Difference between revisions of "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 [[magic cancellation|cancellation]], and similar. Most kits include: a [[unicorn horn]], [[escape item]]s, a [[Luck]] item, a source of [[levitation]], some [[ranged attack]]s, a source of [[ring of conflict|conflict]], [[portal detection methods|portal detection]] (for the [[Elemental Planes]]).
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The '''ascension kit''' is the nickname given to a set of items that are virtually required for a successful [[ascension]] in ''[[NetHack]]''. Most often, they are chosen for their attributes: [[reflection]], [[magic resistance]] and [[magic cancellation|cancellation]], and similar. Most kits include: a [[unicorn horn]], [[escape item]]s, a [[luck]] item, a source of [[levitation]], some [[ranged attack]]s, a source of [[ring of conflict|conflict]], [[portal detection methods|portal detection]] (for the [[Elemental Planes]]).
Complete your ascension kit before taking on the [[Wizard of Yendor]].  
 
  
This page contains some common suggestions for ascension kit components. You will not need everything on this page (many of the items listed are mutually exclusive), but unless attempting an unofficial [[conduct]], you should make sure that you cover all the major attribute listed above in the items you select.
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This page contains some common suggestions for ascension kit components. You will not need everything on this page, and many of the items listed are mutually exclusive, but unless you are attempting an unofficial [[conduct]], you should make sure that you collect items to cover all the major attributes listed above, and should also complete your ascension kit before taking on the [[Wizard of Yendor]].  
  
 
==Common items==
 
==Common items==
 
===Armor===
 
===Armor===
 
 
====Cloak====
 
====Cloak====
 
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*[[Cloak of magic resistance]]: Provides [[magic resistance]], [[magic cancellation]] 1, and 1 AC. Magic resistance is necessary in the endgame, and the quest artifact is unreliable as the Wizard may steal it.
*[[Cloak of magic resistance]]: Provides [[magic resistance]], [[magic cancellation]] 1, and 1 base point of AC. Magic resistance is necessary in the endgame, and the quest artifact is unreliable as the Wizard may steal it.
 
 
*[[Cloak of displacement]]: Provides [[displacement]], [[magic cancellation|MC]]1 and 1 AC. Displacement helps keep you from being surrounded by making monsters waste moves attacking empty space.
 
*[[Cloak of displacement]]: Provides [[displacement]], [[magic cancellation|MC]]1 and 1 AC. Displacement helps keep you from being surrounded by making monsters waste moves attacking empty space.
 
*[[Robe]]: Provides enhanced spellcasting, [[magic cancellation|MC]]2, and 2 AC. Commonly combined with [[GDSM]] and an [[amulet of reflection]], or [[SDSM]] and a wished-for [[quest artifact]] that provides [[magic resistance]].
 
*[[Robe]]: Provides enhanced spellcasting, [[magic cancellation|MC]]2, and 2 AC. Commonly combined with [[GDSM]] and an [[amulet of reflection]], or [[SDSM]] and a wished-for [[quest artifact]] that provides [[magic resistance]].
 
*[[Cloak of protection]]: Gives [[magic cancellation|MC3]] by itself, and 3 AC, but does not provide the special benefits of the above cloaks. Should be [[erodeproof]]ed to protect its natural AC bonus.
 
*[[Cloak of protection]]: Gives [[magic cancellation|MC3]] by itself, and 3 AC, but does not provide the special benefits of the above cloaks. Should be [[erodeproof]]ed to protect its natural AC bonus.
*[[Oilskin cloak]]: Renders you immune to drowning attacks, however, carrying escape items such as a [[wand of cold]] or [[wand of teleportation]] will largely mitigate this risk.
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*[[Oilskin cloak]]: Renders you immune to drowning attacks on the [[Plane of Water]] (in other places, simply do not stand next to water until you have verified all the eels are dead); however, carrying escape items such as a [[wand of cold]] or [[wand of teleportation]] will largely mitigate this risk.
  
 
If you have magic resistance and reflection, any cloak is good enough. Greasing the cloak will protect from grabbing and drowning attacks until the grease wears off.
 
If you have magic resistance and reflection, any cloak is good enough. Greasing the cloak will protect from grabbing and drowning attacks until the grease wears off.
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====Body armor====
 
====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. [[Yellow dragon scale mail]] is another lesser possibility, as it provides an acid resistance which cannot be gained intrinsically.
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[[Dragon scale mail]], usually silver or grey: This provides either reflection or magic resistance, 9 base points of [[AC]], and does not hinder spellcasting. [[Yellow dragon scale mail]] is another lesser possibility as it provides [[acid resistance]], which cannot be gained intrinsically.
  
High-level [[Monk]]s can hit accurately enough to overcome the −20 to-hit penalty for wearing body armor, but most Monks can get by without.
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High-level [[Monk]]s with high Luck can hit accurately enough to overcome the −20 to-hit penalty for wearing body armor.
  
 
====Boots====
 
====Boots====
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For characters who lack access to either spell, extrinsic speed is generally more useful than the ability to jump, which requires clear paths through monster hordes, and conveys no combat advantage.
 
For characters who lack access to either spell, extrinsic speed is generally more useful than the ability to jump, which requires clear paths through monster hordes, and conveys no combat advantage.
  
[[Water walking boots]] are guaranteed in [[Vlad's Tower]] and can be swapped in to easily dilute potions and scrolls  
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[[Water walking boots]] are guaranteed in [[Vlad's Tower]], and can be swapped with other boots to easily dilute potions and scrolls.
  
 
====Gloves====
 
====Gloves====
*[[Gauntlets of power]], if not a spellcaster: They provide strength 25 (+6 to damage) and 1 point of base AC. Valkyries in particular can benefit from gauntlets of power, since this allows them to throw [[Mjollnir]] and catch it again.  
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*[[Gauntlets of power]] for non-spellcasters: They provide strength 25 (+6 to damage) and 1 point of base AC. Valkyries in particular can use them to throw [[Mjollnir]] and catch it again.  
  
* [[Gauntlets of dexterity]] or [[leather gloves]] for spellcasters because you might need to wield a [[cockatrice]] corpse.<!-- In any case you'll want gloves to avoid the YASD of touching one while blind. No. Just use 'm'.--> The [[dexterity]] bonus does not matter much if you are at your racial maximum, unless you are a monk with a &minus;20 [[To-hit#Dexterity_bonus|to-hit]] penalty from body armor.
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* [[Gauntlets of dexterity]] or [[leather gloves]] for spellcasters: Either is fine for scenarios where you might need to handle a [[footrice]] corpse. The [[dexterity]] bonus does not matter much if you are at your racial maximum, unless you are a monk with a &minus;20 [[To-hit#Dexterity bonus|to-hit]] penalty from body armor.
  
It's likely that you've found a pair of well-enchanted leather gloves at this point. Neither gauntlets of power or gauntlets of dexterity are absolutely essential, so consider keeping what you have rather than wishing for magical gloves.
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Neither gauntlets of power or gauntlets of dexterity are absolutely essential - if you have already found a pair of well-enchanted leather gloves, they will suffice.
  
 
====Helmet====
 
====Helmet====
 
 
*[[Helm of opposite alignment]]: For switching alignments on the Astral Plane, or reducing the effect of the [[mysterious force]].
 
*[[Helm of opposite alignment]]: For switching alignments on the Astral Plane, or reducing the effect of the [[mysterious force]].
 
*[[Helm of telepathy]]: Gives a limited range of telepathy when not blind.
 
*[[Helm of telepathy]]: Gives a limited range of telepathy when not blind.
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*[[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.
 
*[[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.
  
Any enchanted piece of headgear will do. You should grease it if possible to help protect against [[mind flayer]] attacks.
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Any sufficiently enchanted piece of headgear will do; you should grease it if possible to help protect against [[mind flayer]] attacks.
  
 
====Shield====
 
====Shield====
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*[[Shield of reflection]]: If you are not wearing [[SDSM]] or an [[amulet of reflection]], the shield is an ideal choice for protecting your inventory from ray attacks. The shield of reflection is a good choice for non-spellcasters, cannot rust or corrode, and provides 2 base AC.
  
*[[Shield of reflection]]: If you are not wearing [[SDSM]] or an [[amulet of reflection]], you need another source of reflection; otherwise, your inventory will be exposed to ray attacks. The shield is a good choice for non-spellcasters, cannot rust or corrode, and provides 2 base AC.
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*[[Elven shield]]: If you already have reliable reflection from one of the other above 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, giving it the highest generally feasible AC of any shield. It is also the lightest shield out of those with base AC 2.
 
 
*[[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, giving it the highest generally feasible AC of any shield. It is also the lightest shield out of those with base AC 2.
 
  
 
*[[Small shield]]: Provides 1 base AC, but does not penalize spellcasting as much as other shields.
 
*[[Small shield]]: Provides 1 base AC, but does not penalize spellcasting as much as other shields.
  
 
====Shirt====
 
====Shirt====
 
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*A [[T-shirt]] or [[Hawaiian shirt]] - they are identical in practical terms and lack AC of their own, but both provide an extra piece of armor to enchant for lower AC.
*[[T-shirt]] or [[Hawaiian shirt]], the only choices. They are, in practical terms, identical and both provide an extra piece of armor to enchant, for lower AC. Unenchanted, they provide 0 AC reduction.
 
  
 
===Rings===
 
===Rings===
*[[Ring of conflict]]: Makes monsters fight each other instead of you. A minor disadvantage is that the pet guardian [[angel]] on the [[Astral Plane]] will be replaced with some hostile angels if you arrive wearing the ring, or wear it in its presence. (But they will probably fight each other, and the guardian angel isn't a good pet at this point anyway.)
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*[[Ring of conflict]]: Makes monsters fight each other instead of you. A minor disadvantage is that the pet guardian [[angel]] on the [[Astral Plane]] will be replaced with some hostile angels if you arrive wearing the ring or wear it in its presence - but they will probably fight each other, and the guardian angel isn't a good pet at this point anyway.
*[[Ring of levitation]]: Players must be levitating or flying to move usefully on the [[Plane of Air]]. A single ''blessed'' [[potion of levitation]] will carry you through the [[endgame]]. [[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. However, the ring of levitation is the quickest and most convenient option.
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*[[Ring of levitation]]: Players must be levitating or flying to move reliably on the [[Plane of Air]], and the ring is the quickest and most convenient option; levitation is also helpful (but not necessary) on the [[Plane of Fire]]. A single ''blessed'' [[potion of levitation]] will carry you through the [[endgame]] if you lack this specific ring.
*[[Ring of free action]]: Prevents paralysis from a number of sources. Not the same as [[sleep resistance]].  
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*[[Ring of free action]]: Prevents paralysis from a number of sources.
*[[Ring of teleport control]] or other source of [[teleport control]]: If you have [[teleportitis]], very important. Can be used to teleport between staircases on the the ascension run, and is also convenient for easy [[level teleportation]].
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*[[Ring of teleport control]] or other source of [[teleport control]]: Very important if you have [[teleportitis]], and can be used to teleport between staircases on the the ascension run. It is also convenient for easy [[level teleportation]].
  
 
===Amulets===
 
===Amulets===
*[[Amulet of life saving]]: If you die while wearing it, you come back with full [[HP]] instead, unless the cause of death would still kill you afterward. While not necessary, this item is quite useful. Chiefly, it lets you take on more risk in the Endgame, reducing resource consumption. It also provides limited protection against [[YASD]] from overconfidence, inattentiveness, typos, and other gameplay blunders.
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*[[Amulet of life saving]]: If you die while wearing it, you come back with full [[HP]] instead, unless the cause of death would still kill you afterward. While not necessary, this item is quite useful - chiefly, it lets you take on more risk in the Endgame, reducing resource consumption. It also provides limited protection against [[YASD]]s from overconfidence, inattentiveness, typos, and other gameplay blunders.
*[[Amulet of reflection]]: Some playstyles would prefer to gain reflection via the amulet&mdash;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 [[GDSM]] instead).
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*[[Amulet of reflection]]: Some playstyles prefer to gain reflection via the amulet&mdash;you may wish to free the left hand for #twoweapon instead of the shield of reflection, or keep a robe to enhance spellcasting while wearing [[GDSM]] for magic resistance.
 
*[[Amulet of magical breathing]]: Without some way to cross the [[Plane of Water]], you're at the mercy of the bubbles' random movement. Self-[[polymorph]] is a potential(ly risky) alternative. Not recommended without an [[oilskin sack]] to protect your scrolls and potions.
 
*[[Amulet of magical breathing]]: Without some way to cross the [[Plane of Water]], you're at the mercy of the bubbles' random movement. Self-[[polymorph]] is a potential(ly risky) alternative. Not recommended without an [[oilskin sack]] to protect your scrolls and potions.
  
 
===Tools===
 
===Tools===
 
*Blessed [[unicorn horn]]: Can be applied to cure [[sickness]] caused by [[Pestilence]], not to mention all of the status [[ailment]]s you might pick up otherwise. An absolute must.
 
*Blessed [[unicorn horn]]: Can be applied to cure [[sickness]] caused by [[Pestilence]], not to mention all of the status [[ailment]]s you might pick up otherwise. An absolute must.
*[[Towel]] or [[blindfold]]: Put one of these on to become [[blind]] and use intrinsic telepathy if you have it. It lets you avoid [[stun]]ning from [[Archon]]s. It's a good idea to [[bless]] your towel or blindfold as an extra layer of protection against cursing.
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*[[Towel]] or [[blindfold]]: Put one of these on to [[blind]] yourself for using intrinsic telepathy if you have it, or avoiding blinding and [[stun]]ning from [[Archon]]s. It's a good idea to [[bless]] your towel or blindfold as an extra layer of protection against cursing.
*A [[tooled horn]], [[bugle]] or [[leather drum]] will cause monsters to flee from you, which is useful to scare off low MR monsters in the endgame, such as the [[sea monster|sea monsters]] in the [[Plane of Water]] or the [[air elementals]] in the [[Plane of Air]].
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*[[Tooled horn]], [[bugle]] or [[leather drum]]: Any of these instruments can cause monsters to flee from you, which is useful to scare off low MR monsters in the endgame, such as the [[sea monster]]s in the [[Plane of Water]] or the [[air elemental]]s in the [[Plane of Air]].
 
*7 [[candle]]s: These must be attached to the [[Candelabrum]] as part of the [[Invocation Ritual]].
 
*7 [[candle]]s: These must be attached to the [[Candelabrum]] as part of the [[Invocation Ritual]].
*[[Can of grease]] in case you need to re-grease your headgear or cloak after a mind flaying or drowning attack.
 
 
*[[Crystal ball]], mostly only if [[illiterate]]: Apply it (while engulfed) to find the location of the [[portal]]s on the Elemental Planes. Others normally use [[gold detection]].
 
*[[Crystal ball]], mostly only if [[illiterate]]: Apply it (while engulfed) to find the location of the [[portal]]s on the Elemental Planes. Others normally use [[gold detection]].
*A [[container]] for storing your things: [[sack]], [[oilskin sack]], [[bag of holding]] if you are experiencing weight problems.
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*[[Sack]], [[oilskin sack]], [[bag of holding]]: To protect items from inventory damage. The bag of holding is the most desirable since it reduces weight.
*[[Magic marker]]s if you have any left.
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*[[Magic marker]]s: If you have any left, keep them around to write extra/emergency scrolls.
*A [[light source]], mostly for [[jumping]] on the Astral Plane. To fully make use of Skilled or Expert jumping spell, you will need the [[Candelabrum]]; otherwise any [[lamp]] will suffice. Make sure you have one that's not low on oil.
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*[[Light source]]: If you plan to [[jump]] on the Astral Plane, you will need one. The [[Candelabrum]] is ideal to maximize casting the spell at Skilled or Expert; otherwise, any oil-filled [[lamp]] will suffice.
  
 
===Wands===
 
===Wands===
*[[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. When surrounded on a [[non-teleport level]], breaking one can give you room to maneuver. Zapping a rider or its corpse will usually move it adjacent to you, but possibly adjacent in the direction you came from.
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*[[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. When surrounded on a [[non-teleport level]], breaking one can give you room to maneuver. Zapping a Rider or its corpse will usually move it adjacent to you, but possibly adjacent in the direction you came from.
*[[Wand of death]]: [[Pestilence]], [[Famine]], and the [[Wizard of Yendor]] are all vulnerable to wands of death, as are other [[Endgame]] baddies: [[air elemental]]s, [[player monster]]s, etc. (Do not zap [[Riders|Death]] with a wand of death.)
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*[[Wand of death]]: [[Pestilence]], [[Famine]], and the [[Wizard of Yendor]] are all vulnerable to wands of death, as are other [[Endgame]] baddies - air elementals, [[player monster]]s, etc. '''''Do not''''' zap [[Death (monster)|Death]] with a wand of death.
*[[Wand of digging|Wands of digging]]: You will need several wands of digging for the [[Plane of Earth]], and one to raze the doors on the [[Astral Plane]]. You could also use a [[pick-axe]], but that is much too slow, and the ground there very often forms [[earth elemental]]s when dug. You may need fewer wands if you have the spell of digging.
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*[[Wand of digging|Wands of digging]]: You will need several wands of digging for the [[Plane of Earth]], and one to raze the doors on the [[Astral Plane]]. [[Pick-axe]]s are much too slow, and the ground there very often forms [[earth elemental]]s when dug. You may need fewer wands if you have the spell of digging.
*[[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 finding it again on the [[Plane of Air]] if you used a cursed [[scroll of gold detection]].
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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 finding it again on the [[Plane of Air]] if you used a cursed [[scroll of gold detection]].
*[[Wand of cancellation]]: Best kept in a separate bag, it can be used to uncurse a [[bag of holding]] or create blank scrolls and potions of water in an emergency.
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*[[Wand of cancellation]]: Best kept in a separate bag, it can be used to uncurse a [[bag of holding]] or create blank scrolls and potions of water in an emergency. Can also cancel annoying monsters like [[disenchanter]]s or [[energy vortices]].
 
*[[Wand of fire|Wands of fire]]: Burn [[Elbereth]] when surrounded by nasties, or cure sliming.
 
*[[Wand of fire|Wands of fire]]: Burn [[Elbereth]] when surrounded by nasties, or cure sliming.
*[[Wand of wishing]] if it still has charges&mdash;and as long as it still exists, it has at least [[wresting|one]] (unless it has been [[cancel|cancelled]]).
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*[[Wand of wishing]]: As long as it has charges (and it will always have at least [[wresting|one]] unless it has been [[cancel]]led), keep it around in case you need any of the other listed items.
*[[Wand of cancellation]]: Very dangerous, but useful for blanking scrolls and making water on short notice. Can also cancel annoying monsters like [[disenchanter|disenchanters]] or [[energy vortex|energy vortices]].
 
  
 
===Scrolls===
 
===Scrolls===
*[[Scroll of gold detection]]: You want four or more to discover the locations of the portals on the [[Elemental Planes]]. The best solution is to read a scroll of gold detection while confused, which will detect and identify traps. However, it takes a turn to read the scroll, and another turn or more to cure confusion using a [[unicorn horn]]. [[Confusion]] usually comes from a forgotten [[spell]], which takes no game-time but can [[stun]] you, or a cursed [[scroll of confuse monster]], a [[potion of confusion]], or a cursed [[unicorn horn]].
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*[[Scroll of gold detection]]: You want four or more to discover the locations of the portals on the Elemental Planes. The best solution is to read a scroll of gold detection while [[confused]], which will detect and identify traps. However, it takes a turn to read the scroll, and another turn or more to cure confusion using a [[unicorn horn]]. Confusion usually comes from a forgotten [[spell]], which takes no game-time but can [[stun]] you, or a cursed [[scroll of confuse monster]], a [[potion of confusion]], or a cursed [[unicorn horn]].
: Cursed scrolls of gold detection show all traps as [[$]]. This is useless on the [[Plane of Fire]], which is full of [[trap|fire traps]]. Also, traps detected as gold will vanish from the screen once they are in sight.
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** Cursed scrolls of gold detection show all traps as [[$]]. This is useless on the Plane of Fire, which is full of [[trap|fire traps]]. Also, traps detected as gold will vanish from the screen once they are in sight.
: You could also use a [[crystal ball]], but it freezes you for d10 turns and has possible negative effects; you could use a [[wand of secret door detection]] or the unreliable [[Amulet of Yendor]], but it only helps if you are within eight squares of the portal.
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** You could also use a [[crystal ball]], but it freezes you for d10 turns and has possible negative effects; you could use a [[wand of secret door detection]] or the unreliable [[Amulet of Yendor]], but it only helps if you are within eight squares of the portal.
 
*Blessed [[scroll of remove curse]]: Can be useful to uncurse all items in main inventory. Uncursed scrolls only uncurse worn and wielded items.
 
*Blessed [[scroll of remove curse]]: Can be useful to uncurse all items in main inventory. Uncursed scrolls only uncurse worn and wielded items.
 
*Blessed [[scroll of charging]]: In case your wands run out of charges.
 
*Blessed [[scroll of charging]]: In case your wands run out of charges.
*[[Scroll of scare monster]]: An excellent single-turn panic button that works against nearly all monsters. Tip it out of a container or your bag of holding. Since Elbereth no longer works in Gehennom, it is the best defense against a gated [[Demogorgon]].
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*[[Scroll of scare monster]]: An excellent single-turn panic button that works against nearly all monsters. Tip it out of a container or your bag of holding. Since Elbereth does not work in [[Gehennom]], it is the best defense against a gated [[Demogorgon]].
*[[Scroll of blank paper|Scrolls of blank paper]] of assorted [[BUC]], to go with [[magic marker]]s.
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*Cursed [[scroll of genocide]]: Can be used to create cockatrices, which can be killed for their corpses to use as good weapons on the Astral Plane or the Sanctum, or else killing the [[Wizard of Yendor]] in a pinch.
 
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*[[Scroll of blank paper|Scrolls of blank paper]]: To write scrolls with your magic markers, ideally of assorted [[BUC]].
  
 
===Weapon===
 
===Weapon===
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===Potions===
 
===Potions===
*[[Holy water]]: Used to bless items that are unblessed or cursed by the [[Wizard of Yendor]], [[lich]]es, 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 (such as a [[bag of holding]]). It is advisable to carry at least five holy water in your bag.
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* [[Holy water]]: Used to bless items that are unblessed or cursed by the [[Wizard of Yendor]], [[lich]]es, 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 (such as a [[bag of holding]]). It is advisable to carry at least five holy water in your bag.
*Blessed [[Potion of full healing|potions of full healing]]: Quickly restores your hitpoints by a large amount in case of emergency. It also cures sickness, blindness, and hallucination. A reliable way to cure sickness is vital on the Astral Plane because of the [[Riders]] (read: a blessed [[unicorn horn]] might not be enough).
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* Blessed potions of {{! of|full healing}}: Quickly restores your hit points by a large amount in case of emergency. It also cures sickness, blindness, and hallucination. A reliable way to cure sickness is vital on the Astral Plane because of the [[Riders]] (read: a blessed [[unicorn horn]] might not be enough).
*[[Potion of paralysis|Potions of paralysis]]: You may [[wield]] the potion and attack in melee against Riders, none of whom resist paralysis. You will need free action to avoid paralyzing yourself.
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* Cursed [[potion of gain level]]: Lets you instantly escape from Moloch's Sanctum after grabbing the Amulet of Yendor, and can bypass certain other levels on the ascension run. The potion can also confirm if you have the real Amulet of Yendor: quaffing it with the real Amulet brings you to the Elemental Planes, and will otherwise print a message with no effect.
**A thrown potion has a (Dex/25) chance to hit, which is an appealing option for characters with extremely high dexterity. You will not paralyze yourself unless the target is adjacent. Consider that a death ray has a 65% chance to hit [[Famine]] and [[Pestilence]].
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* [[Potion of paralysis|Potions of paralysis]]: You may [[wield]] the potion and attack in melee against Riders, none of whom resist paralysis. You will need free action to avoid paralyzing yourself.
*[[Potion of speed]]: Gives temporary extrinsic speed, excellent for characters without speed boots. Save them for critical end game areas such as the [[Sanctum]], [[Plane of Air]], and the [[Astral Plane]].
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** A thrown potion has a {{frac|Dex|25}} chance of hitting its target, which is an appealing option for characters with extremely high dexterity. You will not paralyze yourself unless the target is adjacent. Consider that a death ray has a {{frac|13|20}} chance of hitting [[Famine]] and [[Pestilence]].
*Blessed [[potion of monster detection]]: More powerful than extrinsic telepathy. Useful for locating Riders without blinding yourself.
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* [[Potion of speed]]: Gives temporary extrinsic speed, excellent for characters without speed boots. Save them for critical end game areas such as the [[Sanctum]], [[Plane of Air]], and the [[Astral Plane]].
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* Blessed [[potion of monster detection]]: More powerful than extrinsic telepathy, and useful for locating Riders without blinding yourself.
  
 
===Comestibles===
 
===Comestibles===
*[[K-ration]]s and [[C-ration]]s: 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.
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*[[K-ration]]s and [[C-ration]]s: Often dropped by the [[Yendorian Army]], these rations provide 400 and 300 points of nutrition respectively. Both weigh only 10 units and are consumed in only one turn, making them very useful when facing Famine.
*[[Lembas wafer]]s provide 800 points of nutrition each and are eaten in 2 turns, weigh 5. Can be very effective while still running to the planes.
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*[[Lembas wafer]]s provide 600-1000 points of nutrition each (depending on [[race]]), are eaten in 2 turns, and only weigh 5 units; they can be very effective while still running to the Planes.
*[[Royal jelly]] found in giant [[beehive]]s 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 decreases strength and does not heal wounded legs.
+
*[[Royal jelly]] found in giant [[beehive]]s provides 200 nutrition, but weighs only 2 units and can 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 decreases strength and does not heal wounded legs).
*'''[[Blessed]]''' [[tin]]s of [[nurse]] meat. Consuming one restores you to full hit points. A useful item for healing yourself, with some advantages and some disadvantages relative to potions of full healing. <b>First and foremost, consumption of nurse meat is [[cannibalism]] for human characters!</b> Unlike [[potions]], tins never explode or dilute, so are always safe to carry in main inventory, even in such hostile environments as the [[Plane of Fire]]. On the other hand, even a blessed tin will take two turns to heal you (one to open and one to consume), which is slower than quaffing a potion in main inventory and no faster than retrieving a potion from a bag before quaffing. A (non-cursed) homemade tin will always provide 50 nutrition, and can cause you to choke to death if you are satiated; this is never the case with a potion. Finally, a full healing potion can only restore a maximum of 400 hit points; nurse meat always restores you to your maximum, however high that is (although it is rare to attain or need over 400 hp without alchemy or any farming in the first place).
+
*'''[[Blessed]]''' [[tin]]s of [[nurse]] meat: Consuming one restores you to full hit points, with some advantages and some disadvantages relative to potions of full healing.
*[[Lizard corpse]]s: For curing [[stoning]]. Nullifies the effect of the [[new moon]] when carried in open inventory.
+
**<b>First and foremost, consumption of nurse meat is [[cannibalism]] for human characters!</b>
 +
**Unlike [[potions]], tins never explode or dilute, so are always safe to carry in main inventory, even in such hostile environments as the Plane of Fire. On the other hand, even a blessed tin will take two turns to heal you (one to open and one to consume), which is slower than quaffing a potion in main inventory and no faster than retrieving a potion from a bag before quaffing.
 +
**A non-cursed homemade tin will always provide 50 nutrition, and can cause you to choke to death if you are satiated; this is never the case with a potion.
 +
**Finally, a full healing potion can only restore a maximum of 400 hit points; nurse meat always restores you to your maximum, however high that is (although it is rare to attain or need over 400 hp without alchemy or any farming in the first place).
 +
*[[Lizard corpse]]s: For curing [[stoning]], and can also nullify the effect of the [[new moon]] when carried in open inventory.
 +
*[[Cockatrice egg]]s: if you manage to obtain some, they can make short work of the Wizard and other tough monsters sans the Riders. If you rely on a [[quest artifact]] for [[magic resistance]], this could be your backup plan in case the Wizard manages to steal it - don't forget to pack a [[wand of striking]] to extract your artifact from the [[statue]]. The eggs should be generally used in melee ([[wield]]ed one at a time!), but similarly to potions of paralysis, with very high [[Dexterity]] you can try [[throw]]ing them as well.
 +
*[[Footrice]] [[corpse]]: While perishable, if you get a fresh one just before beginning the ascension run and don't dally, it should last through the [[Sanctum]], greatly simplifying the combat. (Make sure to avoid the guaranteed [[spiked pit]]!) A blessed partly eaten chickatrice corpse is also a common [[Astral Plane]] [[wish]], and you can try to [[reverse genocide]] cockatrices before entering.
  
 
===Luck item===
 
===Luck item===
 
+
*A blessed [[luck]] item: While usually a luckstone is enough, any blessed [[quest artifact]] that acts as a luckstone will also work (for example, [[The Tsurugi of Muramasa]] or [[The Orb of Fate]]), though these can be stolen.
*A blessed [[luckstone]]. Alternatively, a blessed [[quest artifact]] that acts as a luckstone (for example, [[The Tsurugi of Muramasa]] or [[The Orb of Fate]]).
 
  
 
==Armor combinations==
 
==Armor combinations==
 
+
[[Reflection]] and [[magic resistance]] are considered essential properties for the end game. Other desirable properties are [[amulet of life saving|life saving]], [[displacement]], [[two weaponing]] (when available), and high [[magic cancellation]]. The following table summarizes the tradeoffs:
[[Reflection]] and [[magic resistance]] are considered essential properties for the end game. Other desirable properties are [[amulet of life saving|life saving]], [[displacement]], [[two weaponing]] (when available), and high [[magic cancellation]]. The following table summarises the tradeoffs:
 
  
 
{|class="wikitable"
 
{|class="wikitable"
Line 134: Line 131:
 
|SDSM||magic resistance||life saving|| ||
 
|SDSM||magic resistance||life saving|| ||
 
|Gives life saving<br />Allows twoweaponing
 
|Gives life saving<br />Allows twoweaponing
|[[magic cancellation|MC]]1
+
|No displacement<br />[[magic cancellation|MC]]1
 
|[[Wizard]]s, or any character who has found a cloak of magic resistance
 
|[[Wizard]]s, or any character who has found a cloak of magic resistance
 
|-
 
|-
Line 140: Line 137:
 
Allows twoweaponing
 
Allows twoweaponing
 
|No life saving<br />[[Magic cancellation|MC]]1
 
|No life saving<br />[[Magic cancellation|MC]]1
 +
|Any character who wants situational access to non-combat spellcasting and/or defense against grab attacks
 
|-
 
|-
 
|GDSM||displacement||life saving||reflection|| ||Gives life saving<br />Gives displacement<br />
 
|GDSM||displacement||life saving||reflection|| ||Gives life saving<br />Gives displacement<br />
 
More AC from shield
 
More AC from shield
 
|No twoweaponing<br />[[Magic cancellation|MC]]1
 
|No twoweaponing<br />[[Magic cancellation|MC]]1
|Classes that cannot do [[two-weapon combat]]: [[caveman]], [[healer]], [[priest]], [[ranger]]<br />[[Rogue]]s who want backstab damage<br />
+
|Classes that cannot do [[two-weapon combat]]: [[Caveman]], [[Healer]], [[Priest]], [[Ranger]]<br />[[Rogue]]s who want backstab damage<br />
 
[[Genocideless]] conduct players who want maximum protection from [[;]]
 
[[Genocideless]] conduct players who want maximum protection from [[;]]
 
|-
 
|-
Line 165: Line 163:
 
|-
 
|-
 
|other<br />or<br />none||magic resistance||reflection|| || ||No body armor<br />
 
|other<br />or<br />none||magic resistance||reflection|| || ||No body armor<br />
|No life saving<br />
+
|No life saving<br />No displacement
 
|[[Monk]]s who don't want to wish for an MR artifact<br />Vegetarians looking for an additional resistance
 
|[[Monk]]s who don't want to wish for an MR artifact<br />Vegetarians looking for an additional resistance
 
|}
 
|}
Line 178: Line 176:
 
*[[Amulet of flying]] or [[water walking boots]], due to the new [[create pool]] spell.
 
*[[Amulet of flying]] or [[water walking boots]], due to the new [[create pool]] spell.
 
*[[Amulet of drain resistance]] or [[deep dragon scale mail]]: Level draining been a more serious threat.
 
*[[Amulet of drain resistance]] or [[deep dragon scale mail]]: Level draining been a more serious threat.
*The [[cloak of magic resistance]] is much more interesting for freeing a slot for the new required resistances. You could enchant an [[elven cloak]] to +7, and then [[upgrade]] it to a cloak of magic resistance. [[Gray dragon scale mail]] loses its appeal. [[Shield of reflection]]. More interesting, for freeing a slot for [[level drain resistance]].
+
*The [[cloak of magic resistance]] is much more interesting for freeing a slot for the new required resistances. You could enchant an [[elven cloak]] to +7, and then [[upgrade]] it to a cloak of magic resistance. [[Gray dragon scale mail]] loses its appeal. [[Shield of reflection]]. More interesting, for freeing a slot for [[level drahttps://nethackwiki.com/index.php?title=Ascension_kit&action=editin resistance]].
 
*Less of a priority, [[yellow dragon scale mail]] which provides acid resistance, and [[shimmering dragon scale mail]] which provides [[displacement]], can be useful. YDSM can be useful due to more dangerous acid attacks from [[giant shoggoth]]s, among others.
 
*Less of a priority, [[yellow dragon scale mail]] which provides acid resistance, and [[shimmering dragon scale mail]] which provides [[displacement]], can be useful. YDSM can be useful due to more dangerous acid attacks from [[giant shoggoth]]s, among others.
 
*A [[robe of power]] or a [[robe of protection]]: Can be upgraded from regular robes. They take the suit slot, and [[dragon scale mail]] interfering with [[spellcasting]] now.
 
*A [[robe of power]] or a [[robe of protection]]: Can be upgraded from regular robes. They take the suit slot, and [[dragon scale mail]] interfering with [[spellcasting]] now.
*The [[Hand of Vecna]] provide [[half physical damage]], hungerless [[regeneration]], and [[level drain resistance]] when wielded. You can decide to forfeit [[level drain resistance]] and rely on MC3 and wielding the hand for special cases.
+
*[[The Hand of Vecna (SLASH'EM)|The Hand of Vecna]] provides [[half physical damage]], hungerless [[regeneration]], and [[level drain resistance]] when wielded. You can decide to forfeit [[level drain resistance]] and rely on MC3 and wielding the hand for special cases.
 
*+7 [[unicorn horn]] or +7 [[Nighthorn]] if lawful. They need to be highly enchanted now to be reliable.
 
*+7 [[unicorn horn]] or +7 [[Nighthorn]] if lawful. They need to be highly enchanted now to be reliable.
 
*A [[ring of free action]] has more positive effects.
 
*A [[ring of free action]] has more positive effects.
Line 190: Line 188:
  
 
===SporkHack===
 
===SporkHack===
 
+
One of [[SporkHack]]'s main design goals was to do away with the notion of a clear-cut ascension kit, instead forcing the player to make hard and interesting choices. For example, the other colors of DSM might be useful as well, due to their secondary effects.
One of [[SporkHack]]'s main design goals of was to do away with the notion of a clear-cut ascension kit, instead forcing the player to make hard and interesting choices.
 
 
 
For example, the other colors of DSM might be useful as well, due to their secondary effects.
 
  
 
===UnNetHack===
 
===UnNetHack===

Latest revision as of 00:31, 27 March 2024

The ascension kit is the nickname given to a set of items that are virtually required for a successful ascension in NetHack. Most often, they are chosen for their attributes: reflection, magic resistance and cancellation, and similar. Most kits include: a unicorn horn, escape items, a luck item, a source of levitation, some ranged attacks, a source of conflict, portal detection (for the Elemental Planes).

This page contains some common suggestions for ascension kit components. You will not need everything on this page, and many of the items listed are mutually exclusive, but unless you are attempting an unofficial conduct, you should make sure that you collect items to cover all the major attributes listed above, and should also complete your ascension kit before taking on the Wizard of Yendor.

Common items

Armor

Cloak

If you have magic resistance and reflection, any cloak is good enough. Greasing the cloak will protect from grabbing and drowning attacks until the grease wears off.

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. Yellow dragon scale mail is another lesser possibility as it provides acid resistance, which cannot be gained intrinsically.

High-level Monks with high Luck can hit accurately enough to overcome the −20 to-hit penalty for wearing body armor.

Boots

Speed boots and jumping spell, or jumping boots and haste self / potion of speed: Dodge monsters instead of fighting them. You zap teleportation in your free move to create an alley, then jump through it, ending your turn.

Jumping is an easier spell to cast than haste self, but casting it repeatedly with the Amulet will drain your power rapidly, and failed casts can waste precious movement opportunities. With jumping boots, you haste yourself with the Amulet at your feet when not in immediate danger, to build up hundreds of turns of the effect, then pick it up and go on your way. Jumping with the boots is not subject to random failure.

For characters who lack access to either spell, extrinsic speed is generally more useful than the ability to jump, which requires clear paths through monster hordes, and conveys no combat advantage.

Water walking boots are guaranteed in Vlad's Tower, and can be swapped with other boots to easily dilute potions and scrolls.

Gloves

  • Gauntlets of power for non-spellcasters: They provide strength 25 (+6 to damage) and 1 point of base AC. Valkyries in particular can use them to throw Mjollnir and catch it again.

Neither gauntlets of power or gauntlets of dexterity are absolutely essential - if you have already found a pair of well-enchanted leather gloves, they will suffice.

Helmet

Any sufficiently enchanted piece of headgear will do; you should grease it if possible to help protect against mind flayer attacks.

Shield

  • Shield of reflection: If you are not wearing SDSM or an amulet of reflection, the shield is an ideal choice for protecting your inventory from ray attacks. The shield of reflection 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 above 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, giving it the highest generally feasible AC of any shield. It is also the lightest shield out of those with base AC 2.
  • Small shield: Provides 1 base AC, but does not penalize spellcasting as much as other shields.

Shirt

  • A T-shirt or Hawaiian shirt - they are identical in practical terms and lack AC of their own, but both provide an extra piece of armor to enchant for lower AC.

Rings

Amulets

  • Amulet of life saving: If you die while wearing it, you come back with full HP instead, unless the cause of death would still kill you afterward. While not necessary, this item is quite useful - chiefly, it lets you take on more risk in the Endgame, reducing resource consumption. It also provides limited protection against YASDs from overconfidence, inattentiveness, typos, and other gameplay blunders.
  • Amulet of reflection: Some playstyles 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 while wearing GDSM for magic resistance.
  • Amulet of magical breathing: Without some way to cross the Plane of Water, you're at the mercy of the bubbles' random movement. Self-polymorph is a potential(ly risky) alternative. Not recommended without an oilskin sack to protect your scrolls and potions.

Tools

Wands

Scrolls

  • Scroll of gold detection: You want four or more to discover the locations of the portals on the Elemental Planes. The best solution is to read a scroll of gold detection while confused, which will detect and identify traps. However, it takes a turn to read the scroll, and another turn or more to cure confusion using a unicorn horn. Confusion usually comes from a forgotten spell, which takes no game-time but can stun you, or a cursed scroll of confuse monster, a potion of confusion, or a cursed unicorn horn.
    • Cursed scrolls of gold detection show all traps as $. This is useless on the Plane of Fire, which is full of fire traps. Also, traps detected as gold will vanish from the screen once they are in sight.
    • You could also use a crystal ball, but it freezes you for d10 turns and has possible negative effects; you could use a wand of secret door detection or the unreliable Amulet of Yendor, but it only helps if you are within eight squares of the portal.
  • Blessed scroll of remove curse: Can be useful to uncurse all items in main inventory. Uncursed scrolls only uncurse worn and wielded items.
  • Blessed scroll of charging: In case your wands run out of charges.
  • Scroll of scare monster: An excellent single-turn panic button that works against nearly all monsters. Tip it out of a container or your bag of holding. Since Elbereth does not work in Gehennom, it is the best defense against a gated Demogorgon.
  • Cursed scroll of genocide: Can be used to create cockatrices, which can be killed for their corpses to use as good weapons on the Astral Plane or the Sanctum, or else killing the Wizard of Yendor in a pinch.
  • Scrolls of blank paper: To write scrolls with your magic markers, ideally of assorted BUC.

Weapon

  • Weapon: You likely want some weapon, unless you are a conduct player. Most players choose an artifact weapon. Grayswandir, enchanted to +6 or +7, is usually considered the best. #Twoweapon with a blessed silver saber makes it even better. For all characters, any of the crowning weapons will suffice. Check your role's page (under § Strategy → Late game) for further advice.

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 (such as a bag of holding). It is advisable to carry at least five holy water in your bag.
  • Blessed potions of full healing: Quickly restores your hit points by a large amount in case of emergency. It also cures sickness, blindness, and hallucination. A reliable way to cure sickness is vital on the Astral Plane because of the Riders (read: a blessed unicorn horn might not be enough).
  • Cursed potion of gain level: Lets you instantly escape from Moloch's Sanctum after grabbing the Amulet of Yendor, and can bypass certain other levels on the ascension run. The potion can also confirm if you have the real Amulet of Yendor: quaffing it with the real Amulet brings you to the Elemental Planes, and will otherwise print a message with no effect.
  • Potions of paralysis: You may wield the potion and attack in melee against Riders, none of whom resist paralysis. You will need free action to avoid paralyzing yourself.
    • A thrown potion has a Dex25 chance of hitting its target, which is an appealing option for characters with extremely high dexterity. You will not paralyze yourself unless the target is adjacent. Consider that a death ray has a 1320 chance of hitting Famine and Pestilence.
  • Potion of speed: Gives temporary extrinsic speed, excellent for characters without speed boots. Save them for critical end game areas such as the Sanctum, Plane of Air, and the Astral Plane.
  • Blessed potion of monster detection: More powerful than extrinsic telepathy, and useful for locating Riders without blinding yourself.

Comestibles

  • K-rations and C-rations: Often dropped by the Yendorian Army, these rations provide 400 and 300 points of nutrition respectively. Both weigh only 10 units and are consumed in only one turn, making them very useful when facing Famine.
  • Lembas wafers provide 600-1000 points of nutrition each (depending on race), are eaten in 2 turns, and only weigh 5 units; they can be very effective while still running to the Planes.
  • Royal jelly found in giant beehives provides 200 nutrition, but weighs only 2 units and can 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 decreases strength and does not heal wounded legs).
  • Blessed tins of nurse meat: Consuming one restores you to full hit points, with some advantages and some disadvantages relative to potions of full healing.
    • First and foremost, consumption of nurse meat is cannibalism for human characters!
    • Unlike potions, tins never explode or dilute, so are always safe to carry in main inventory, even in such hostile environments as the Plane of Fire. On the other hand, even a blessed tin will take two turns to heal you (one to open and one to consume), which is slower than quaffing a potion in main inventory and no faster than retrieving a potion from a bag before quaffing.
    • A non-cursed homemade tin will always provide 50 nutrition, and can cause you to choke to death if you are satiated; this is never the case with a potion.
    • Finally, a full healing potion can only restore a maximum of 400 hit points; nurse meat always restores you to your maximum, however high that is (although it is rare to attain or need over 400 hp without alchemy or any farming in the first place).
  • Lizard corpses: For curing stoning, and can also nullify the effect of the new moon when carried in open inventory.
  • Cockatrice eggs: if you manage to obtain some, they can make short work of the Wizard and other tough monsters sans the Riders. If you rely on a quest artifact for magic resistance, this could be your backup plan in case the Wizard manages to steal it - don't forget to pack a wand of striking to extract your artifact from the statue. The eggs should be generally used in melee (wielded one at a time!), but similarly to potions of paralysis, with very high Dexterity you can try throwing them as well.
  • Footrice corpse: While perishable, if you get a fresh one just before beginning the ascension run and don't dally, it should last through the Sanctum, greatly simplifying the combat. (Make sure to avoid the guaranteed spiked pit!) A blessed partly eaten chickatrice corpse is also a common Astral Plane wish, and you can try to reverse genocide cockatrices before entering.

Luck item

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), and high magic cancellation. The following table summarizes the tradeoffs:

Body armor Cloak Amulet Shield Other Advantages Disadvantages For whom?
SDSM magic resistance life saving Gives life saving
Allows twoweaponing
No displacement
MC1
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
MC1
Any character who wants situational access to non-combat spellcasting and/or defense against grab attacks
GDSM displacement life saving reflection Gives life saving
Gives displacement

More AC from shield

No twoweaponing
MC1
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
MC3, no ring needed

No displacement
No twoweaponing
Those who want better MC and AC than provided by the cloak of displacement
GDSM robe reflection Enhanced spellcasting
MC3 with ring of protection
No life saving
No displacement
Those who need help casting spells: Priests have no spellcasting skill in many schools, and start with a robe
SDSM robe life saving MR artifact such as the Eye of Aethiopica Best spellcasting
Gives life saving
MC3 with ring of protection
Must wish for artifact
Wizard of Yendor can steal the quest artifact of other roles
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 unless they convert themselves to neutral after the quest and wish for it)
Those willing to wish for artifacts
none robe reflection MR artifact such as the Eye of Aethiopica (if neutral) or The Orb of Detection (if lawful) No body armor
Best spellcasting
MC3 with ring of protection
Must wish for artifact
Wizard of Yendor can steal the quest artifact of other roles
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
other
or
none
magic resistance reflection No body armor
No life saving
No displacement
Monks who don't want to wish for an MR artifact
Vegetarians looking for an additional resistance

Variants

SLASH'EM

For the most part, the ascension kit in SLASH'EM stays the same, with some differences.

SporkHack

One of SporkHack's main design goals was to do away with the notion of a clear-cut ascension kit, instead forcing the player to make hard and interesting choices. For example, the other colors of DSM might be useful as well, due to their secondary effects.

UnNetHack

UnNetHack offers chromatic dragon scale mail, which provides multiple resistances including stoning.

dNetHack

The dNethack ascension kit is similar to, but more inclusive than, the vanilla ascension kit.

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

It may contain text specific to NetHack 3.6.3. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-363}} tag to the current version's tag or {{noversion}} as appropriate.