Alignment Slide Header

The core of Ascend: Hand of Kul are the New Gods who’ve awoken to challenge the rule of the Titan and establish their dominion. You must choose one of these three deities to serve, striking out to increase their influence and your own power. Each God represents a different sphere of influence: Light, Dark, and Void, and by aligning yourself with them you’ll begin to siphon their power and shape the way your Caos looks and performs.

Though the weapons and armor associated with each alignment differ in look only, the spells and benefits among the three couldn’t be more different. Think of each God as representing their own loose play style: the fast and agile warrior; the armored, heavy-hitting juggernaut; and the spell-slinging caster. In addition to their own unique alignment theme, each God is also attuned to a natural element, which comes across in their spells and perks.

While the story doesn’t change with regard to which God your serve, the environment changes to reflect their themes as you begin claiming shrines in their names, completely altering the look and feel of each area. The presence of your God can be felt in most aspects of the game, and for this reason, it’s easy to get attached. However, you should strive to serve each of the Gods if you eventually want to become the most powerful Caos roaming the wilds.

Below is a brief description of each God, and the list of their Emblems, which are permanent buffs you’ll earn when you Ascend while in their service. There are 15 Emblems per alignment, and if you Ascend every 5 levels – as often as possible – you’ll earn 12 of them before reaching the level cap. Repeating this process several more times through Transcending allows you to complete each set. For a complete list of spells available for serving each God, head over the Spells section of this guide.


Light

Light InsetThe God of Light blesses his champions with spells that harness the power of lightning, enhance armor and boost movement speed. Through his emblems, he forges his champions into fast-moving warriors with increased movement and attack speed, and gifts them the ability to deal critical strikes and lightning damage, potentially stunning enemies with every swing.

Order of earned Emblems

  1. Unbreakable Will I – “Increase Attack Speed by 5%.”
  2. Sigil of the Wind I – “Increase Movement Speed by 5%.”
  3. Thunderous Strike I – “Add 5% to Lightning Chance. Shocked enemies are stunned for a duration.”
  4. Lifegiver’s Oath I – “Increase Critical Strike Chance by 5%. Critical Strikes inflict double damage.”
  5. Sigil of the Wind II – “Increase Attack Speed by 5%.”
  6. Unbreakable Will II – “Increase Movement Speed by 5%.”
  7. Guardian Seal III – “Increase Critical Strike Chance by 5%.”
  8. Thunderous Strike II – “Add 5% to Lightning Chance. Shocked enemies are stunned for a duration.”
  9. Lifegiver’s Oath II – “Increase Critical Strike Chance by 5%. Critical Strikes inflict double damage.”
  10. Unbreakable Will III – “Increase Attack Speed by 5%.”
  11. Sigil of the Wind II – “Increase Movement Speed by 5%.”
  12. Thunderous Strike III – “Add 5% to Lightning Chance. Shocked enemies are stunned for a duration.”
  13. Unbreakable Will IV – “Increase Attack Speed by 5%.”
  14. Lifegiver’s Oath III – “Increase Critical Strike Chance by 5%. Critical Strikes inflict double damage.”
  15. Thunderous Strike IV – “Add 5% to Lightning Chance. Shocked enemies are stunned for a duration.”

Dark

Dark InsetThe Dark Goddess crafts her loyal subjects into insidious killers with her emblems, granting increased armor and melee damage along with the chance to knock back enemies with an explosion, or send them bursting into flame with every swing. Her domain is fire and spells earned in her service reflect that and temporarily boost attack damage and speed.

Order of earned Emblems

  1. Demonic Strength I – “Add 5% to Melee Damage”
  2. Executioner’s Gift I – “Add 5% to Max Armor”
  3. Fire Lord I – “Add 5% to Fire Chance. Burning enemies take damage over time.”
  4. Berserker’s Rage I – “Add 2% to Detonate Chance. Detonations create an area of effect attack that knocks back enemies.”
  5. Executioners Gift II – “Add 5% to Max Armor.”
  6. Demonic Strength II – “Add 5% to Melee Damage.”
  7. Berserker’s Rage II – “Add 3% to Detonate Chance. Detonations create an area of effect attack that knocks back enemies.”
  8. Fire Lord II – “Add 5% to Fire Chance. Burning enemies take damage over time.”
  9. Berserker’s Rage III – “Add 2% to Detonate Chance. Detonations create an area of effect attack that knocks back enemies.”
  10. Demonic Strength III – “Add 5% to Melee Damage.”
  11. Executioner’s Gift III – “Add 5% to Max Armor.”
  12. Fire Lord III – “Add 5% to Fire Chance. Burning enemies take damage over time.”
  13. Demonic Strength IV – “Add 5% to Melee Damage.”
  14. Berserker’s Rage IV – “Add 5% to Detonate Chance. Detonations create an area of effect attack that knocks back enemies.”
  15. Fire Lord IV – “Add 5% to Fire Chance. Burning enemies take damage over time.”

Void

Void InsetThe God of the Void is chaos incarnate, conjuring the forces of the nether to empower his champions as devastating magical casters. Through his emblems, the God of the Void grants increased magic power and the ability to cast spells more quickly, as well magic resistance and the chance to inflict a slowing freeze on opponents with every swing. Unlike the other Gods’ champions, those who serve the Void are offered more spells, including those that deal freezing damage, confuse enemies, pull foes into a conjured black hole or transform opponents into cattle for consumption.

Order of earned Emblems

  1. Eye of the Sorcerer I – “Increase Magic Damage by 5%.”
  2. Cosmic Resonance I – “Decrease Ability Cooldown by 5%.”
  3. Frozen Heart I – “Add 5% to Freeze Chance. Frozen enemies take damage and move slowly.”
  4. Celestial Diffusion I – “Add 5% to Magic Resist. Chance to negate non-alignment spells.”
  5. Cosmic Resonance II – “Decrease Ability Cooldown by 5%.”
  6. Eye of the Sorcerer II – “Increase Magic Damage by 5%.”
  7. Celestial Diffusion II – “Add 5% to Magic Resist. Chance to negate non-alignment spells.”
  8. Frozen Heart II – “Add 5% to Freeze Chance. Frozen enemies take damage and move slowly.”
  9. Protection Ward I – “Add 10% to Magic Resist. Chance to negate non-alignment spells.”
  10. Eye of the Sorcerer III – “Increase Magic Damage by 5%”
  11. Celestial Diffusion – “Decrease Ability Cooldown by 5%.”
  12. Frozen Heart III – “Add 5% to Freeze Chance. Frozen enemies take damage and move slowly.”
  13. Eye of the Sorcerer IV – “Increase Magic Damage by 5%.”
  14. Protection Ward II – “Add 10% to Magic Resist. Chance to negate non-alignment spells.”
  15. Frozen Heart IV – “Add 5% to Freeze Chance. Frozen enemies take damage and move slowly.”