Ascension kit

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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, 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

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, 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.
  • Oilskin cloak or at least grease: Water monsters such as giant eels can drown you by wrapping around you. Even if you have genocided ;, 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

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, it's hard to argue with this as a useful item.

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

Weapon

  • 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.

Potions

Armor combinations

Reflection and magic resistance are considered essential properties for the end game. Other desirable properties are life saving, displacement, twoweaponing (when avavailable), 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 Advantages Disadvantages
SDSM magic resistance life saving Gives life saving

Allows twoweaponing

Switching to oilskin cloak is dangerous
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

GDSM protection life saving reflection Maximum AC

Gives life saving
Safe switching to oilskin cloak

No displacement

No twoweaponing

SDSM robe life saving MR artifact Best spellcasting

Gives life saving

Must wish for or wield (Magicbane) artifact

No displacement