Difference between revisions of "Ascension kit"

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(Tools & miscellaneous items)
(Fix a ton of bad advice)
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The '''ascension kit''' is the nickname given to a set of items that are virtually required for a successful [[ascension]]. Most often, they are chosen for their attributes: [[reflection]], [[magic resistance]] and [[magic cancellation|cancellation]], and similar. Most kits include: a [[unicorn horn]], [[escape item]]s, a [[Luck]] item (usually a [[blessed]] [[luckstone]]), a source of [[levitation]], some [[ranged attack]]s, a source of [[ring of conflict|conflict]], [[magic portal|portal detection]] (for the [[Elemental Planes]]), and augmented [[attribute]]s, either [[intelligence]] and [[wisdom]], [[dexterity]], or [[strength]].
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The '''ascension kit''' is the nickname given to a set of items that are virtually required for a successful [[ascension]]. Most often, they are chosen for their attributes: [[reflection]], [[magic resistance]] and [[magic cancellation|cancellation]], and similar. Most kits include: a [[unicorn horn]], [[escape item]]s, a [[Luck]] item, a source of [[levitation]], some [[ranged attack]]s, a source of [[ring of conflict|conflict]], [[magic portal|portal detection]] (for the [[Elemental Planes]]), and perhaps augmented [[attribute]]s, either [[intelligence]] and [[wisdom]], [[dexterity]], or [[strength]].
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Complete your ascension kit before taking on [[Rodney]].
  
 
==Common items==
 
==Common items==
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*[[Cloak|Cloak of magic resistance]] : Provides [[magic resistance]], [[magic cancellation]] 3, and 1 base point of AC.
 
*[[Cloak|Cloak of magic resistance]] : Provides [[magic resistance]], [[magic cancellation]] 3, and 1 base point of AC.
 
*[[Robe]] : Provides enhanced spellcasting, [[magic cancellation]] 3, and 2 base points of AC. Commonly combined with [[GDSM]] and an [[amulet of reflection]], or [[SDSM]] and a [[quest artifact]] that provides [[magic resistance]].
 
*[[Robe]] : Provides enhanced spellcasting, [[magic cancellation]] 3, and 2 base points of AC. Commonly combined with [[GDSM]] and an [[amulet of reflection]], or [[SDSM]] and a [[quest artifact]] that provides [[magic resistance]].
*[[Oilskin cloak]] or at least [[grease]]: Water monsters such as [[giant eel]]s can drown you by wrapping around you. Even if you have genocided all '[[;]]', [[couatl]]s can still wrap around you and drown you (even though they fly!), so you want some protection against this. An oilskin cloak stops all attempts, and a greased cloak stops these attempts as well, but the grease may wear off.
 
 
*[[Cloak of protection]] or [[Elven cloak]] : Either of these options will give maximum AC when fully enchanted, as well as [[magic cancellation|MC3]], but do not provide the special benefits of the above cloaks. Elven cloaks also provide [[stealth]], and can be safely enchanted to higher levels.
 
*[[Cloak of protection]] or [[Elven cloak]] : Either of these options will give maximum AC when fully enchanted, as well as [[magic cancellation|MC3]], but do not provide the special benefits of the above cloaks. Elven cloaks also provide [[stealth]], and can be safely enchanted to higher levels.
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* [[Grease]] the cloak against drowning attacks (may wear off).
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You do not need an [[oilskin cloak]] if you have [[magic cancellation|MC3]]. Instead, you can simply [[wand of teleportation|teleport]] the water monster or [[couatl]] away immediately when it wraps itself around you. You have one turn before it [[drown]]s you. [[Apply|Break]] the wand if you are stunned or confused. If you are [[burdened]], it's [[Yet Another Stupid Death|your own fault]] - you may not get to act on that turn.
  
 
====Body armor====
 
====Body armor====
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====Boots====
 
====Boots====
  
*[[Speed boots]], or [[jumping boots]] and [[haste self]] : Combined with intrinsic speed (zap yourself with a [[wand of speed monster]] or eat a [[quantum mechanic]] if your class does not get it by default), this provides Very Fast speed, helping you get through the endgame faster and dodge monsters. Jumping boots (or the spell of [[jump]], or a knight's intrinsic jumping ability) allow you to move sometimes up to three or four squares in one turn, which is even better than speed. Extrinsic speed (via [[haste self]] or [[potion of speed]]) combined with the jump spell is easily the fastest.
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*[[Speed boots]] and [[Spellbook of jumping|jumping spell]], or [[jumping boots]] and [[haste self]] / [[potion of speed]]: Dodge monsters instead of fighting them. You zap [[teleportation]] in your free move to create an alley, then jump though it, ending your turn. Other combinations of [[speed]] and [[jump]]ing also work, but less well.
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Every bit of [[speed]] helps, even if you cannot jump. You want to get through the endgame as fast as possible, without fighting much.
  
 
====Gloves====
 
====Gloves====
*[[Gauntlets of power]] or [[gauntlets of dexterity|dexterity]]: Gauntlets of power provide strength 25 (+6 to damage) and 1 point of base AC; casters prefer gauntlets of dexterity, which do not hinder spellcasting, increase dexterity by the number of points in the enchantment, and provide base AC 1. Valkyries in particular should use gauntlets of power, since this allows them to throw [[Mjollnir]]. Ordinary leather gloves are fine too.
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*[[Gauntlets of power]], if not a spellcaster: they provide strength 25 (+6 to damage) and 1 point of base AC. Valkyries in particular should use gauntlets of power, since this allows them to throw [[Mjollnir]].  
  
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* [[Gauntlets of dexterity]] or [[leather gloves]] for spellcasters because you might need to wield a [[cockatrice corpse]]. The [[dexterity]] bonus does not matter much if you are at your racial maximum.
  
 
====Helmet====
 
====Helmet====
  
*[[Helm of brilliance]]: does not hinder spellcasting and increases Intelligence and Wisdom by its enchantment, along with providing base AC 1 and protecting your head from falling rocks.
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*[[Helm of opposite alignment]]: for switching alignments at the last minute.
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*[[Helm of telepathy]]: for characters who wish to use telepathy while non-blind.
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*[[Helm of brilliance]]: does not hinder spellcasting and increases [[intelligence]] and [[wisdom]] by its enchantment, along with providing base AC 1 and protecting your head from falling rocks.
 
*[[Elven leather helm]]: does not hinder spellcasting, provides base AC 1, and can be safely enchanted up to +7, giving a higher potential AC boost than any other helm. Its weight of 3 is also much less than the others 50.
 
*[[Elven leather helm]]: does not hinder spellcasting, provides base AC 1, and can be safely enchanted up to +7, giving a higher potential AC boost than any other helm. Its weight of 3 is also much less than the others 50.
*[[Cornuthaum]] (for [[wizard]]s only): Does not hinder spellcasting. If you are a wizard it gives you +1 to [[charisma]], grants [[clairvoyance]], and can safely be enchanted to +7. However non-wizards will lose charisma, have clairvoyance blocked, and can only safely enchant it to +5.
 
*[[Helm of telepathy]]: for characters who wish to use telepathy while non-blind.
 
*[[Helm of opposite alignment]]: for switching alignments at the last minute.
 
  
You may also wish to grease your helmet to help protect against [[mind flayer]] attacks.
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Any enchanted, greased piece of headgear will do. You should grease it to help protect against [[mind flayer]] attacks.  
  
 
====Shield====
 
====Shield====
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===Rings===
 
===Rings===
*[[Ring of levitation]] : Players must be levitating or flying to move usefully on the [[plane of Air]]. The [[potion of levitation]] is unreliable, while [[levitation boots]] are less desirable than [[speed boots]] or [[jumping boots]]. [[The Heart of Ahriman]] is an alternative to the ring. Levitation is also helpful but not necessary on the [[plane of Fire]]. You can walk to the portal if you really have to, and fireproof [[boots of water walking]] are also an option. Still, most players levitate, and most levitating players use the ring.
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*[[Ring of levitation]] : Players must be levitating or flying to move usefully on the [[plane of Air]]. A single ''blessed'' [[potion of levitation]] will carry you through the [[endgame]]. [[Levitation boots]] are less desirable than [[speed boots]] or [[jumping boots]]. [[The Heart of Ahriman]] is an alternative to the ring. Levitation is also helpful but not necessary on the [[plane of Fire]]. You can walk to the portal if you really have to, and fireproof [[boots of water walking]] are also an option. Still, most players levitate, and most levitating players use the ring.
*[[Ring of conflict]] : Makes monsters fight each other instead of you. If you are wearing this ring when you arrive on the Astral plane, instead of receiving a tame guardian angel you will be met by some hostile angels (but because of conflict, they will probably fight each other). Putting on this ring will also make your tame guardian angel attack you, if you received one.
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*[[Ring of conflict]] : Makes monsters fight each other instead of you. A minor disadvantage is that the pet guardian [[angel]] on the [[Astral Plane]] will be replace with some hostile angels if you arrive wearing the ring, or wear it in its presence. (But they will probably fight each other, and the guardian angel wasn't a good pet at this point anyway).
 
*[[Ring of teleport control]] or other source of [[teleport control]] : If you have [[teleportitis]], a must. Also very useful for controlled [[level teleport]] between the [[Wizard's Tower]] and the [[vibrating square]], or the [[vibrating square]] and [[Moloch's Sanctum]], or from anywhere to your [[stash]] if not using the [[Eye of the Aethiopica]].
 
*[[Ring of teleport control]] or other source of [[teleport control]] : If you have [[teleportitis]], a must. Also very useful for controlled [[level teleport]] between the [[Wizard's Tower]] and the [[vibrating square]], or the [[vibrating square]] and [[Moloch's Sanctum]], or from anywhere to your [[stash]] if not using the [[Eye of the Aethiopica]].
 
*[[Ring of free action]] : Prevents paralysis from a number of sources. Not the same as [[sleep resistance]]. Combine the two to prevent those annoying "while helpless" deaths.
 
*[[Ring of free action]] : Prevents paralysis from a number of sources. Not the same as [[sleep resistance]]. Combine the two to prevent those annoying "while helpless" deaths.
  
 
===Amulets===
 
===Amulets===
*[[Amulet of life saving]] : If you die while wearing it, unless the cause of death would still kill you afterward, you come back with full [[HP]]. While not necessary this item is quite useful.
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*[[Amulet of life saving]] : If you die while wearing it, you come back with full [[HP]] instead, unless the cause of death would still kill you afterward. While not necessary, this item is quite useful. Chiefly, it lets you take on more risk in the Endgame, reducing resource consumption.
*[[Amulet of reflection]] : Some playstyles would prefer to gain reflection via the amulet - you may wish to free the left hand for #twoweapon instead of the shield of reflection, or keep a robe to enhance spellcasting instead of a cloak of magic resistance (gaining magic resistance from a GDSM instead).
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*[[Amulet of reflection]] : Some playstyles would prefer to gain reflection via the amulet - you may wish to free the left hand for #twoweapon instead of the shield of reflection, or keep a robe to enhance spellcasting instead of a cloak of magic resistance (gaining magic resistance from [[GDSM]] instead).
  
 
===Tools & miscellaneous items===
 
===Tools & miscellaneous items===
*Blessed [[unicorn horn]] : Can be applied to cure [[sickness]] caused by [[Pestilence]], not to mention all of the status [[ailment]]s you might pick up otherwise.
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*Blessed [[unicorn horn]] : Can be applied to cure [[sickness]] caused by [[Pestilence]], not to mention all of the status [[ailment]]s you might pick up otherwise. An absolute must.
*Blessed [[luckstone]] : Or a blessed Quest Artifact that acts as a luckstone (for example, [[The Tsurugi of Muramasa]] or [[The Orb of Fate]]).
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*(Blessed) [[luckstone]], and [[Luck]]. Alternatively, a blessed [[quest artifact]] that acts as a [[luckstone]] (for example, [[The Tsurugi of Muramasa]] or [[The Orb of Fate]]).
*[[Towel]] or [[blindfold]]: put one of these on to become blind and use intrinsic telepathy if you have it. It's a good idea to bless your towel or blindfold as an extra layer of protection against cursing.
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*[[Towel]] or [[blindfold]]: put one of these on to become [[blind]] and use intrinsic telepathy if you have it. It lets you avoid [[stun]]ning from [[Archon]]s. It's a good idea to [[bless]] your [[towel]] or [[blindfold]] as an extra layer of protection against cursing.
*7 non-cursed candles: these must be attached to the Candelabrum as part of the Invocation
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*7 [[candle]]s: these must be attached to the [[Candelabrum]] as part of the [[Invocation Ritual]].
* [[crystal ball]]: apply this item to find the location of the portals on the dimensional planes (does not work for the water plane portal)
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* [[can of grease]] in case you need to re-grease your headgear or cloak after a mind flaying or drowning attack.
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* [[Crystal ball]] only if [[illiterate]]. Apply it (while engulfed) to find the location of the [[portal]]s on the Elemental Planes. Everybody else wants [[gold detection]].
  
 
===Wands===
 
===Wands===
*[[Wand of death]] : [[Pestilence]] and [[Famine]] are both vulnerable to wands of death, as are other endgame baddies: the [[Wizard of Yendor]], [[air elemental]]s, [[player monster]]s, etc. (note: Do not zap [[Riders|Death]] with a wand of death.)
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*[[Wand of teleportation]] : Can be zapped (even on [[non-teleport levels]]!) at monsters or objects to make them go away. Very useful when trying to get to a high altar or get rid of air elementals. When surrounded on a [[non-teleport level]], breaking one can give you room to maneuver. Zapping a rider or its corpse will usually move it adjacent to you, but possibly adjacent in the direction you came from.
*[[Wand of teleportation]] : Can be zapped (even on [[non-teleport levels]]!) at monsters or objects to make them go away. Very useful when trying to get to a high altar or get rid of air elementals. When surrounded on a [[non-teleport level]], breaking one can give you room to maneuver.
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*[[Wand of death]] : [[Pestilence]], [[Famine]], and the [[Wizard of Yendor]] are all vulnerable to wands of death, as are other [[Endgame]] baddies: , [[air elemental]]s, [[player monster]]s, etc. (Do not zap [[Riders|Death]] with a wand of death.)
*[[Wand of secret door detection]] : Very useful for finding the secret door in [[Moloch's Sanctum]], as well as finding the portal on the [[Plane of Water]] or re-finding it on the [[Plane of Air]] if you used a cursed [[scroll of gold detection]].
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*[[Wand of digging|Wands of digging]] : You will need several wands of digging for the [[Plane of Earth]], and one to raze the doors on the [[Astral Plane]]. You could also choose to use a [[pick-axe]], but that is much too slow, and the ground there very often forms [[earth elemental]]s when dug.
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*[[Wand of secret door detection]] : Very useful for finding the [[secret door]] in [[Moloch's Sanctum]], as well as finding the portal on the [[Plane of Water]] or re-finding it on the [[Plane of Air]] if you used a cursed [[scroll of gold detection]].
 
*[[Wand of cancellation]] : Though best kept in a separate bag, the wand of cancellation can be used to uncurse a [[bag of holding]] in case of emergency.
 
*[[Wand of cancellation]] : Though best kept in a separate bag, the wand of cancellation can be used to uncurse a [[bag of holding]] in case of emergency.
*[[Wand of digging|Wands of digging]] : You will need several wands of digging for the [[Plane of Earth]]. You could also choose to use a [[pick-axe]], but the ground there very often forms [[earth elemental]]s when dug.
 
 
*[[Wand of fire|Wands of fire]] : Burn [[Elbereth]] when surrounded by nasties, or cure sliming.
 
*[[Wand of fire|Wands of fire]] : Burn [[Elbereth]] when surrounded by nasties, or cure sliming.
  
 
===Scrolls===
 
===Scrolls===
*[[Scroll of gold detection]] : You likely want four or more to discover the locations of the portals on the [[Elemental Planes]]. You could use a [[crystal ball]], but it has possible negative effects; you could use the [[Amulet of Yendor]] or aforementioned wand but it only helps if you are very close to the portal (eight squares). Cursed scrolls of gold detection will find all traps as [[$]]; this is actively useless on the [[Plane of Fire]], which is full of [[trap|fire traps]]. Confused scrolls of gold detection will detect and identify traps. Many players prefer to use gold detection when confused because traps detected in this way will not vanish from the screen once they are in sight; however, it takes a turn or more to confuse yourself (perhaps using a forgotten [[spell]] or a cursed [[unicorn horn]]), a turn to read the scroll, and a turn or more to cure confusion using a [[unicorn horn]]. It is probably better to use a cursed scroll of confuse monster or a potion of confusion, as forgotten spells can also cause stunning, which may cause many more lost turns.
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*[[Scroll of gold detection]] : You want four or more to discover the locations of the portals on the [[Elemental Planes]]. The best solution are confused scrolls of gold detection, which will detect and identify traps. However, it takes a turn or more to confuse yourself (perhaps using a forgotten [[spell]] or a cursed [[unicorn horn]]), a turn to read the scroll, and a turn or more to cure confusion using a [[unicorn horn]]. A minor improvement are a cursed [[scroll of confuse monster]] or a [[potion of confusion]], as forgotten spells can also cause stunning.
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:Cursed scrolls of gold detection will find all traps as [[$]]. This is useless on the [[Plane of Fire]], which is full of [[trap|fire traps]]. Also, traps detected as gold will vanish from the screen once they are in sight.
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You could also use a [[crystal ball]], but it freezes you for 10 turns and has possible negative effects; you could use a [[wand of secret door detection]] or the unreliable [[Amulet of Yendor]], but it only helps if you are very close to the portal (eight squares).
 
*Blessed [[scroll of remove curse]] : Can be useful to uncurse all items in main inventory. Uncursed scrolls only uncurse worn and wielded items.
 
*Blessed [[scroll of remove curse]] : Can be useful to uncurse all items in main inventory. Uncursed scrolls only uncurse worn and wielded items.
 
*Blessed [[scroll of charging]]: In case your wands run out of charges.
 
*Blessed [[scroll of charging]]: In case your wands run out of charges.
  
 
===Weapon===
 
===Weapon===
*[[Weapon]] : You likely want some weapon, unless you are a [[conduct]] player. Most players choose an [[artifact]] weapon. [[Grayswandir]], enchanted to +6 or +7, is usually considered the best and #[[twoweapon]] with a blessed [[silver saber]] makes it even better. A comprehensive discussion on [[weapon selection]] is beyond the scope of this page.
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*[[Weapon]] : You likely want some weapon, unless you are a [[conduct]] player. Most players choose an [[artifact]] weapon. [[Grayswandir]], enchanted to +6 or +7, is usually considered the best. #[[Twoweapon]] with a blessed [[silver saber]] makes it even better. A comprehensive discussion on [[weapon selection]] is beyond the scope of this page.
  
 
===Potions===
 
===Potions===
*[[Holy water]] : Used to bless items that are unblessed or cursed by the [[Wizard of Yendor]], [[lich]]es, and other foes. While there are a number of techniques for un-cursing your items, holy water is the only convenient route to re-''blessing'' items that you need to be blessed (a bag of holding, perhaps?). It is advisable to carry a good supply of holy water.
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*[[Holy water]] : Used to bless items that are unblessed or cursed by the [[Wizard of Yendor]], [[lich]]es, and other foes. While there are a number of techniques for un-cursing your items, holy water is the only convenient route to re-''blessing'' items that you need to be blessed (a bag of holding, perhaps?). It is advisable to carry at least five holy water.
*[[Potion of full healing|Potions of full healing]] : Quickly restores your hitpoints to their maximum in case of emergency. It also cures sickness, blindness, and hallucination. It is important to have a reliable way (read: a blessed [[unicorn horn]] might not be enough) to cure sickness on the Astral Plane because of the [[Riders]].
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*Blessed [[Potion of full healing|potions of full healing]] : Quickly restores your hitpoints to their maximum in case of emergency. It also cures sickness, blindness, and hallucination. A reliable way to cure sickness is vital on the Astral Plane because of the [[Riders]] (read: a blessed [[unicorn horn]] might not be enough).
  
  
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*[[Lembas wafer]]s provide 800 points of nutrition each and are eaten in 2 turns, weigh 5. Can be very effective while still running to the planes.
 
*[[Lembas wafer]]s provide 800 points of nutrition each and are eaten in 2 turns, weigh 5. Can be very effective while still running to the planes.
 
*[[Royal jelly]] found in giant [[beehive]]s provides 200 nutrition, but weighs only 2. These can actually heal you up to 20 HP at a time when eaten. Non-cursed royal jelly also increases [[strength]] by 1 and heals wounded legs. Cursed jelly never gives these effects.
 
*[[Royal jelly]] found in giant [[beehive]]s provides 200 nutrition, but weighs only 2. These can actually heal you up to 20 HP at a time when eaten. Non-cursed royal jelly also increases [[strength]] by 1 and heals wounded legs. Cursed jelly never gives these effects.
*<b>[[Blessed]]</b> [[tin]]s of [[nurse]] meat. Consuming one restores you to full hit points. A useful item for healing yourself, with some advantages and some disadvantages relative to potions of full healing. <b>First and foremost, consumption of nurse meat is [[cannibalism]] for human characters!</b> Unlike [[potions]], tins never explode or dilute, so are always safe to carry in main inventory, even in such hostile environments as the [[Plane of Fire]]. On the other hand, even a blessed tin will take two turns to heal you (one to open and one to consume), which is slower than quaffing a potion in main inventory and no faster than retrieving a potion from a bag before quaffing. A (non-cursed) homemade tin will always provide 50 nutrition, and can cause you to choke to death if you are satiated; this is never the case with a potion. Finally, a full healing potion can only restore a maximum of 400 hit points; nurse meat always restores you to your maximum, however high that is (although it is rare to attain (or need) over 400 hp without alchemy or any farming in the first place).
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*'''[[Blessed]]''' [[tin]]s of [[nurse]] meat. Consuming one restores you to full hit points. A useful item for healing yourself, with some advantages and some disadvantages relative to potions of full healing. <b>First and foremost, consumption of nurse meat is [[cannibalism]] for human characters!</b> Unlike [[potions]], tins never explode or dilute, so are always safe to carry in main inventory, even in such hostile environments as the [[Plane of Fire]]. On the other hand, even a blessed tin will take two turns to heal you (one to open and one to consume), which is slower than quaffing a potion in main inventory and no faster than retrieving a potion from a bag before quaffing. A (non-cursed) homemade tin will always provide 50 nutrition, and can cause you to choke to death if you are satiated; this is never the case with a potion. Finally, a full healing potion can only restore a maximum of 400 hit points; nurse meat always restores you to your maximum, however high that is (although it is rare to attain (or need) over 400 hp without alchemy or any farming in the first place).
  
 
==Armor combinations==
 
==Armor combinations==

Revision as of 04:49, 25 November 2010

The ascension kit is the nickname given to a set of items that are virtually required for a successful ascension. Most often, they are chosen for their attributes: reflection, magic resistance and cancellation, and similar. Most kits include: a unicorn horn, escape items, a Luck item, a source of levitation, some ranged attacks, a source of conflict, portal detection (for the Elemental Planes), and perhaps augmented attributes, either intelligence and wisdom, dexterity, or strength. Complete your ascension kit before taking on Rodney.

Common items

Armor

Cloak

You do not need an oilskin cloak if you have MC3. Instead, you can simply teleport the water monster or couatl away immediately when it wraps itself around you. You have one turn before it drowns you. Break the wand if you are stunned or confused. If you are burdened, it's your own fault - you may not get to act on that turn.

Body armor

  • Dragon scale mail, usually silver or grey : This provides either reflection or magic resistance , 9 base points of AC, and does not hinder spellcasting.

High-level Monks can hit accurately enough to nullify the -20 to-hit penalty for wearing body armor, but most Monks can get by without.

Boots

Every bit of speed helps, even if you cannot jump. You want to get through the endgame as fast as possible, without fighting much.

Gloves

  • Gauntlets of power, if not a spellcaster: they provide strength 25 (+6 to damage) and 1 point of base AC. Valkyries in particular should use gauntlets of power, since this allows them to throw Mjollnir.

Helmet

  • Helm of opposite alignment: for switching alignments at the last minute.
  • Helm of telepathy: for characters who wish to use telepathy while non-blind.
  • Helm of brilliance: does not hinder spellcasting and increases intelligence and wisdom by its enchantment, along with providing base AC 1 and protecting your head from falling rocks.
  • Elven leather helm: does not hinder spellcasting, provides base AC 1, and can be safely enchanted up to +7, giving a higher potential AC boost than any other helm. Its weight of 3 is also much less than the others 50.

Any enchanted, greased piece of headgear will do. You should grease it to help protect against mind flayer attacks.

Shield

  • Shield of reflection: If you are not wearing SDSM or an amulet of reflection, you need another source of reflection; otherwise lightning attacks can explode rings and wands, cold attacks can freeze potions, etc. The shield is a good choice for non-spellcasters, cannot rust or corrode, and provides 2 base AC.
  • Elven shield: If you already have reliable reflection from one of the other sources and are not a spellcaster, this may be a good choice. It has a base AC of 2, and can be safely enchanted to +7, making it the highest AC of any shield.
  • Small shield: Can be great for spellcasters who are wearing a robe. Provides base AC of 1, but can be safely enchanted to +5. You might also want to fireproof this wooden piece of armor.

Shirt

  • T-shirt or Hawaiian shirt, the only choices. They are nearly identical and both provide an extra piece of armor to enchant, for lower AC. Unenchanted, they provide 0 AC reduction.

Rings

Amulets

  • Amulet of life saving : If you die while wearing it, you come back with full HP instead, unless the cause of death would still kill you afterward. While not necessary, this item is quite useful. Chiefly, it lets you take on more risk in the Endgame, reducing resource consumption.
  • Amulet of reflection : Some playstyles would prefer to gain reflection via the amulet - you may wish to free the left hand for #twoweapon instead of the shield of reflection, or keep a robe to enhance spellcasting instead of a cloak of magic resistance (gaining magic resistance from GDSM instead).

Tools & miscellaneous items

Wands

Scrolls

Cursed scrolls of gold detection will find all traps as $. This is useless on the Plane of Fire, which is full of fire traps. Also, traps detected as gold will vanish from the screen once they are in sight.

You could also use a crystal ball, but it freezes you for 10 turns and has possible negative effects; you could use a wand of secret door detection or the unreliable Amulet of Yendor, but it only helps if you are very close to the portal (eight squares).

  • Blessed scroll of remove curse : Can be useful to uncurse all items in main inventory. Uncursed scrolls only uncurse worn and wielded items.
  • Blessed scroll of charging: In case your wands run out of charges.

Weapon

Potions

  • Holy water : Used to bless items that are unblessed or cursed by the Wizard of Yendor, liches, and other foes. While there are a number of techniques for un-cursing your items, holy water is the only convenient route to re-blessing items that you need to be blessed (a bag of holding, perhaps?). It is advisable to carry at least five holy water.
  • Blessed potions of full healing : Quickly restores your hitpoints to their maximum in case of emergency. It also cures sickness, blindness, and hallucination. A reliable way to cure sickness is vital on the Astral Plane because of the Riders (read: a blessed unicorn horn might not be enough).


Comestibles

  • K-ration and C-ration. Often dropped by the Yendorian military members, these rations provide 400 and 300 points of nutrition respectively, both are consumed in only one turn making this type of food very useful when facing Famine, both weigh 10.
  • Lembas wafers provide 800 points of nutrition each and are eaten in 2 turns, weigh 5. Can be very effective while still running to the planes.
  • Royal jelly found in giant beehives provides 200 nutrition, but weighs only 2. These can actually heal you up to 20 HP at a time when eaten. Non-cursed royal jelly also increases strength by 1 and heals wounded legs. Cursed jelly never gives these effects.
  • Blessed tins of nurse meat. Consuming one restores you to full hit points. A useful item for healing yourself, with some advantages and some disadvantages relative to potions of full healing. First and foremost, consumption of nurse meat is cannibalism for human characters! Unlike potions, tins never explode or dilute, so are always safe to carry in main inventory, even in such hostile environments as the Plane of Fire. On the other hand, even a blessed tin will take two turns to heal you (one to open and one to consume), which is slower than quaffing a potion in main inventory and no faster than retrieving a potion from a bag before quaffing. A (non-cursed) homemade tin will always provide 50 nutrition, and can cause you to choke to death if you are satiated; this is never the case with a potion. Finally, a full healing potion can only restore a maximum of 400 hit points; nurse meat always restores you to your maximum, however high that is (although it is rare to attain (or need) over 400 hp without alchemy or any farming in the first place).

Armor combinations

Reflection and magic resistance are considered essential properties for the end game. Other desirable properties are life saving, displacement, two weaponing (when available), magic cancellation of 3, and a slippery cloak (oilskin being the only foolproof option). The following table summarises the tradeoffs:

Body armor Cloak Amulet Shield Other Advantages Disadvantages For whom?
SDSM magic resistance life saving Gives life saving
Allows twoweaponing
Wizards, or any character who has found a cloak of magic resistance
GDSM displacement reflection Displacement
Safe switching to robe or oilskin cloak

Allows twoweaponing

No life saving
Magic cancellation of 2 instead of 3
GDSM displacement life saving reflection Gives life saving
Gives displacement

More AC from shield

No twoweaponing
Magic cancellation of 2 instead of 3
Classes that cannot do two-weapon combat: caveman, healer, priest, ranger
Rogues who want backstab damage

Genocideless conduct players who want maximum protection from ;

GDSM protection life saving reflection Maximum AC
Gives life saving

Safe switching to oilskin cloak

No displacement
No twoweaponing
Those who need AC: speed ascenders, illiterate conduct players
GDSM robe reflection Maximum spellcasting
Artifact not required
No life saving
No displacement
Those who need help casting spells: Archeologists do well with this
SDSM robe life saving MR artifact such as the Eye of Aethiopica Best spellcasting
Gives life saving
Must wish for artifact or wield Magicbane
No displacement
Classes that need help casting spells but can be powerful casters: knights especially (due to doubled magic missile damage; note they cannot obtain the Eye unless they convert themselves to neutral after the quest and wish for it)
Those willing to wish for artifacts
none robe reflection MR artifact such as the Eye of Aethiopica No body armor
Best spellcasting
Must wish for artifact
No life saving (though can use shield of reflection instead)
Monks who are not wearing body armor because of the to-hit penalty
Other quest artifacts confer MR but don't enhance spellcasting as much
none magic resistance reflection No body armor
No wishes required
No life saving
Monks who don't want to wish for an MR artifact

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