• Argentum Age - Hold Dark

    Only five schools of magic survived the fall.

    These beings use their control over magic to shape the lands and its inhabitants as they seek to extend their influence in search of greater founts of knowledge – The Citadels.

MateriaMateria | magic of wealth and empires

“The school of Materia aims to recover from the Fall by constructing traditional human civilizations with laws, trade, and commerce.”

Primary

  • Resistance
  • Ranged attacks
  • Converting creatures into mana
  • Altering summoning locations
  • Indestructible
  • Buildings
  • Constant mana boosts
  • Creature bonuses (permanent bonuses with an equipment flavor)

Secondary

  • Moving creatures (only friendly creatures)
  • Adding life (only constructs)
  • Removing wounds (only constructs)
  • Trample

Bad at

  • Flying
  • Drawing cards
Hero

Catherine, Lady of the Blade

Argentum Age - Catherine, Lady of the Blade
Footman

Thunderer

Argentum Age - Thunderer
Spell

Toughness

Argentum Age - Testudo

EntropiaEntropia | Manipulation of death and shadows

The school of Entropia aims to bring an end to things. They see this fallen world as inherently corrupt and wish to ultimately snuff out all life.

Primary

  • Life Drain
  • Benefits from creatures dying
  • Reanimating the dead
  • Removing life
  • Poisoned
  • Transforming creatures
  • Destroying creatures

Secondary

  • Flying
  • Converting dying creatures into mana 
  • Converting dying creatures into cards
  • Static Creature bonuses

Bad at

  • Directly removing wounds
  • Ranged attacks
  • Resistance
Hero

Gezzix, Lord of Death

Argentum Age - Gezzix, Lord of Death
Footman

Skeletal Parasite

Argentum Age - Skeletal Parasite
Spell

Hypothermia

Argentum Age - Hypothermia

AetherAether | Worship of the faithful and divine

The school of Aether believes that the Fall was caused by lack of reverence for the gods, and wishes to establish worship of and devotion to the gods.

Primary

  • Removing wounds
  • Adding life
  • First Strike
  • Cover
  • Flying
  • Charge
  • Reducing attack
  • Adding exhaust

Secondary

  • Benefits from creatures dying (only their own creatures)
  • Regeneration (spells give Regeneration)
  • Creature bonuses (static bonuses from buildings)

Bad at

  • Directly adding wounds
  • Trample
  • Massive creatures
  • Creatures that grow
Hero

Rihn, Incarnate

Argentum Age - Rihn, Incarnate
Footman

Rokh

Argentum Age - Rokh
Spell

Blessing of Endurance

Argentum Age - Blessing of Endurance

GaeaGaea | Control over nature and the wild

The school of Gaea aims to create a world ruled by the forces of nature. Wanting to construct a world full of animal and plant life, the forces of Gaea see humans and other sapient life as having no place in the world.

Primary

  • Massive creatures
  • Regeneration
  • Trample
  • Haste
  • Marauder
  • Creatures that grow
  • Fighting constructs
  • Converting creatures into wounds
  • Summoning multiple creatures at once
  • Removing exhaust
  • Creature bonuses (in large, temporary bursts; response)

Secondary

  • Cover (spells give Cover)
  • Poisoned (creatures give Poisoned to others)
  • Removing wounds (creatures remove their own wounds)

Bad at

  • Ranged attacks
  • First strike
  • Direct damage from spells
  • Buildings
  • Drawing cards
Hero

Grizzis, Lord of the Hunt

Argentum Age - Grizzis, Lord of the Hunt
Footman

Purrsan Ambusher

Argentum Age - Purrsan Ambusher
Spell

Outsmart the Guards

Argentum Age - Outsmart the Guards

MinervaMinerva | Teachings of the arcane elements

The school of Minerva (previously known as Sapienza) aims to restore the world to its perfect state by studying science and technology. They believe through knowledge and wisdom the world can be completely restored.

Primary

  • Drawing cards
  • Deck and hand manipulation
  • Moving creatures
  • Directly adding wounds
  • Converting creatures into cards
  • Transforming creatures

Secondary

  • Removing wounds (creatures remove their own wounds)
  • Creature bonuses (transformation and evolution)

Bad at

  • Combat abilities
Hero

Eji, the Summoner

Footman

Cunning Wisp

Argentum Age - Cunning Wisp
Spell

Fireball

Argentum Age - Fireball
Argentum Age - Hold Dark

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Argentum Age - Hold Dark

SIGN UP & BE COOL.

Sign up to apply for the Beta.
We’ll send you a code by email once you’re in.

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How did you hear about Argentum Age?