Out now · $24.99 · Free Manta update for every owner · Base game free 5–9 November
Age of Wonders 4: The Silver Seas

What The Silver Seas adds to Age of Wonders 4

Quick answer

A $24.99 expansion for Age of Wonders 4, released 3 November 2026. It adds the Mercantile culture, Aqualon and Sharkkin forms, four tomes, a pirate dwelling and ocean map content.

Official key art for The Silver Seas

The Silver Seas is the maritime expansion for Age of Wonders 4: a $24.99 add-on that gives the game a culture able to settle open ocean, two new forms built for water, four tomes drawn from the tides, and a pirate dwelling that behaves like a small, violent marketplace. It released on 3 November 2026 for PC, PlayStation 5 and Xbox Series X/S, and it ships alongside a free patch, the Manta update — that changes trade and naval movement for every player, whether they buy this or not.

That distinction is the first thing worth understanding. If you own Age of Wonders 4 and skip the expansion, you still get trade routes, the water rework, Sword and Staff and the Chilled status. What you do not get is the Mercantile culture, the Aqualon and Sharkkin forms, the four tomes, the Free Captains, the ocean happenings and the sea wonders.

The shape of the expansion

Triumph's own framing, in the release announcement, is exploration and profit rather than conquest. The key art is bright — tropical water, a mermaid, a pirate captain, and the art diary says the team deliberately moved away from the dark, grimy Chaos expansions of the previous pass. Mechanically that shows up as an economy expansion: the new culture earns more from connections than from territory, and the new map content rewards a fleet you send out early rather than an army you keep at home.

It is also the first expansion in the game's life that treats the ocean as a place with its own geography. Before this, the sea had two infestations, two resource nodes and two pickups. After it, there are landmarks, ancient wonders, a silver-tier infestation, a magic material, new wildlife and a set of global events that only fire over water.

The five things it adds

  • A culture. Mercantile, with two Organisations, the Cartel (Shadow and Chaos) and the Barony (Shadow and Materium). Both can found cities on water; they differ in how they make money and how they fight.
  • Two forms. Aqualon, a near-human aquatic people, and Sharkkin, a monstrous martial form built on the Orc body type. Both can take the Children of the Waves trait and become Merfolk.
  • Four tomes. Hydromancy (control through Wet), the Damned (Ghostfire and summoned Accursed Wisps), Piracy (raiding, explosions, stolen gold) and Eternal Ice (the tier IV capstone that freezes water solid).
  • A dwelling. The Bond of the Free Captains, a sea fort run by one of six pirate captains with their own personality, quest line and shop. Earn their allegiance and you get a Life Bond; cross them and their raids come for your trade routes.
  • Map content. Ocean Happenings, the Uncharted Harbor and Pearltide Dome wonders, the Spawning Shoal infestation, the Tempestuous Vortex and Armada's Fall landmarks, and the Pale Tidebloom magic material.
FeatureWhat it changes in a runRequires the DLC
Mercantile cultureYou can put a city on deep water and run routes instead of farmsYes
Aqualon / SharkkinNew form traits and appearance options at faction creationYes
Four tomesNew units, enchantments and a tier IV capstoneYes
Free CaptainsA neutral sea dwelling with quests, shops and raid requestsYes
Trade routesEvery culture's outposts become connections with a draft costNo
Water rework20-point embark, water outposts, new ship rulesNo
Sword and StaffA new Magic Fighter loadout with dual infusion schoolsNo
Ocean Happenings20 global events over water, 18 minor and 2 majorYes

Where it sits in the expansion pass

The Silver Seas is the second piece of Expansion Pass 4, after the instant content pack Singer of Storms. The pass costs $49.99 and also covers Court of the Archfey and Forge of the Firstborn, both scheduled for 2027. Buying the pass is cheaper than buying the pieces separately if you intend to keep playing through next year; buying this expansion alone is cheaper if you only care about the sea.

What it is not

It is not a new game mode, and it does not add a victory condition. There is no separate naval campaign, no scenario pack, and no new map size. The ocean content plugs into the existing realms, including the new Pirate Reefs realm template and its traits, which is where most players will actually meet it.

It also does not replace the base game's land play. Mercantile still needs land provinces for food and production, and the Barony in particular is designed to claim land quickly through outposts. The sea is where the money and the movement come from, not where the whole empire lives.

If you want the short buying answer rather than the feature list, the is it worth it page puts the $24.99 against the free update line by line. If you want to know what the free part already gives you, start with the Manta update.

Who it is for

The expansion assumes you already like Age of Wonders 4's turn structure and want a reason to play differently inside it. It is not a difficulty pack, not a campaign, and not a rework of the base game's victory conditions. If you bounce off the base game's pace, nothing here changes that; if you have played it enough that every opening feels the same, the Mercantile culture is the most different opening the game has added since launch.