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Age 114 — The Age of Convergence

  • WoL Age 114 Open: 25 January 2026 22:00
  • WoL Age 114 Start: 28 January 2026
  • WoL Age 114 End: TBC

For centuries, the realms fought as isolated powers. Each race guarded its traditions. Each kingdom shaped war in its own image.

That era is over.

As conflicts stretched on and old playbooks became predictable, the world adapted. Magic wove into steel. Doctrine replaced impulse. Power no longer flowed from a single source, but grew through alignment.

In this age, strength is created where paths converge. Races no longer fight in isolation — their philosophies now shape the battlefield. When a kingdom aligns its forces under shared doctrine, the fight changes: armies move with purpose, spells strike harder, defenses hold longer, opponents lose control.

Victory belongs not to the loudest blow, but to the kingdom that aligns its strengths and exploits its moment.

Core Mechanic Changes

War Doctrines

Each race contributes a War Doctrine that applies kingdom-wide during War. Doctrine strength scales with the number of provinces of that race, up to a defined cap.

  • Base Value: 1.5% · Increment: +1.0% per province · Maximum Cap: 7.5%
  • Avian caps at −5.0% (reached at 5 provinces); all others cap at 7.5% (reached at 7 provinces)
  • Additional provinces beyond the cap do not increase doctrine strength.

Defects

Defects no longer ignore the kingdom wall if the kingdom has 22 or more provinces.

Massacre

Massacre effectiveness in War is now (down from 3×).

Learn and Plunder

Enemy military kills from Learn and Plunder attacks are reverted to normal troop kills in War.

Out of War Attack Penalty

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

Stat Penalty
Battle Gains −10%
Military Casualties +10%
Honor Gains −25%
Attack Time +20%

Spell Changes

  • Greed increased from 25% to 35% for both Wage and Draft Cost reduction.

Dragons

General changes applying to all dragons:

  • Elites deal dragon damage based on the higher of offence or defence only (no longer combined). For example, an elite with 14/4 deals 14 damage per unit to a dragon.
  • Dragon HP reduced by 10%.

Amethyst Dragon

  • −40% Spell Success Chance
  • −40% Thievery Success Chance on sabotage operations
  • Enemy provinces suffer +25% thievery and wizard losses on failed spells and sabotage operations
  • Cost Modifier: 2.4

Emerald Dragon

  • +25% military casualties in combat
  • −20% combat gains
  • −40% Building and Specialist Credits gained in combat
  • Cost Modifier: 2.4

Celestite Dragon

  • −60% Birth Rates
  • −40% Hospital Effectiveness
  • +50% Build Cost and Time
  • Cost Modifier: 2.4

Ruby Dragon

  • Reduces Military Effectiveness by 15%
  • Increases Military Wages by 30%
  • Lose 30% of new draftees
  • Cost Modifier: 2.4

Topaz Dragon

  • −30% Building Efficiency
  • −25% Income
  • Destroys 4% of buildings instantly and every 6 days thereafter
  • Cost Modifier: 2

Sapphire Dragon

  • −30% lower magic (WPA) and thievery (TPA) effectiveness
  • +12.5% Instant Spell and Sabotage Damage taken
  • −12.5% Instant Spell and Sabotage Damage dealt
  • Cost Modifier: 2

Rituals

Barrier

  • +20% Birth Rates
  • −25% Damage from Enemy Instant Magic and Thievery Operations
  • −20% Massacre Damage
  • −10% Battle (Resource) Losses

Expedient

  • +20% Building Efficiency
  • −25% Construction Cost
  • −25% Construction Time
  • −25% Military Wages

Ascendancy

  • +50% Wizard Production
  • −50% Wizard Losses on Failed Spells
  • −25% Science Book Production

Haste

  • −10% Attack Time
  • −25% Training Time
  • −25% Construction Time

Havoc

  • +20% Offensive WPA
  • +20% Offensive TPA
  • +20% Spell Damage
  • +20% Sabotage Damage

Onslaught

  • +10% Offensive Military Efficiency
  • +15% Enemy Military Casualties on Attacks

Stalwart

  • +5% Defensive Military Efficiency
  • −20% Military Casualties

Races

Note

Gnome, which was introduced in Age 113, was not available in Age 114.

Avian

Bonuses

  • −20% Attack Time
  • −40% Training Time

War Doctrine (In War): Provides up to −5.0% Attack Time to all kingdom provinces.

Unique Passive: Opportunistic Raiders — Learn and Plunder attacks return armies 1 tick faster (after modifiers).

Spell Book: Town Watch, Illuminate Shadows, Divine Shield, Salvation

Penalties

  • Cannot Ambush
  • No Access to Stables and War Horses

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 13/0 (5.2nw)
  • Def. Spec 0/9 (4.5nw)
  • Elite 16/6 (900gc, 8.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse n/a

Dark Elf

Bonuses

  • +25% Instant Spell Damage
  • −50% Rune Cost (not including Rituals)
  • Can train Thieves using Specialist Credits

War Doctrine (In War): Provides up to +7.5% Instant Spell Damage to all kingdom provinces.

Unique Passive: Mystic Enthusiasts — Successful offensive instant spells refund 20% of their rune cost.

Spell Book: Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Quick Feet

Penalties

  • −25% Birth Rates

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 15/0 (6.0nw)
  • Def. Spec 0/8 (4.0nw)
  • Elite 4/12 (750gc, 7.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Dwarf

Bonuses

  • +25% Building Efficiency
  • −50% Construction Time
  • +20% Building Credits in Combat

War Doctrine (In War): Provides up to +7.5% Specialist Credits gained in combat to all kingdom provinces.

Unique Passive: Incoming Raze damage reduced by 15%; Raze attacks destroy 20% additional buildings.

Spell Book: Miner's Mystique, Town Watch, Reflect Magic, Mist

Penalties

  • Cannot Accelerate Construction
  • +10% Attack Time

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/11 (6.0nw)
  • Elite 15/9 (900gc, 8.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Elf

Bonuses

  • +30% Magic Effectiveness (WPA)
  • +1 Mana Per Tick in War

War Doctrine (In War): Provides up to −7.5% Military Casualties Taken to all kingdom provinces.

Unique Passive: Arcane Surge — Whenever your province's mana drops below 40%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears once mana climbs back above 35%.

Spell Book: Pitfalls, Wrath, Fountain of Knowledge, Revelation

Penalties

  • −20% TPA

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/13 (6.5nw)
  • Elite 14/6 (800gc, 7.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Faery

Bonuses

  • +25% Spell Duration
  • +25% WPA
  • +1 Mana Recovery per Tick

War Doctrine (In War): Provides up to −7.5% damage from enemy Thievery and Magic instant operations to all kingdom provinces.

Unique Passive: Leyline Interference — Enemy spells cast against Faery provinces have a 15% chance to fail.

Spell Book: Tree of Gold, Quick Feet, Town Watch, Blizzard, Mage's Fury, Greater Protection, Fountain of Knowledge, Miner's Mystique, Pitfalls, Revelation, Animate Dead

Penalties

  • −10% BE
  • +15% Military Wages

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 8/15 (900gc, 9.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Halfling

Bonuses

  • +10% Population
  • +1 Stealth Regeneration Per Tick
  • +20% Thievery Effectiveness (TPA)

War Doctrine (In War): Provides up to +7.5% Sabotage Damage to all kingdom provinces.

Unique Ability: Sneak Attack — When activated, all thievery operations incur zero thievery losses for 1 tick. 23 Hour Cooldown.

Spell Book: Town Watch, Greater Protection

Penalties

  • +15% Military Casualties

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/11 (5.5nw)
  • Elite 10/13 (900gc, 8.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Human

Bonuses

  • All Lands hold Prisoners — 2 per Acre
  • +1 Stealth In War
  • +15% Science Efficiency

War Doctrine (In War): Provides up to +7.5% Book Generation to all kingdom provinces.

Unique Passive: Civil Administration — Prisoners generate an additional 2.0gc per tick; Mercenary costs reduced by 25%.

Spell Book: Fountain of Knowledge, Revelation, Invisibility, Guile

Penalties

  • Military wage increases take twice as long to fully apply (reductions apply normally)
  • +50% Rune Cost (does not include Rituals)
  • −50% Libraries Building Effectiveness

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 12/0 (4.8nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 14/9 (1000gc, 8.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 3/0 (0.9nw)

Orc

Bonuses

  • +15% Gains
  • −50% Draft Cost

War Doctrine (In War): Provides up to +7.5% Enemy Military Casualties to all kingdom provinces.

Unique Passive: Pillage and Burn — Successful Traditional Marches capture +30% additional Prisoners; Massacre attacks are +15% more effective at killing Wizards.

Spell Book: Aggression, Bloodlust

Penalties

  • −15% DME

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 13/0 (5.2nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 20/1 (850gc, 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

War Doctrine (In War): Provides up to −7.5% Enemy Battle Gains to all kingdom provinces.

Unique Passive: Plaguebearers — Plague has a 33% chance to spread on all successful attacks.

Spell Book: Animate Dead

Penalties

  • −5% OME

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 11/0 (4.4nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 16/7 (900gc, 8.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Personalities

Note

The Cleric, available in Age 113, was not available in Age 114. The War Hero is new to Age 114.

The Artisan

Bonuses

  • +30% Building Capacity (Homes, Stables, Dungeons)
  • +30% Building Production (Banks, Farms, Stables, Towers)
  • +100% Successful Espionage Operations
  • +15% Economy Science Efficiency
  • Access to Ghost Workers, Greater Protection

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

Unique Passive: Construction Delays — For 6 ticks after a successful attack, enemy Building Efficiency is reduced by 10% (does not stack).


The Paladin

Bonuses

  • +5% Population
  • +50% Stables Capacity and Production
  • Successful attacks inflict +15% enemy military casualties but also suffer +10% offensive military casualties
  • +15% Valor Science Efficiency
  • Immune to Plague

Starting Bonuses: +800 Soldiers, +800 Specialist Credits

Unique Passive: Divine Blessing — All daily bonuses (granted on the 1st of each Utopian month) are doubled.


The Heretic

Bonuses

  • −40% Thief Cost
  • +25% TPA
  • +20% Sabotage Damage
  • +50% Guilds Effectiveness
  • +15% Arcane Science Efficiency
  • Access to Nightmares, Fools Gold, Invisibility, Steal War Horses, Vermin

Starting Bonuses: +400 Wizards, +400 Thieves

Unique Active: Chaotic Affliction — For 2 ticks when activated, all offensive spells and sabotage operations gain a random damage bonus between +10% and +30%. Cooldown: 23 ticks.


The Mystic

Bonuses

  • +125% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +15% Channeling Science Efficiency
  • Access to Pitfalls, Meteor Showers, Chastity, Vermin

Starting Bonuses: +800 Wizards

Unique Passive: Focussed Channelling — While above 40% mana, spells gain +20% WPA.


The Rogue

Bonuses

  • +100% Thieves' Dens Effectiveness
  • +15% TPA
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +15% Crime Science Efficiency

Starting Bonuses: +800 Thieves

Unique Passive: Shadow Persistence — Rogue provinces may perform thievery operations while overpopulated.


The Tactician

Bonuses

  • −15% Attack Time
  • +40% Specialist Credits Gains
  • No Thieves lost on intel
  • +15% Siege Science Efficiency
  • Enhanced Conquest
  • Access to Clearsight

Starting Bonuses: +800 Soldiers, +800 Specialist Credits

Unique Passive: Dragon's Wrath — When successfully attacking with a dragon, 3% of your raw offence from units also deals damage to the dragon.


The Warrior

Bonuses

  • +10% Offensive Military Efficiency
  • +4 Mercenary & Prisoner Strength
  • −50% Mercenary Cost
  • +15% Tactics Science Efficiency
  • Access to Bloodlust

Starting Bonuses: +800 Soldiers, +800 Specialist Credits

Unique Passive: Battle Cry — Upon each successful attack, the attack destroys 1% of the target's total population.


The Necromancer

Bonuses

  • +30% WPA
  • +25% of Military Losses converted into Soldiers (your fallen rise again)
  • +15% Channelling Science Efficiency
  • Reclaims 30% of enemy military losses as Soldiers on successful attacks
  • Access to Animate Dead, Mystic Aura, Vermin, Pitfalls, Mind Focus

Starting Bonuses: +400 Wizards, +400 Specialist Credits, +400 Soldiers

Unique Passive: Black Magic — Successful offensive instant spells kill 1% of the target's peasants per successful spell.


The General

Bonuses

  • +1 General
  • +20% Specialist Credits Gains
  • −25% Training Cost
  • Can train Elites with Specialist Credits (in War)
  • +15% Bookkeeping Science Efficiency
  • Access to Wrath

Starting Bonuses: +800 Soldiers, +800 Specialist Credits

Unique Passive: Generals Authority — Attacks inflict +15% enemy military casualties when two or more generals are sent.


The War Hero

New in Age 114.

Bonuses

  • −30% Honor Losses
  • Converts Specialists to Elites on Traditional Marches
  • +2 Offensive Specialist Strength (Affects NW)
  • +50% Honor Effects

Starting Bonuses: +800 Soldiers, +800 Specialist Credits

Unique Passive: Honour & Glory — All successful attacks generate 2.5% additional honour gains.