Difference between revisions of "Ascension kit"

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(Added explanations of why and wands of teleport. Will work on more later, still needs more items.)
(I think that covers most of it.)
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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 Cancellation, and similar. The most common AK includes MR, MC3, [[Reflection]], Very Fast speed, a [[unihorn]], blessed luckitem, levitation, [[daggers|capability to attack at a range]], conflict, and augmented stats, either Int and Wis, Dex, or Str.
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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 Cancellation, and similar. The most common AK includes MR, MC3, [[Reflection]], Very Fast speed, a [[unihorn]], blessed luckitem, levitation, [[daggers|capability to attack at a range]], conflict, and augmented stats, either Int and Wis, Dex, or Str. You also need some way to find the portals on the [[elemental planes]], and some way to uncurse items.
  
 
Common items include:
 
Common items include:
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*[[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, &c. 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.  
 
*[[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, &c. 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.  
 
*[[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 generally 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 levitation]] : Players must be levitating or flying to move usefully on the [[plane of Air]]. The [[potion of levitation]] is unreliable, [[levitation boots]] are generally 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.
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*[[Ring of conflict]] : Makes monsters fight each other instead of you.
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*[[Ring of slow digestionn]] : Particularly handy if you are tangling with [[Famine]]. [[C-rations]] are also an alternative, as they can be consumed in only one turn.
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*[[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]].
 
*[[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, it's hard to argue with this as a useful item.
 
*[[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, it's hard to argue with this as a useful item.
 
*Blessed [[luck|luckstone]] : Or a blessed Quest Artifact that acts as a luckstone (for example, the [[Tsurugi of Muramasa]].
 
*Blessed [[luck|luckstone]] : Or a blessed Quest Artifact that acts as a luckstone (for example, the [[Tsurugi of Muramasa]].
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*[[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, &c. (note: Do not zap [[Death]] with a wand of death.)
 
*[[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, &c. (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 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.
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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]].
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*[[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 confused gold detection because traps detected in this way will not vanish from the screen once they are in sight; however, 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 unconfuse ([[unicorn horn]]) are required.
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*[[Weapon]] : You likely want some weapon, unless you are a [[conduct]] player. While [[RGRN]] tells of a barbarian ascended wielding nothing but a chest, most players choose an [[artifact]] weapon --- [[Grayswandir]] usually considered the best --- enchanted to +6 or +7. [[Weapon selection]] is outside the scope of this page.
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*[[Holy water]] : Used to re-bless items that are un-blessed or cursed by [[Rodney]], [[lich]]es, and other foes.
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*Blessed [[scroll of remove curse]] : Can be useful to uncurse all items in main inventory. Uncursed scolls only uncursed worn and wielded items.
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*[[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.
  
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There are likely other items that belong here as well, please edit this page and add them if you believe something is missing.
  
{{stub|More AK items needed}}
 
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Revision as of 19:17, 10 July 2006

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 AK includes MR, MC3, Reflection, Very Fast speed, a unihorn, blessed luckitem, levitation, capability to attack at a range, conflict, and augmented stats, either Int and Wis, Dex, or Str. You also need some way to find the portals on the elemental planes, and some way to uncurse items.

Common items include:

  • 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, MC3, and 1 base point of AC.
  • Robe : Provides enhanced spellcasting, MC3, and 2 base points of AC. Commonly combined with GDSM and an amulet of reflection, or SDSM and a quest artifact that provides MR.
  • 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, &c. 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.
  • 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 generally 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 digestionn : Particularly handy if you are tangling with Famine. C-rations are also an alternative, as they can 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.
  • 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, it's hard to argue with this as a useful item.
  • Blessed luckstone : Or a blessed Quest Artifact that acts as a luckstone (for example, the Tsurugi of Muramasa.
  • 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.
  • 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, &c. (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.
  • 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 confused gold detection because traps detected in this way will not vanish from the screen once they are in sight; however, 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 unconfuse (unicorn horn) are required.
  • Weapon : You likely want some weapon, unless you are a conduct player. While RGRN tells of a barbarian ascended wielding nothing but a chest, most players choose an artifact weapon --- Grayswandir usually considered the best --- enchanted to +6 or +7. Weapon selection is outside the scope of this page.
  • Holy water : Used to re-bless items that are un-blessed or cursed by Rodney, liches, and other foes.
  • Blessed scroll of remove curse : Can be useful to uncurse all items in main inventory. Uncursed scolls only uncursed worn and wielded items.
  • 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.

There are likely other items that belong here as well, please edit this page and add them if you believe something is missing.