • +70% Thieves’ Dens Effectiveness
  • +1 Stealth Recovery per tick
  • +25% Damage for Kidnap & Assassinate Wizards operations
  • +25% Crime Science Efficiency
  • Access to All Thievery Operations

  • Starting Bonuses: +800 Thieves

  • Unique Passive: Shadows in the Night — Rogues deal +25% Sabotage Damage when operating with ≥ 50% Stealth.

Previous Age Comparison (Age 112)

  • +80% TD Eff

  • +1 Stealth Regen per Tick

  • +25% Kidnap/AW Damage

  • +25% Crime Sci Eff

  • Access: All Ops

  • Starts with +800 Thieves

  • Unique Passive: Shadows in the Night

  • +25% Sabotage damage when ≥ 50% Stealth.

The Tactician

Bonuses

  • –15% Attack Time
  • No Thieves lost on intel
  • Immunity to Greater Arson and Steal War Horses
  • +25% Siege Science Efficiency
  • Enhanced Conquest

  • Starting Bonuses: +800 Soldiers, +800 Specialist Credits

  • Unique Passive: Dragon’s Wrath — 3% of your raw offense also deals damage to the dragon in addition to your target.

Previous Age Comparison (Age 112)

  • –15% Attack Time

  • No Thief Losses on Intel

  • +25% Siege Sci Eff

  • Starts with +800 Soldiers, +800 Specs

  • Unique Passive: Dragon’s Wrath

  • 3% of your raw offense will also deal damage to the dragon as well as attack to your target.

The Warrior

Bonuses

  • +15% Offensive Military Efficiency
  • +4 Mercenary & Prisoner Strength
  • –40% Mercenary Cost
  • +25% Tactics Science Efficiency
  • Access to Righteous Aggressor

  • Starting Bonuses: +800 Soldiers, +800 Specialist Credits

  • Unique Passive: Battle Cry — upon each successful attack, the attack destroys 0.5% of the target’s total population.

Previous Age Comparison (Age 112)

  • +15% OME

  • +5 Merc/Prisoner Strength

  • –50% Merc Cost

  • +25% Tactics Sci Eff

  • Access: Righteous Aggressor

  • Starts with +800 Soldiers, +800 Specs

  • Unique Passive: Battle Cry

  • Upon successful attack, the attack will destroy 0.5% of the entire population.

The Paladin

Bonuses

  • +20% Military Kills when defending
  • +1 Horse Strength (Attracts NW)
  • Immune to Dragon Effects
  • +25% Valor Science Efficiency
  • Access to Righteous Aggressor, Salvation, Hero’s Inspiration

  • Starting Bonuses: +800 Soldiers, +800 Specialist Credits

  • Unique Ability: Smite — once activated, for two ticks (War/Hostile only, 23 Hour Cooldown), your next successful Traditional March will either:

    • Destroy 25% of the target’s Guilds, Towers, and Thieves’ Dens, or
    • If the target has fewer than 10% of land in those buildings combined, trigger a Holy Massacre:
      • Kills 15% of the target’s peasants
      • Increases specialist military casualties by 15%

The Necromancer

Bonuses

  • +25% WPA
  • +25% of Military Losses converted into Soldiers (your fallen rise again)
  • +25% Resilience Science Efficiency
  • Reclaims 30% of enemy military losses as Soldiers on successful attacks

  • Spells: Animate Dead, Nightmares, Mystic Aura

  • Starting Bonuses: +800 Soldiers, +800 Specialist Credits

  • Unique Passive: Grave Harvest — a successful attack increases your instant spell damage by 20% for 2 days (in War, does not stack).

The General

Bonuses

  • +1 General
  • +20% Specialist Credits gained in combat
  • –20% Military Training Time
  • Can train Elites with Specialist Credits (in War)

  • Starting Bonuses: +800 Soldiers, +800 Specialist Credits

  • Unique Active: General’s Command — once activated, for 2 ticks, all attacks have +60% Honour Gains (War Only). 23 Hour Cooldown.

Changelog

  • Schedule of Age 113 updated by Sonja 13:31, 9 Nov 2025

  • Fixed Gnome WH NW 10 Nov 2025

  • Fixed Avian Ospec NW 10 Nov 2025

  • Fixed Gnome Unique Wording 10 Nov 2025

  • Fixed Gnome Attack Time War Only 10 Nov 2025

  • Updated Timeline for Age 113 Start & Clarified Gnome UA (DavidC 11/10/25 @ 09:32)