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.
At the outside, 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 enchanted up to +5; elven equipment and cornuthaums may be enchanted to +7. 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 if and only if you already have magic resistance.
- 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; gloves of dexterity for spellcaster.
- Speed boots or jumping boots; water walking boots in a bag.