Difference between revisions of "Ascension kit"

From NetHackWiki
Jump to navigation Jump to search
(Rings: conflict doesn't anger the guardian angel as such, just makes him attack you, like any pet)
(Rings: mention teleport control for getting to stash)
Line 50: Line 50:
 
*[[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.
 
*[[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.
 
*[[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 all 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 all 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 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.
  

Revision as of 21:04, 29 September 2008

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 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

  • 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.

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. Valkyries in particular should use gauntlets of power, since this allows them to throw Mjollnir.

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.
  • 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 wizards 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.

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, unless the cause of death would still kill you afterward, you come back with full HP. While not necessary this item is quite useful.
  • 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).

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 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 a good supply of holy water.
  • 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.


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. This is the best possible way to heal your maximum hitpoints. Unlike potions, tins never explode or dilute. Blessed tins always open in one turn and nurse meat restores your maximum HP (it actually takes two turns to consume a blessed tin, one to open and one to eat). These tins are ideal in places where many fire traps are present (Plane of Fire). A (non-cursed) homemade tin will always provide 50 nutrition. Human characters beware! This is cannibalism

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 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; note they cannot obtain the Eye)

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

This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.