Difference between revisions of "Ascension kit"

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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, [[levitation boots]] are less desirable than [[speed boots]] or [[jumping boots]], and the [[Heart of Ahriman]] is also another option. 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]]. 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.
 
*[[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 attacked by some hostile angels. Putting on this ring will also anger your tame guardian angel, if you received one.
 
*[[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 attacked by some hostile angels. Putting on this ring will also anger your tame guardian angel, if you received one.
 
*[[Ring of slow digestion]] : Particularly handy if you are tangling with [[Famine]]. [[C-ration]]s, [[K-ration]]s, and blessed tins are alternatives, as they can both be consumed in only one turn.
 
*[[Ring of slow digestion]] : Particularly handy if you are tangling with [[Famine]]. [[C-ration]]s, [[K-ration]]s, and blessed tins are alternatives, as they can both be consumed in only one turn.

Revision as of 04:57, 11 February 2007

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, a Luck item (usually a blessed luckstone), a source of levitation, some ranged attacks, a source of conflict, portal detection (for the Elemental Planes), and augmented attributes, either intelligence and wisdom, dexterity, or strength.

Common items

Armor

Cloak

Body 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.

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

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. Intrinsic speed combined with Jump is easily the fastest.

Gloves

  • Gauntlets of power or 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.

Helmet

  • 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 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. It's weight of 3 is also much less than the others 50.
  • 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 prevent 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.

Shirt

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

Rings

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

Wands

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. 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.
  • Blessed scroll of remove curse : Can be useful to uncurse all items in main inventory. Uncursed scrolls only uncurse worn and wielded items.

Weapon

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. 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.

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
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
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