Armor
Armor is a number one concern for the hero entering the dungeon. It is the only thing between you and instadeath by sheer melee. Wearing armor is the simplest way to improve one's armor class.
There are 7 slots for armor: helm, cloak, body armor, shirt, shield, gloves/gauntlets, and boots. Excepting elven armor and a wizard's cornuthaum, armor may only be safely enchanted up to +5 provided that you start from +3 and use a blessed scroll; elven equipment and cornuthaums may be safely enchanted to +7 provided that you start from +5. Thus, by using armor alone, the maximum protection is -44, or 54 points of protection. In practice, it is often somewhat below this, as characters give up a better AC for other protections and advantages. For example, a +5 shield of reflection will give 7 AC and reflection, but SDSM will give 14 and reflection, and allow two-weaponing. Likewise, high boots and iron shoes will give 2 AC, but speed boots will give 1 and "very fast" speed.
The typical combination of armor in an ascension kit is
- Helm of telepathy/brilliance or elven leather helm.
- Cloak of magic resistance or displacement; oilskin cloak in sack. CoD is used if and only if you already have magic resistance from some other source.
- Either gray or silver dragon scale mail.
- Either shirt; no great difference.
- Shield of reflection, possibly, if you don't wish to two-weapon.
- Gauntlets of power for combat; gauntlets of dexterity for spellcaster.
- Speed boots or jumping boots; water walking boots in a bag.