Difference between revisions of "Ascension kit"

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(Potions: throwing is preferable)
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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]]), and perhaps augmented [[attribute]]s, either [[intelligence]] and [[wisdom]], [[dexterity]], or [[strength]].
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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]]).
Complete your ascension kit before taking on the [[Wizard of Yendor]]. Because the Wizard may wake up early, it is safest to complete your kit before venturing below Vlad's Tower.
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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.
 
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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*[[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.
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*[[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.
  
Whatever your choice, you should [[grease]] the cloak against drowning attacks.
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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.
 
 
You do not need an [[oilskin cloak]] if you have [[magic cancellation|MC3]]. Instead, you can simply [[wand of teleportation|teleport]] the water monster or [[couatl]] away immediately when it wraps itself around you. You have one turn before it [[drown]]s you. [[Apply|Break]] the wand if you are stunned or confused. If you are [[burdened]], it's [[Yet Another Stupid Death|your own fault]]—you may not get to act on that turn. Make sure to keep one wand [[Identification|fully identified]] as having charges; an un-ID'd wand may be empty, resulting in your death.
 
  
 
====Body armor====
 
====Body armor====
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====Boots====
 
====Boots====
  
[[Speed boots]] and [[Spellbook of jumping|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. Other combinations of [[speed]] and [[jump]]ing also work, but are less effective.
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[[Speed boots]] and [[Spellbook of jumping|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.
 
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.
 
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.
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[[Water walking boots]] are guaranteed in [[Vlad's Tower]] and can be swapped in to easily dilute potions and scrolls
  
 
====Gloves====
 
====Gloves====
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*[[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]]: For characters who wish to use telepathy while non-blind.  
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*[[Helm of telepathy]]: Gives a limited range of telepathy when not blind.
 
*[[Helm of brilliance]]: Does not hinder spellcasting and increases [[intelligence]] and [[wisdom]] by its enchantment.
 
*[[Helm of brilliance]]: Does not hinder spellcasting and increases [[intelligence]] and [[wisdom]] by its enchantment.
 
*[[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.
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====Shield====
 
====Shield====
  
*[[Shield of reflection]]: If you are not wearing [[SDSM]] or an [[amulet of reflection]], you need another source of reflection; otherwise lightning rays can explode rings and wands, cold rays can freeze potions, etc. The shield is a good choice for non-spellcasters, cannot rust or corrode, and provides 2 base AC.
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*[[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.
  
 
*[[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.
 
*[[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.
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===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.)
 
*[[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. 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]]. 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.
*[[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.
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*[[Ring of free action]]: Prevents paralysis from a number of sources. Not the same as [[sleep resistance]].  
 
*[[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]].
 
*[[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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*[[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.
 
*[[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.
 
*[[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 [[GDSM]] instead).
 
*[[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 [[GDSM]] instead).
*[[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.
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*[[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.
 
*[[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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*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]].
 
*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.
 
*[[Can of grease]] in case you need to re-grease your headgear or cloak after a mind flaying or drowning attack.
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*A [[container]] for storing your things: [[sack]], [[oilskin sack]], [[bag of holding]] if you are experiencing weight problems.
 
*A [[container]] for storing your things: [[sack]], [[oilskin sack]], [[bag of holding]] if you are experiencing weight problems.
 
*[[Magic marker]]s if you have any left.
 
*[[Magic marker]]s if you have any left.
*A [[tooled horn]], [[bugle]] or [[leather drum]] will cause monsters to flee from you, which is useful to avoid being engulfed by the [[air elementals]] on the Plane of Air.
 
 
*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.
 
*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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*[[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—and as long as it still exists, it has at least [[wresting|one]] (unless it has been [[cancel|cancelled]]).
 
*[[Wand of wishing]] if it still has charges—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 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===
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*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.
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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 no longer works 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.
 
*[[Scroll of blank paper|Scrolls of blank paper]] of assorted [[BUC]], to go with [[magic marker]]s.
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===Weapon===
 
===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. A comprehensive discussion on weapon selection is beyond the scope of this page; check your role's page (under § Strategy → Late game) for further advice.
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*[[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.
*[[Athame]]: Its ability to engrave [[Elbereth]] in one turn can be helpful.
 
  
 
===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.
 
*[[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).
 
*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).
*A [[potion of acid]]: For curing [[stoning]], especially for [[conduct]] players who cannot eat lizard corpses.
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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 paralysis|Potions of paralysis]]: paralyzing Riders delays them for about as long as killing them would; with 23 Dexterity, a thrown potion has a much higher [[Throw#Throwing_potions|chance of hitting]] than a [[wand of death]] (not accounting for rebounds), and, unlike the latter, works on Death.
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**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]].
**You may also [[wield]] the potion to paralyze the Rider in melee; however, this requires three moves (wield the potion, hit with it, and switch back to your weapon), a proximity to a dangerous enemy, and mandatory [[free action]], so throwing is usually preferable.
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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. Useful for locating Riders without blinding yourself.
  
 
===Comestibles===
 
===Comestibles===
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*[[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. 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.
 
*'''[[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. 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).
*[[Lizard corpse]]s: For curing [[stoning]].
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*[[Lizard corpse]]s: For curing [[stoning]]. Nullifies the effect of the [[new moon]] when carried in open inventory.
  
 
===Luck item===
 
===Luck item===
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==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), high [[magic cancellation]], and a slippery cloak (oilskin being the most reliable option). The following table summarises the tradeoffs:
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[[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"
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Safe switching to oilskin cloak<br />[[magic cancellation|MC]]3, no ring needed
 
Safe switching to oilskin cloak<br />[[magic cancellation|MC]]3, no ring needed
 
|No displacement<br />No twoweaponing
 
|No displacement<br />No twoweaponing
|Those who need AC: speed ascenders, [[illiterate]] conduct players
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|Those who want better MC and AC than provided by the cloak of displacement
 
|-
 
|-
|GDSM||robe||reflection|| || ||Maximum spellcasting<br />Artifact not required<br />[[magic cancellation|MC]]3 with ring of protection
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|GDSM||robe||reflection|| || ||Enhanced spellcasting<br /> [[magic cancellation|MC]]3 with ring of protection
 
|No life saving<br />No displacement
 
|No life saving<br />No displacement
|Those who need help casting spells: [[Archeologists]] do well with this
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|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<br />Gives life saving<br />[[magic cancellation|MC]]3 with ring of protection
 
|SDSM||robe||life saving|| ||MR artifact such as the [[Eye of Aethiopica]]||Best spellcasting<br />Gives life saving<br />[[magic cancellation|MC]]3 with ring of protection
|Must wish for artifact or wield Magicbane<br />No displacement
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|Must wish for artifact <br /> Wizard of Yendor can steal the quest artifact of other roles<br />No displacement
 
|Classes that need help casting spells but can be powerful casters: [[knight]]s especially (due to doubled [[magic missile]] damage; note they cannot obtain the [[Eye of Aethiopica|Eye]] unless they convert themselves to neutral after the quest and wish for it)<br />Those willing to wish for artifacts
 
|Classes that need help casting spells but can be powerful casters: [[knight]]s especially (due to doubled [[magic missile]] damage; note they cannot obtain the [[Eye of Aethiopica|Eye]] unless they convert themselves to neutral after the quest and wish for it)<br />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<br />Best spellcasting<br />[[magic cancellation|MC]]3 with ring of protection
 
|none||robe||reflection|| || MR artifact such as the [[Eye of Aethiopica]] (if neutral) or [[The Orb of Detection]] (if lawful)||No body armor<br />Best spellcasting<br />[[magic cancellation|MC]]3 with ring of protection
|Must wish for artifact<br />No life saving (though can use shield of reflection instead)
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|Must wish for artifact<br /> Wizard of Yendor can steal the quest artifact of other roles<br />No life saving (though can use shield of reflection instead)
 
|[[Monk]]s who are not wearing body armor because of the to-hit penalty<br />Other quest artifacts confer MR but don't enhance spellcasting as much
 
|[[Monk]]s who are not wearing body armor because of the to-hit penalty<br />Other quest artifacts confer MR but don't enhance spellcasting as much
 
|-
 
|-
|other<br />or<br />none||magic resistance||reflection|| || ||No body armor<br />No wishes required
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|other<br />or<br />none||magic resistance||reflection|| || ||No body armor<br />
 
|No life saving<br />
 
|No life saving<br />
|[[Monk]]s who don't want to wish for an MR artifact<br />Players attempting wishless [[conduct]]<br />Vegetarians looking for an additional resistance
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|[[Monk]]s who don't want to wish for an MR artifact<br />Vegetarians looking for an additional resistance
 
|}
 
|}
  
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{{featured}}
 
{{featured}}
{{nethack-343|offset=1}}
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[[Category:Strategy]]
 
[[Category:Strategy]]

Revision as of 06:53, 6 December 2019

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, escape items, a Luck item, a source of levitation, some ranged attacks, a source of conflict, 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.

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 an acid resistance which cannot be gained intrinsically.

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

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 in to easily dilute potions and scrolls

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.

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.

Helmet

Any 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, 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.
  • 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.

Shirt

  • 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

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.
  • 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 GDSM instead).
  • 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

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.


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 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).
  • 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 (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.
  • 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. Useful for locating Riders without blinding yourself.

Comestibles

  • K-rations and C-rations: 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 decreases strength and does not heal wounded legs.
  • Blessed tins 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. 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. Nullifies the effect of the new moon when carried in open inventory.

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 summarises the tradeoffs:

Body armor Cloak Amulet Shield Other Advantages Disadvantages For whom?
SDSM magic resistance life saving Gives life saving
Allows twoweaponing
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
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
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 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 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.