Ascension kit
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. The most common kit includes Magic Resistance, Magic Cancellation, Reflection, Very Fast speed, a unicorn horn, blessed luck item, levitation, ranged attack, conflict, and augmented attributes, either intelligence and wisdom, dexterity, or strength. You also need the ability to find portals on the elemental planes, means to uncurse items, and some escape items.
Contents
Common items
Armor
- Dragon scale mail, usually silver or grey : This provides either magic resistance or reflection, 9 base points of AC, and does not hinder spellcasting.
- 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.
- Gauntlets of power or dexterity : Gauntlets of power provide strength 25 (+6 to damage) and 2 points 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.
- 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.
- Helm of brilliance or Elven Leather Helm : Helm of Brilliance does not hinder spellcasting and increases Intelligence and Wisdom by its enchantment, along with providing base AC 2 and protecting your head from falling rocks. Elven leather helms do not hinder spellcasting, provide base AC 1, and can be safely enchanted up to +7, giving them a higher potential AC boost than any other helm.
- Shield of reflection or amulet of reflection : If you are not wearing SDSM, you want some 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. The amulet takes up a useful slot where lifesaving could go, but confident players often choose this option.
- Oilskin cloak or at least grease: Water monsters such as giant eels can drown you by wrapping around you. Even if you have genocided all ';', couatls 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. You may also wish to grease your helmet to help prevent against mind flayer attacks.
Rings
- Ring of levitation : Players must be levitating or flying to move usefully on the plane of Air. The potion of levitation is unreliable, levitation boots are less desirable than speed boots or jumping boots, and the Heart of Ahriman is not worth keeping around just for this plane. 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.
- Ring of slow digestion : Particularly handy if you are tangling with Famine. C-rations and K-rations are alternatives, as they can both be consumed in only one turn.
- 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.
- 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
- 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.
Tools & miscellaneous items
- Blessed unicorn horn : Can be invoked to cure sickness caused by Pestilence, not to mention all of the status ailments you might pick up otherwise.
- Blessed luckstone : Or a blessed Quest Artifact that acts as a luckstone (for example, the Tsurugi of Muramasa).
Wands
- Wand of death : Pestilence and Famine are both vulnerable to wands of death, as are other endgame baddies: the Wizard of Yendor, air elementals, player monsters, etc. (note: Do not zap Death with a wand of death.)
- 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.
- 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.
- 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 elementals when digged.
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 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.
- Blessed scroll of remove curse : Can be useful to uncurse all items in main inventory. Uncursed scrolls only uncurse worn and wielded items.
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. A comprehensive discussion on weapon selection is beyond the scope of this page.
Potions
- Holy water : Used to bless items that are unblessed or cursed by Rodney, liches, and other foes.
- Potions of full healing : Quickly restores your hitpoints to their maximum in case of emergency.
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 |
Switching to oilskin cloak is dangerous | Wizards, because they start with a cloak of magic resistance | |||
GDSM | displacement | reflection | Gives displacement Safe switching to oilskin cloak |
No life saving Magic cancellation of 2 instead of 3 | ||||
GDSM | displacement | life saving | reflection | Gives life saving Gives displacement |
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 | ||
GDSM | protection | life saving | reflection | Maximum AC Gives life saving |
No displacement No twoweaponing |
Those who need AC: speed ascenders, illiterate conduct players | ||
SDSM | robe | life saving | MR artifact | Best spellcasting Gives life saving |
Must wish for or wield (Magicbane) artifact No displacement |
Classes that need help casting spells but can be powerful casters: knights especially (due to doubled magic missile damage) Those willing to wish for artifacts | ||
none | robe | reflection | 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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