One of the main pillars that supports Ascend: Hand of Kul is the ability to cast off your character’s mortal coil, reap the benefits of a short lifetime in service to your God, and begin anew. This cycle is known as Ascension, and it’s a feature that drives your character’s progression from fleshy infant to grizzled veteran, building the ranks of your personal army in the process.
Ascension is the opportunity to extend the power and progression of all future characters at specific level intervals – in this way, don’t think of each Caos you create as separate entity, but rather as one stage of your overall character. Starting at level 5 and after you finish the tutorial, you’ll receive the chance to Ascend, ending the career of the Caos you’re currently playing and starting a new Caos, picking up where you left off.
However, the level required to Ascend increases by 5 every time you do it, starting from the level of your last Ascension. Additionally, each time you Ascend thereafter, your newly created Caos will start further away from your last Ascension level, meaning you have to make up that ground and the additional 5 levels before you get the opportunity to Ascend again. Here’s an example:
The world of Ascend: Hand of Kul ranges wildly in size, scale and variety. It is broken down into 26 distinct Levels, which form together to create 5 independent Zones, which are all part of the greater Region. Currently, there is only one playable Region, The Highlands, however the developer has stated that additional regions are in the works and will be deployed as free content at some point in the future.
Within The Highlands, the five Zones each employ a theme: mountainous terrain, forestland, and swampland, requiring the player to complete unique challenges and tasks to progress. Each zone is subdivided further into 5-6 Levels, where the player will spend the majority of their time fighting to convert altars and shrines in the name of their God. When all the altars and shrines in a particular level are captured in their favor, the entire level will be converted to display the alignment of their God.
Below you’ll find a list of every Level within The Highlands, the number and quality of chests contained within as well as the number and type of dominion points to control. Upon entering an area, all chests, dominion points and dungeons appear on the map for easy navigation. The only points of interest that do not initially appear on the map are Lore Stones, which must be discovered first. For the complete list of Lore Stones and their locations, visit the Lore Stones section of this guide.
Ascend: Hand of Kul contains 30 achievements for a total possible 400 Gamerscore. Fortunately, the vast majority of Ascend‘s achievements are attainable through intended gameplay, and should be unlocked gradually as you progress through the game’s story. While there are a few that require a deliberate effort to unlock, above and beyond natural gameplay, we’ve compiled every achievement below in alphabetical order with tips to help you along the way.
Please note that in some cases players’ achievement lists will be displayed slightly different as the “Dungeon Master” achievement was removed and replaced with the “Transcend” achievement after the initial closed beta.
Items in Ascend: Hand of Kul fall into two categories: Runes and Boosts. While both item types can be purchased from the menu store, only Runes can be collected from chests throughout the world; boosts must be acquired by spending souls.
Runes
Runes are modifiers that can be affixed to equipment for additional damage, protections or effects. Weapon Runes run the spectrum from common to rare, adding the potential for on-hit effects or enhancing the base statistics of your character. Armor runes also range from common to rare, piling on protections, increasing your characters base attributes or adding resistances to specific forms of magic and the chance to outright negate spells. Below you’ll find a collection of all runes currently available in Ascend: Hand of Kul, their costs and some quick tips regarding their usage. For more information on runes on how they can be best used with equipment, visit the Equipment section of this guide.
Magic 2014: Duels of the Planeswalkers was developed by Stainless Games and Wizards of the Coast and published by Microsoft Studios. It retails for 800 MSP and was released on June 26, 2013. XBLA Fans awarded Magic 2014 a coveted Buy It! award in our recent review.
Magic 2014 features a smaller, more focussed challenge mode than previous years, although it is still fun and can get tricky later on! Our guide provides step by step details for completing each of the challenges by name.
Magic 2014: Duels of the Planeswalkers was developed by Stainless Games and Wizards of the Coast and published by Microsoft Studios. It retails for 800 MSP and was released on June 26, 2013. XBLA Fans awarded Magic 2014 a coveted Buy It! award in our recent review.
In this years edition of Magic: The Gathering – Duels of the Planeswalkers (known herein as Magic 2014) the campaign mode has been revamped to provide a story driven twist to accompany the usual spell slinging shenanigans. In this guide, we’ll be walking you through the campaign mode to ensure that you can assist Chandra in catching her man.
Magic 2014: Duels of the Planeswalkers was developed by Stainless Games and Wizards of the Coast and published by Microsoft Studios. It retails for 800 MSP and was released on …
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Magic 2014: Duels of the Planeswalkers was developed by Stainless Games and Wizards of the Coast and published by Microsoft Studios. It retails for 800 MSP and was released on June 26, 2013. XBLA Fans awarded Magic 2014 a coveted Buy It! award in our recent review
Sealed play (which is perhaps the most exciting addition to this year’s Duels of the Planeswalkers title) is a real life Magic: The Gathering (MTG) staple that attracts casual, serious and professional players time and time again. The format is challenging because it relies upon each player’s ability to produce the best possible deck from a fixed pool of cards, but at the same time it is extremely rewarding to watch that handmade deck pull off a big victory or combo.
Welcome to the XBLA Fans Terraria Startup Guide. To begin with, we’ve had to make a few assumptions about what you’ve already managed to achieve within the world of Terraria. We’re going to help you build that first structure and do some crafting and exploring, but before you can do so you’ll need to create your own character (please refer to ‘choose the right difficulty level’ below when you do) and generate a world, then spend a little time familiarising yourself with the Terraria controls. Once you feel confident that you can move and jump around, dig holes, fight basic enemies etc, then feel free to read on!
In our Terraria Startup Guide, we explained that it was always a good thing to experiment with crafting and combining ingredients to make as many things as possible. Well… That’s not actually always true, because sometimes combining ingredients can result in some terrible. Something awful. Or at least, a terribly, awfully tough boss encounter. In this part of our guide then, we’re going to explain how to summon (or avoid summoning) each of Terraria’s bosses, as well as how to defeat them if you do.