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 2× (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.