Onei's Velvet-Pawed Path to Immortality Walkthrough - FeSu^Kikubaaqudgha/Jiyva

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Version 0.31: This article may not be up to date for the latest stable release of Crawl.
This article contains advice from other players, which may be subjective, outdated, inaccurate or ill-advised. Take advice as you see fit, and read at your own risk!
Kikubaaqudgha altar.png Another contender! Will you prove worthy, or rot like the rest?

Did you know 100% of deaths in DCSS are the result of taking damage? The common melee brute builds may appear efficient at first, but they suffer from a critical flaw - they let the enemy hit you. Every single time an enemy applies its claws, club, arrows, or reality shattering magic to your sensitive skin, you are exposed to the leading cause of mortality in the Dungeon. I therefore propose an alternative that will make your journey down into the depths 50% less painful, 100% less lonely, and most importantly, 300% fluffier.

The Felid Summoner (of Kikubaaqudgha, and potentially Jiyva later on).

Kikubaaqudgha altar.png It's not "evil magic"! It's recycling. Those bodies would have gone to waste.

Cats have a terrible reputation for being, supposedly, a “challenge species”, a “tedious ordeal of optimal play” or even an “unfun experience I’d never do again”. I’m here to inform you that this is all baseless canine propaganda, and I hope you too will learn to bow before your true feline masters as you read through this guide. As a cat, you will be able to laugh in the face of paralysis (due to your high willpower), laugh in the face of invisible enemies (due to your intrinsic See Invisible passive), laugh in the face of melee enemies (due to your high speed) and even occasionally laugh in the face of death (due to the extremely unique ability to reincarnate after you meet your demise).

This all comes at the high price of having the lowest amount of hit points in the game, and the inability to use any item besides consumables, evokables and jewellery. Thankfully, you won’t need any of the baubles inferior humanoids depend on, as you will delegate most of the dirty work to pathetically obedient underlings.

This guide was written for DCSS version 0.31 (released in MONTH HERE YEAR HERE). The target audience here are players who have already won at least once, and would like a kind of build that’s a bit off the beaten path of the tried and true brute/caster duality, or even their first Felid victory. While this is quite a complex way to play for a newcomer to Crawl (there's a lot of choices to make and a lot of ways to tackle each encounter), players still looking to snatch that elusive first win can also benefit, upgrade their threat assessment capabilities and significantly improve their tactics in such a way that may lead to victory, perhaps even with a completely different species/background combo! I myself got my very first win with a Felid Summoner, and would be delighted to have others join me.

Travel Preparations (optional)

If you care about quality of life, I suggest editing your rc file (in online mode, it's the button right next to the "Play trunk/Play (current version)" button, and in offline mode, it's under the settings folder > init.txt). Add these at the very bottom, on new lines (though this is entirely optional - if you don't think constant confirmation prompts will bother you, feel free to proceed to the next chapter):

default_manual_training = true
show_more = false
fail_severity_to_confirm = 0
fail_severity_to_quiver = 5
tile_player_tile = tile:felid_2

In order, these will:

1. Prevent the very useless and dangerous Auto-training feature from working.

2. Will help you not press "Enter" every 5 seconds while 99 allies and enemies are fighting on the screen.

3. Will allow you to cast dangerous spells without a confirmation prompt.

4. Will allow you to quiver dangerous spells without a confirmation prompt.

5. For the reasonable among you, this will turn your likely very ugly Felid sprite extracted from the default rotation - which you may somehow find cute if you suffer from an utter lack of taste - into the objectively superior black counterpart. Secretly grants bonus Willpower from the sheer confidence your glossy black fur will exude (not scientifically tested). For those visually challenged by the black-fur-on-black-floor lack of contrast, tile:felid_4 or mons:natasha are also acceptable. Offline players can also press “-” and cycle through available sprites with left and right arrow keys while ingame.

Points 3 and 4 may be slightly controversial. The reason for this is simple - the "danger rating" of spells is based off your maximum HP, and as Felid has the lowest max HP in the game, even the actually very safe spell Call Canine Familiar will be labeled as "astonishingly dangerous" and constantly ask "are you sure????" when it's actually very safe, and in fact required for progression.

An Agonizing Introduction (XP Level 1)

As the title suggests, pick Felid for your species (ignore the “Advanced” difficulty: that’s merely a ploy to hide true power from your grasp). Pick Summoner for your background, as is wisely recommended by the game.

Upon starting your run, you will be met with the following:

  • 7 pitiful HP points, enough to get two-shotted by a quokka, defended by a lonely, single point of AC.
  • Complete lack of any items (except a measly consolation magic cocktail), weapons, or armour, and only three equipment slots for jewellery only. Felid culture prohibits equipping rings on your rear-limbs, as this is symbolic of the time one spent caged by their (now rightfully eviscerated) master.
  • The pathetic ability to call forth fuzzy critters from the unfathomable depths of the eldritch cosmos.
  • A deranged repartition of default skill training. Press “m”. If you haven’t set up your rc file as explained in the beginning of the tutorial, set training to “manual” mode (press “/” to do so). Then, turn off every skill except Spellcasting and Summonings. Important note: at any time, should you wish to review my suggested skill training plan, view the addendum at the end of this guide.
  • Your first Extra Life, ripe to be harvested by possibly the very first foe you will encounter.

All of this is, to put it bluntly, utter trash. The good news is that XP level 1 and 2 are the only thing separating you from supreme feline domination. Please refer to the following advice to avoid becoming a delicacy in the next hobgoblin feast.

  • Try to avoid being in melee range of anything that isn’t a “trivial creature” - which are bats, rats, frilled lizards and ball pythons. In the latter case, if a ball python hits you with the “Constrict” status, do NOT continue fighting and attempt to retreat until you have been cleansed from the status. If you are cornered without MP and forced to fight, do so, but be aware that this is very likely your end. You may take one step in a foe’s reach to reposition, but always remember that most of the denizens of D:1 can two-shot you.
  • Cast Summon Small Mammal twice for every encounter (press “p” to do so, or - if the game complains about you being too reckless - "z" then "a"). Bats are almost useless, rats are mediocre, and quokkas are somewhat passable. If you happen to pull forth one of the latter two from your interdimensional nonexistent hat, you may direct them to get their furry heads bashed in at the nearest available enemy. This is done by pressing “t” to bring up the ally command menu, and then pressing “a” and selecting the enemy you wish to submit to death by a thousand adorable critter bites. If your fuzzy friend meets an unfortunate end at the tip of a kobold’s dagger, there’s always more where that came from - bring on the onslaught until all opposition has been reduced to quokka food. You can have up to a maximum of 2 mammals simultaneously - replace the fallen with more units eager to die in your name. While your summons fight it out, feel free to distance yourself from the action, or to press “.” to allow the battle to unfold, occasionally shooting a “t”-“a” command to direct firepower. Trying to join the action is a certain way to die - remember, do NOT melee non-trivial creatures!
  • Remember the golden rule of summoning: what you can’t see cannot be seen by your summons either. No ally can attack outside of Line-of-Sight (LOS) distance. If you want something to die, it has to be on your screen. The opposite is not necessarily true: while your feline senses let you see invisible enemies, all of the critters in your starting spells (except those from Call Canine Familiar) are not as fortunate.
  • If you run out of MP, retreat (towards known territory, if possible, as delving into the unknown will result in a swift death) and rest up to recharge your reserves - unless you are being chased by jackals or a quokka, in which case you should drink your starter Potion of Magic and resume gathering your furry army to avoid being ran down. You can also close doors behind you - animals of all kinds do not have paws as dextrous as yours, and will be forced to scratch your impenetrable barricade while you rest and recuperate. As a Felid, you are faster than most creatures, which makes it easy to outmaneuver foes while you scrape the mammalian demiplane to bring in more friends. Remember, do NOT attempt to enter in melee range of non-trivial creatures at level 1. You WILL get your snout slapped faster than you can say “YASD” (a roguelike acronym for Yet Another Stupid Death).
  • Your summons can tank stones and other missiles for you if you stand behind them, but this is extremely unreliable (projectiles continue their trajectory if they are dodged). Additionally, keep an eye out for branded weapons! A single hit from either of these is enough to go from a pristine, full health scruff to a game over screen showing 3 unidentified scrolls of acquirement. Venom and Electrocution in particular are extremely lethal. Branded melee weapons are handled in the same way as dangerous creatures of D:1, that is, drowned in pettable fluffballs until the threat is vanquished and drops their dangerous item (possibly a +34 triple sword “lol you can’t use this play minotaur next time” {flaming, Slay+12, AC+10}).

Quite an agonizing experience so far, no? Are you beginning to doubt me? Do you lust to return to a race that starts with HP in the double digits? Foolish! After this, the fun begins.

Interdimensional Battle Tactics 101

All enemies of DCSS, from the gurgling jelly to the mighty Pandemonium Lord Cerebov, are extremely unintelligent. In a situation like:

@....
.....
..S..
...E.
.....

(where @ is you, S is a friendly summon, E is an enemy and . are floors), foes would rather hammer their way through your friend (which may be an eight-headed hydra zombie) to reach you, and certainly won’t think about just circling around to one-shot the squishy cat behind. You will need to abuse this as much as possible. Try to always ensure you are shielded behind your loyal servants. This, for example, is not acceptable:

..@..
.....
.....
..S..
...E.
.....

Since the enemy can directly trace a line between you and their position (imagine they’re trying to fire a Magic Dart at you - if they can hit you, you’re not positioned correctly), they will ignore your ally and charge directly at you to slice themselves some fresh feline cutlets. In a situation such as this, it is preferable to either A) send out more allies to return to a more favourable state

..@..
.....
.....
.SSS.
...E.
.....

Or B), retreat to a hallway.

1-tile hallways are your saving grace as a Summoner. Look at the following situation, where # represent walls:

Situation 1

#####
.S.@E
#####

The enemy is possibly an ogre about to bash you into a bloodied furball. Casting your summoning spell placed your unit behind you. Simply walk backwards to swap places with your unit, watch the fight unfold (preferably from a distance), and if your soldier perishes in honourable battle, your MP should have regenerated while they were battling it out: simply send out a fresh combatant eager to finish the job.

#####
@..SE
#####

Zero risk, zero worry. If you run out of MP, simply use your swift cat paws to return to the upstairs, regenerate and try again. Most enemies in the game won’t be able to catch you. Here’s another interesting case:

Situation 2

#####
@E..S
#####

Here, you got unlucky, and casting your spell spawned your unit behind the foe you are attempting to introduce to your friends. You could walk backwards until you have a 1-tile gap with your enemy, then cast your spell again, hoping it lands in the right spot this time around:

#####
@.E..
#####

Casting your spell here may bring you back safely to Situation 1. However, Situation 2 is not entirely unfortunate: fast allies, like Hounds, Quokkas or later Mana Vipers, are capable of biting the enemy while you are running away. If you are in Situation 2, your summon is Fast, and your enemy does not have Fast speed, you may simply walk backwards, kiting this enemy desperate to reach you while your loyal pet bites them from behind every 3 turns or so. It may eventually despawn, but that is simply an invitation to recast the spell. Inspect enemies by right-clicking them - watch out, if the text mentions that it "covers grounds quickly" or is "very fast", you WILL be eating attacks of opportunity on every step and perishing in record time should you try to mindlessly run away without any friends to swap places with.

Of course, if you foolishly end up cornering yourself in a dead end, use a Teleport Scroll. It’s often the second-most common type of scroll.

If all this sounds complicated, do not worry: while it may take a few early D:1 splats to get the hang of it, it will become second nature after just a few battles.

A Devilish Upgrade (XP Level 2)

If you have reached this point, congratulations, you have won the game. You may now press Ctrl-Q to abandon the run, as objectively speaking, your chances of victory are now exactly 100.00%. Go bake some cookies. Take a nice walk in the park. Do anything else than watching pixelated animals fight. While being an animal yourself.

What? Still here? Very well.

  • Most of the Level 1 advice still applies, but you now have room for one mistake. As soon as you level up and find yourself in a safe area, immediately memorize Call Imp by pressing "M", your new very mischievous addition to the roster. Press "z" then "b" to meet your new demonic friend. The unspeakably dark forces of Hell will be delighted to deliver you a dastardly blue imp proudly wielding a sharp stick.

This rampage machine is anything but (imp)otent. Savour the tears of the hobgoblins who once terrified you, revel in the yips of those pesky jackals - they will be poked, and there shall be no mercy. Imps will also occasionally compliment you and call you their “pillow-pawed master”, which is a step up from the blank stares of rats. Disregard these attempts to appeal to your nonexistent mercy, and send them to die in your name with more liberal usage of “t”-“a”. Unlike furry mammals, you may only have a maximum of one imp at a time.

  • At any moment, I encourage you to bring forth assistance from your previous, less talkative and much fuzzier friends! You may do this by either clicking the spell in the side menu (in offline mode) or pressing "p" or "za" again (in online mode). The total gang of three summons is now sufficient to circle enemies and dish out quick justice to anything on D:1. Keep being careful until you reach level 3. If D:1 fails to provide enough experience for this, carefully descend to D:2 to finish the job, but know that dealing with any of the D:2 new enemies that weren’t featured on D:1 is extremely risky - especially adders and orc priests/wizards. Try to focus on foes you are already familiar with, and use a different staircase if your chosen means of descent places you next to something you haven’t killed yet.

Canine Thralls vs. The Interdimensional Police (XP Level 3)

Increase (I)ntelligence, and only do so every single time you will be prompted with this choice in the future.

Find a safe area. Memorize Call Canine Familiar immediately (press "M"). This is the real deal. There are very few creatures in the early dungeon which can survive having three hounds dumped on them one after the other (the summon cap is one, just like the imp - do not recast the spell if your loyal pet is still alive, unless it wandered off and you wish to obtain a fresher, closer and potentially more obedient specimen). Not only can you just stand back and watch the carnage, you do not risk getting hit, and can effectively watch adders get slaughtered from Line-of-Sight (LOS) distance. Even the infamous D:2 Sigmund is powerless before canine brutality! Hounds, like imps, occasionally try to look cute and print out endearing messages in the text log. Again, do not let this affect you - remember that the canine race is lesser before feline glory, and heartlessly send them to their doom (“t”-“a”) while they obey with unfaltering zeal.

You can look (and cast) any of your memorized spells at any time by pressing "z" then "?". If it says, for example, "c - Call Canine Familiar", pressing "z" then "c" will welcome your new canine unit without having to bring up the menu every time. However...

There is one small problem.

Every time you attempt to call a canine slave friend, there should be a ~7%-9% chance of a miscast, which will reduce as you progress through the arts of Summonings. Miscasts in other schools of magic are generally not too dramatic (given that the caster is not trying to sever reality itself right after learning how to say “pick a card, any card”). However, your constant telemarketing calls to the eldritch cosmos asking “Who wants to die in the name of feline supremacy?” have begun to get on the nerves of some eldritch monstrosities. TentacleMail may therefore rarely deliver you a Nameless Horror instead of your ordered furry companion. Instead of filing a complaint, start to run. The bad news: a single hit from these things is often enough to blow up your HP AND MP bars, they will only leave after you have managed to kill them, and they will occasionally return your summons back to their home realm, so they may meet their family again instead of dying for a cat in a dungeon. The good news: you’re much faster than these terrible abominations.

FAQ:

What do I do if I incur the wrath of cosmic aberrations?

It depends on your kit. If you have damaging wands that aren't Mindburst and there are no real threats around, feel free to gun them down. If you are in a safe location, kiting them around an empty level and spamming hounds on them will eventually destroy them (after a long time). If you are in immediate danger, leave through the nearest up-staircase without getting hit by the Nameless Horror (that means, do not walk into a tile adjacent to the Horror), and take a different staircase to enter the level in which this horrifying creature is now roaming loose. If you are FORCED to walk in melee range of their tentacles, try to minimize your exposure to their reach - do not linger for too many turns, for a few unlucky rolls is all it takes for you to meet your doom! If the Nameless Horror isn't marked as "extremely dangerous" (it will be marked by a red square around it if it is) and you have HP to spare, you can ascend with it to a cleared floor, and park it there for later. Maybe the end of your run, at which point it will tremble before the FELINE GOD you have become.

How can I minimize my chances of being investigated by the interdimensional kidnapping police?

The Summonings school is not to be messed with. It is strongly advised that you never try to cast a Summonings spell with a failure rate higher than 10%, as the consequences may be disastrous. Only violate this rule when extreme firepower is needed imminently in a life-or-death situation. Hounds should be safe to be called upon as soon as you unlock them, but later spells may require more training before you should even consider trying them out - even in an open, clear space.

What if I accidentally spawned some all over the level?

First, you are very unlucky. While the miscast chance may initially be 9%, the risk of a nameless horror answering a miscast is even lower. Second, you should simply skip D:2 and plunge into D:3, returning later once you have the ability to show these tentacled bullies the power of feline might.

How can I possibly lose with such loyal followers?

Orc priests, my noble feline acolyte. These green-robed menaces have the ability to inflict undodgeable, instant and two-shotting damage from full LOS range. Right now, no amount of summons could protect you from their devotion to the god of the Orcs. If you see one - or, Xom have mercy, two or more, do not even attempt to test their mettle. Press “X”, move the cursor towards them, and press “e” to set up an exclusion - this is your way of telling the game “NOPE”. Remember, you are much faster than them. If they stay visible on your screen for 5 turns or more, you are asking to die. Leave through the nearest up-staircase, and attempt a different portion of the level (or descend to D:3 if the level is truly doomed), leaving these dissenters alive for later. They will suffer the consequences of their insolence in due time.

I have no MP, no friends and I am going to die. What do I do?

First, if nothing chasing you is Fast or has ranged attacks, consider running away (towards known territory, preferably), or even running in circles around a dungeon wall, pillar or feature - this should give you back some MP to dial up emergency help. If that is impossible, look at your wands - wands of acid, quicksilver, paralysis, roots, mindburst and iceblast are particularly efficient, although flame can do in a pinch. A wand of charming, used successfully, can incapacitate a single enemy (press "t" then "r", then select a far away square to tell them to GTFO, or have them destroy their former allies with "t"-"a"!). If that is not an option, read your scrolls hoping for a Teleport/Blink/Fear, possibly quaff potions to stay alive should you find it, and pray. Remember, once you have found the Scrolls of Identification (often the biggest stack of scrolls), you should be using them as soon as you find them (and it is safe to do so)! Don’t procrastinate!

The Delicate Art of Explosive Incineration (XP Level 4)

You now have an extra life! Such is the privilege of feline supremacy. As a proud member of the most blessed race in existence, death is not the end for you. Still, you should pretend it is - it will help you take better strategical decisions. If you do meet an unfortunate end, stay focused, take a break if you are feeling frustrated, and continue to play carefully as if you hadn’t died. Most Felid runs die around 3 to 9 times in an average 3-rune run, so do not feel too bad. Felid lives are meant to be used like rare, powerful consumables, and many Felid 3-rune or even 15-rune wins have 1 or 2 deaths as early as D:1.

Do not quit a Felid run because of an early death! With the way the system is designed, it's almost as if you are supposed to die in early Dungeon. It's much easier to level up early on than in the late game. A life lost on D:4 is gotten back on D:7, but a life lost in Pandemonium may take a full clear of all 4 Hell branches to get it back.

I will repeat it again. Do not quit a Felid run just because you died twice in a row to the same enemy. Save your game and go do something else instead. I know it's infuriating, but that would be like using a blink scroll and then quitting because you're mad about using a lifesaving item. Lives are consumables. Playing a Felid without dying is like playing an Octopode with 2 rings. You are supposed to die.

Press “E” to see how long it will take to get your next life. Press "%" to see how many lives you have (look in the top right of the popup!)

Once again, as soon as you find a safe place, immediately add your new friend to your roster - the Guardian Golem. Do not even think about casting it yet! Soon enough, it will be below 10% fail rate, and you may then use it safely. Tweak your skills as follows - turn on Hexes, press “=” to set a skill target, select Hexes, and set it to 5.0. While you're at it, you should also set a target for Spellcasting at 12.0, and Summonings at 14.0. You should also turn on Fighting and Dodging, and set a target to 10.0 for Fighting, and 10.0 for Dodging. Do not turn these two off until they have reached this level, no matter what.

Starting from D:3, the Dungeon loves to throw at you fast, high-damage, or sometimes even fast and high damage enemies before you are ready for them. You may therefore encounter water moccasins, ogres, killer bees, dangerous Lair enemies (wyverns & hornets are a classic), among a variety of other nasty creatures. However, you will laugh in the face of these pitiful attempts at stopping the march of progress, oneshot them with what is probably the most overpowered level 3 spell in the game, and witness the XP trickle down like cat treats. This is what you were suffering in D:1 for - whereas your average Minotaur Fighter or Deep Elf Conjurer would meet a swift end against a swarm of light speed enemies that make your healthbar have more red than green (or sometimes yellow), you will sacrifice unholy amounts of expensive machinery, and will probably make the interdimensional inventor shipping these to you very frustrated.

The Guardian Golem does zero melee damage and only knows how to take hits. Nearby summons may occasionally transmit some of their wounds to the Golem instead, but this is barely noticeable. The real reason you summon a Guardian Golem is to BLOW IT UP.

As a Remote Detonated Bomb Guardian Golem gets close to death, a red icon may appear in the corner of its sprite, and the message log will mention it is “overheating”. Once this happens, do NOT stand in melee range of the Golem. It’s going to EXPLODE, INCINERATE everything adjacent to it (including you, if you are incapable of following basic safety protocols), and leave behind CLOUDS OF BLAZING FLAME to block passage and allow you to leave, rest, and recuperate.

Do NOT stand in melee range of your Guardian Golem when it has that fire icon on its sprite. You WILL be oneshotted.

If you HAVE to brace for an inescapable blast, or must walk through flame clouds to reposition away from an orc with a +99 Halberd of Feline Culling, consider briefly putting on a ring of Fire Protection/a ring of Fire! This is very fast (less than one turn) and will halve the damage, allowing you to survive. Also consider simply recasting the spell to get a fresh, less explosive specimen if the current Golem is directing their murderous intent towards you.

In fact, "ring swapping" in general is a good skill to develop when playing a Felid. See a lindwurm? Ring of fire resistance. Rime drake? Ring of cold resistance. Nergalle the orcish necromancer? Ring of positive energy. Erolcha the banish-you-to-the-abyss-bot? Ring of willpower. Swapping rings is extremely fast - half of a turn to be precise. Don't try swapping amulets, though, trying to tie up a string around your fuzzy neck without opposable thumbs while a violent brute is inching closer is generally not advisable.

Here are some diagrams of potential ways you can commit feline war crimes with this improvised explosive. @ is you, the one and only genius fuzzball, E are your foolish enemies, and G is your trusty golem. . represents floors, and #, walls.

Hallway Exit Triple-Blast

.EEE.
.#G#.
.#.#.
.#.#.
.#@#.

Outsmarting Lesser Beings in Open Spaces

.EEE.
..G..
.....
..@..
.....

Yes, this actually works. The enemies on the sides won't even swerve around, captivated by the shining metal of your loyal robot. Do note that one step forward will put you in the blast zone, and that one step back will disrupt the captivation of your foes and have them rush to attack you.

Cheering on the Sidelines

...EE   EE...
...G.   .G...
.....   .....
..@..   ..@..
.....   .....

Super Final Destination Crematorium

.EEE.
.EGE.
.EEE.
..H..
..@..

In which case "H" is your very distressed Hound, or any other summon that can tank the hits while inevitable explosive doom approaches. Of course, it's rare to get the full value octo-blast, but getting 4 to 6 kills in packs of orcs or yaks is absolutely doable.

From now on, the plan is as follows:

  • Summon a Hound for every single trivial-to-medium difficulty battle. Make use of “t”-“a” to direct focus, and do not hold back until the entire canine demiplane has been sacrificed to mitten-pawed glory.
  • Demolish every single high damage or out-of-depth (OOD) enemy by letting them uselessly punch a robotic time bomb over and over until it inevitably burns them to a crisp. Ice beast? Boom. Ogre? Boom. Bullfrog? Boom. Wyvern? Boom. Water moccasin, yak, two-headed ogre, sleepcap, gnoll sergeant, any Unique creature, hornet, ugly thing, scorpion, troll, orc warrior? BOOM. They will not survive, and if they somehow do, you can simply bring out more golems for your foes to commit the same mistake. So much for having “human”-level intelligence - clearly, the humanoids are hopeless, dull-witted morons before feline genius.
  • Stuck in a pinch with no MP and a really angry dude invading your personal space? Getting turned into a porcupine by a very merry centaur? Getting a taste of orcish zealotry and being told that "smite makes right"? Use wands! They are the guns of the fantasy world, and will dispose of any pesky denizen of the Dungeon. Do not hesitate to spam these against dangerous uniques, centaurs and orc priests. The bolt ones, like Quicksilver, Light or Acid, are especially effective. Remember, if you use Charming, you can "t"-"r" the mind-controlled foe to get away from you, then use that distance to execute a swift, zero-risk retreat!
  • If you end up in a terrible situation, use a consumable. A teleportation scroll will often get you out of trouble in just a few turns. They are the second-most common type.
  • In the semi-common case where you encounter the unique siblings Dowan and Duvessa, always slay Duvessa first, preferably with an incinerating payload. Otherwise, Duvessa will get very mad, run at you at light speed and oneshot you.

Try to abuse the 1-tile hallways described earlier in Battle Tactics 101! This guarantees your foes will not attempt to circumvent your units to instead give you a very uncomfortable petting session. You are extremely frail, and lingering in melee range of anything that isn’t a basic orc or a D:1 creature is bound to result in your doom. Constantly use your turns to reposition and ensure you are always behind your summons - any turn spent not moving is a turn not spent using your speed advantage! If your summons lose, you will be the next target on the list, and you will NOT survive should you stand your ground with tooth and claw. Run, rest and try again.

It is advised to not send Golems against low-damage enemies - most of the time, this will cause them to despawn before they can blow up, resulting in MP waste. On the contrary, extremely high damage enemies can sometimes demolish the Golem before it even has a chance to trigger its explosive mechanism - this can occasionally be observed against death yaks and hydras, for example. Persistence is key - eventually, they will roll low and be covered in flames like they are supposed to be.

Finally, while the Guardian Golem is highly attuned to pyroclastic energies, it is very much not immune to the blazing clouds left by its formerly-alive predecessors. This can greatly assist you in your remote detonation endeavours, for you can simply direct your next Golem to go get themselves incinerated on the exact same tile of the previous Golem for faster massacring. Use caution, however, so that an imminently-self-destructing robot doesn't walk into a flame puff next to you and instantly one-shots you.

Dastardliness, Cackles and Dark Tricks (God Choice)

You have only three equipment slots to fulfill Ashenzari’s bondage fantasies, no time to learn the ways of Invocations, and would not benefit from weapon gifts with your lack of opposable thumbs. As the lead of an interdimensional kidnapping startup, you should delegate EVERY task to your staff and never do any work yourself.

Ru is technically quite viable for you, but as you don’t care for employee wellbeing, in-office buddhist yoga sessions are not at the top of your schedule. Plus, you will need both of your paws to play with the Orb of Zot like a ball of yarn.

Guilt Tripping & Betrayal (*.....) - D:5-D:11

Your run deviates from the traditional FeSu experience when the message

Kikubaaqudgha grants you a gift!

appears for the first time in the message log.

Gather up your lucky trinkets and your maneki-nekos, it's time for some Kiku Gacha Lootbox opening. Here are the three possible outcomes:

  • Get Animate Dead & Anguish (50% chance) If you obtain this, turn on Hexes and Necromancy, and set a target to 10 for Hexes. Do not set a target for Necromancy.
  • Get Animate Dead only (25% chance) If you obtain this, turn on Necromancy. Do not set a target.
  • Get Anguish only (25% chance) If you obtain this, turn on Hexes and Necromancy, and set a target to 10 for Hexes. Do not set a target for Necromancy.

Some particularly "lucky" players can find an extremely early Kiku altar, and then receive these spells before they have even made their Lightning Spire reliable, or even gotten their Golem castable. In this case, wait until your entire starter Summoner kit is usable before beginning your necromantic journey.

You will want to memorize Anguish before Animate Dead if you have both of these incantations - which would naturally be preferable to only having one. The reason you can miss out on one of these two spells is because Kiku thought more appropriate to gift you Kitty Smooch The Ogre And Die (Vampiric Draining) or Press Button To Die (Sublimation of Blood).

Sublimation of Blood has its uses, but is mostly a suicide button this early into the game - it will be discussed later. Do not ever use Vampiric Draining or Necrotise. The former serves a purpose for other species (and Felids who foolishly decided to venture into the Dungeon without a single friend), but when your HP bar is a wet paper towel, it's generally ill-advised to close distance with sharp, bladed objects. As for Necrotise, it is a consolation spell supposed to get a Necromancer out of the very early game. You are no weak Necromancer. It's a mystery why Kiku even gifts this spell this late into the game.

Kikubaaqudgha altar.png You ungrateful sack of fleas! Of all gods, I am the one to grant the most gifts to even my least precious followers, and you still have the nerve to be discontent?

You may have noticed that the many denizens of the Dungeon are very disrespectful of your Eminence, soon to be their overlord and army commander. Your first task will be to re-educate these ruffians into submission and obedience.

In a nutshell:

  • Anguish brainwashes all enemies on the screen that fail a Willpower save to take exactly as much damage as they inflict to you, or one of your allies. This damage is irresistible and goes through all resistances.
  • Animate Dead provides a buff lasting for about a dozen turns. Each enemy slain while this buff is active has a chance to betray their former allies and serve you as a... slightly more malodorous version of themselves. These will escort you until you leave the floor, or have them perish in battle.

The synergy here should be obvious:

  • Initiate each battle with a batch of highly loyal summons praising how good of a slaver friend you are.
  • Begin emanating such confidence with Animate Dead that the defeated will turn against their former companions in your name. Skip this step if Animate Dead is not usable (>50% failure rate) yet.
  • Then, Anguish everything on the screen.

Now, whenever a foe is slain, there is a high chance they will become an ally - and foes that strike their former ally will be wracked by Anguish, joining your army in turn, and so on, until all are at your beck and call. It's just like rolling a snowball!

The little militia that will now follow you around will act as a testament to your charisma, which you can exploit by using Anguish on the next foes you will encounter. As they strike your allies, they, too, will fall like the rest, horrified at how foolish they were to stand on the wrong side of the Felid-Zot war.

Recasting Animate Dead will, however, dismiss all of your current servants, with the hopes of replacing them with fresher, potentially more numerous ones. Therefore, it's great practice to cast Animate Dead when encountering a pack of enemies (yaks or bees, for example, are good fodder), and to only recast it once your lackeys are falling apart.

Yredelemnul altar.png This is way too complicated for the fluffball that serves as your brain. Join me instead, and gain permanent reaping of the deceased instead of trying to emulate my power with puny magic!
Kikubaaqudgha altar.png Pah! Don't listen to my competitor. Their worshippers are brutes and thugs, whose first word at birth was "Axe".

Who is the Orc Priest Now? (Anguish)

Anguish is THE answer to everything a Felid despises - smiters of all flavours, centaurs, steam and acid dragons, boulder beetles... The list goes on and on! Enemies in DCSS generally have lower maximum HP than the player - yes, even a Felid - and this is especially true for ranged threats of all kinds, which very much sport the "glass cannon" style.

Early on, Anguish is particularly impressive when used against:

  • Orc Priests && Meliai - Very likely to oneshot themselves the second they dare invoke the word of Beogh against a creature as lovable as you are!
  • Steam Dragons - They continue to self-destruct while you (or one of your companions) are standing in a steam cloud!
  • Acid Dragons - Go ahead. Shoot me. See what happens.
  • Centaurs & Centaur Warriors - These aimbot hackers will finally feel the pain of the many kitties they have slaughtered! Warriors may take a few casts of Anguish to get them properly, but the payoff is immense!
  • Boulder Beetles & Hydras - These can be a little bit more resilient to your propaganda, but as any tyrannical regime would tell you, repetition is the key to domination! Simply cast the spell again until they are successfully cursed. Boulder Beetle self-oneshot as they roll-attack some hapless Golem is a very real thing!

Guardian Golems become a DEVOURER OF GODS when put against Anguished enemies, who will be blasted both by the immense guilt of damaging your precious robo-friend, and by the more literal explosion of blazing fire that will ensue.

Kikubaaqudgha altar.png The Wu Jian council always lectures its followers to "use the enemy's strength against themselves". I try to do the exact same thing, and somehow, now it's "evil" just because it's me doing it? What injustice!

It is worth noting that some enemies' willpower is nigh unbreakable - they probably really despise cats even through your most charismatic charms. Some early game culprits include:

  • Death Yaks
  • Catoblepas
  • The Minotaur (at the end of a Gauntlet)

When casting Anguish, you can move the cursor around to any of the targeted enemies (outlined in yellow). In the message log, the probability that they will become cursed will be shown! Should you need a little bit more oomph on your Anguish curse probability, try a Scroll of Vulnerability - extremely effective for neutralizing a high Willpower unique, or the Minotaur that awaits at the end of a Gauntlet! Do be mindful that the scroll will also cause a lapse in your own self-confidence, rendering you vulnerable to hexes like Paralyze or Confuse - make sure that there aren't any of those around when committing to a Vulnerability Scroll play.

Brainless or artificial enemies (from gently gurgling jellies to the dreaded Orbs of Fire) have no concept of love, hate or righteousness, and will remain completely unaffected by Anguish. They won't be unaffected, however, by your swarm consuming them.

I like to put Anguish on my "Q"uiver, and to cast it with "p" right after I have unrolled a batch of summons. 2-3 casts for a single enemy should be your maximum number of attempts - do not spend your entire mana bar trying to curse a particularly rebellious specimen!

You can start trying to use Anguish when it reaches 10% miscast rate.

Recruiting Interviews 101 (Animate Dead)

Animate Dead is the first of the four ally-creating spells you will be encouraged to use in this guide, and should stay with you until the very end of the game.

Zombie Pros

  • Unfalteringly loyal, will never leave you (as long as you do not use stairs!)
  • 4 MP is all you need to recruit as many foes as you want in the service of their new feline overlord!
  • Reasonably tanky, thus, pairs fantastically with Anguish!

Zombie Cons

  • Low damage output, with some exceptions. Anguish will fix that!
  • All zombies simultaneously disappear if Animate Dead is used again. Use Animate Dead on a big horde or one particularly fantastic harvest, and then do not use it again until either your squad has died, or you spotted a more lucrative group to collect.
  • Not guaranteed to always harvest every slain enemy.
  • Insubstantial enemies (like Will-o-Wisps from Swamp) and most undead creatures will never be recruited.
    • EXCEPTION: Vampire Mosquitoes and (much, much later on) Death Scarabs are undead, yet can still be turned! They both make for fantastic allies!
  • Occasionally ugly. This is good for highlighting how majestuous you are in comparison to them, but have you seen the dream sheep zombie tile? Ugh. What even is that...

Who to recruit:

  • High speed enemies, like bees, vampire mosquitoes, frogs or snakes. These will always catch up with you, and will swarm enemies before you even see them on your monitor! Boulder beetles are actually quite slow, and won't get to keep their signature rolling attack.
  • High health enemies, particularly slime creatures. These have a great synergy with Anguish!
  • Numerous enemies. If the screen is flooded with enemies and you aren't thinking of running away, use Animate Dead.
  • Hydras, and much later, Death Scarabs. These will play the game for you.

Zombies can be a bit on the "slowpoke" side of the movement speed spectrum. Unlike you. This can get annoying if you have a big squad, press Autoexplore and now everyone is trailing behind when you have a spiny frog in your face. You can press "Ctrl-T" to set your autoexplore only speed to your slowest ally (or to swap it back to full kitty speed). If Ctrl-T opens a new tab, try *(asterisk)-T instead. I really enjoy using this feature, as it technically has zero downsides, and strongly encourage you to use it once in your run, then forget about it. Sadly, it resets to default when you start your next game - but you're obviously going to win on the first attempt, so that doesn't matter. Remember, it only affects your speed when you press "o" - walking normally will force your undead slaves to do some exercising instead of having you stoop down to their level.

Kikubaaqudgha altar.png Undead... slaves? Pah! I am no slaver. They still have free will! They will turn against those who harm or mistreat them! Can Summoners say the same? I think not! And yet, I am the unholy one?! Disgraceful!

And while what Kiku just said is true, Zombies (and all other undead companions) have no comprehension of the concept of chains of command, and will think you completely innocent if you send forth a golem to blow up in their faces. They will also idiotically stand in the flame clouds and die, waiting for your next order. The Guardian Golem explodes extremely fast when using Anguish + Animate Dead strategies due to the damage being shared all over the place, and should only be used for initiating snowballs or taking down high priority targets once your necromantic journey has truly begun. Feel free to recast Guardian Golem if it is about to incinerate your army to get a fresher, less explosive specimen.

Kiku grants the ability "Unearth Wretches" very early for on-demand zombie creation. I suggest not using it in the Dungeon, as the results will be disappointing. Wow! A cockroach zombie with 3 damage!! Why thank you, you shouldn't have. It's the intention that counts, Kiku.

Kikubaaqudgha altar.png I didn't even mean to send these over. I was just doing some housekeeping, brushing up my skulls, sacrifical altars and blood fountains, and accidentally threw a kobold into an interdimensional wormhole. Hate when that happens.

Entrapment, Brainwashing and 200 Damage Per Turn (***...) - Lair:1-Lair:5

Have a glance once in a while at your jewelry collection by pressing "P". Rings of wizardry and intelligence reign supreme, and so do amulets of magic regeneration. Amulets of regeneration, reflection or of the acrobat are quite stellar as well, and rings of Protection, Magical Power or Fire Resistance (for accidental Golem mishaps) will significantly contribute to your survivability. Rings of Dexterity or Evasion are passable, and everything else is pretty much mediocre. Amulets of Guardian Spirit and Faith are an outright negative, and should not be worn unless they are a particularly amazing artefact.

Should you encounter elemental threats (such as the mage Fannar, an Efreet, or a Lindwurm), swap on a ring granting a relevant resistance! It is extremely fast to do so. Just don't forget to put your normal ring back on afterwards, especially if you were using one of the vulnerability-granting rings of fire or ice. Do not casually run around with an elemental vulnerability (rF-/rC-) on a Felid. You WILL be oneshotted.

Soon, you will be once again reading the words:

Kikubaaqudgha grants you a gift!

Well, well, well. Looks like we've got another Kiku Gacha Lootbox on our paws!

Here are the possibilities:

  • Get Borgnjor's Vile Clutch, Death Channel & Simulacrum (50% chance) If you obtain this, turn on Earth Magic, and set a target to 8.
  • Get Death Channel & Simulacrum (16.6% chance) If you obtain this, turn on Ice Magic, and set a target to 8.
  • Get Borgnjor's Vile Clutch & Death Channel (16.6% chance) If you obtain this, turn on Earth Magic, and set a target to 8.
  • Get Borgnjor's Vile Clutch & Simulacrum (16.6% chance) If you obtain this, turn on Earth Magic, and set a target to 8.

Once again, if you don't get all 3 of these fantastic magical abilities, you can blame the wet raspberry farts Agony and Corpse Rot. Dispel Undead is actually decent, but you won't be using it until much, much later in the game, and it is quite easy to find in random books lying on the floor.

Agony and Corpse Rot are, in my opinion, the worst spells in the entire game across all spell schools. I wouldn't even take both of these if they were level 1, that's how ridiculously bad they are. Agony has extremely niche uses, particularly for the """Necromancers""" of this world who take a single ally creating spell, strap on some medium armour, poke things with sharp sticks, and occasionally smooch hydras with Vampiric Draining or torment them with Agony. Nobody is ever seduced by these ugly ogres and demonspawn (except maybe Snorg or Erolcha), and they rightfully eventually have their hideous head bashed in, accompanied by a morgue file that shows "Total uses of Unearth Wretches: 0". As for Corpse Rot, it is a suicide spell that is exactly as underwhelming and disgusting as the name suggests, most infamous for blocking your retreat by randomly spawning deadly miasma clouds around you that enemies won't even touch. Have fun standing still in the middle of your bad body odour while getting pelted by arrows, rocks and comments on your intelligence for memorizing this spell. Even the spell icon looks bad.

If you fail to get one of the three spells in the "Three Stars Trinity", I strongly recommend buying it from a shop as soon as it is made available to you. Sometimes, the oh-so-generous God of the Floor RNG can also provide.

Kikubaaqudgha altar.png Commerce? Capitalism?! My spells are 100% locally sourced, woven by the expert craftsmanship of unionized and esteemed skeleton artisans! You would resort to purchasing mass-produced, store-bought necromancy that's probably also full of microplastics? You and me have a lot of work to do before we can get along with each other.
Gozag altar.png PRE-ORDER ONE NECRONOMICON NOW AND GET ANOTHER COPY FOR FREE, AUTOGRAPHED AND DEDICATED TO [YOUR NAME HERE] BY THE LEGENDARY MAGE BORGNJOR HERSELF!!

In a nutshell:

  • Borgnjor's Vile Clutch is a long-range piercing beam that leaves all allies completely unharmed, and irresistibly afflicts all squeezable (that means no jellies and ghosts) enemies in its path with a Constriction status effect that prevents movement and deals heavy damage every turn.
  • Death Channel is like Animate Dead - a status effect that incites the betrayal of the slain against their former friends. However, this spell summons spectres instead - they are immensely more plentiful, stack with all other ally-creating necromantic spells, and will rapidly flood the screen - but are also very ephemeral, fading into thin mist a few dozen turns after the spell was cast.
  • Simulacrum is a single-foe, smite-targeted mark that lets a chosen enemy become a collection of high-ranking officials of your perfectly obedient army on their death. They wield ridiculous damage output (seriously, it's insane), but have paper-thin fragility.

The synergies thus just keep growing - not only can you now gain double the amount of undead from each target with Death Channel, you can now also use Borgnjor's Vile Clutch to constrict and imprison those who have still not sworn unbreakable loyalty and service to your charismatic, fluffy form. In addition to restricting movement, bypassing allies and dealing damage, this absolutely nukes enemy evasion, leaving them extremely vulnerable to taking a beating from your faithful soldiers - both those incited into betrayal and undeath, and those you kidnapped from other dimensional planes, such as your trusty Hound. Later on, you will be able to select choice targets with Simulacrum, who will instantly freeze all thoughts of rebellion, opposition or resistance against your military might with their immense cold damage.

Kikubaaqudgha altar.png Life would be so much simpler if everyone was an undead thrall, you know? Perfect order, absolute obedience, flawless coordination. I bet technology would be propelled centuries foward if people stopped clutching that worthless "identity" everyone keeps talking about.

When Life Gives You Monsters, Make Blood Lemonade (Borgnjor's Vile Clutch)

Borgnjor's Vile Clutch (BVC) is a beam. Point, click, and everything in its path that doesn't resist constriction, isn't located on a deep water/lava tile and hasn't sworn allegiance to your indisputable leadership will be irresistibly crushed into a fine paste. This includes:

  • Locking them in place. Nice try, hornets.
  • Dealing usually fantastic damage over time. It has very high variability, though - I've seen BVC take down major threats in one fell swoop, or tickle a yak and then fade a turn later.
  • Absolutely wrecking the EV score of the affected. Unimaginative pew-pew-people will use this to have their Iron Shots properly hit foes that like to jump all over the place, but for you, BVC is a beacon signal - "Hey! This guy is weak for a few turns and cannot dodge! Whoop em' up!"

The only downside is that the constriction-resistant are immune - jellies of all flavours are the prime example. You can know something if constriction resistant if the spell doesn't auto-target them when you try to cast it and forces you to manually drag the cursor over.

It may become clear why many highly experienced players consider this spell to be among the best, if not THE best in the game. Accordingly, the temptation to run around going squish-squish-squish on everything you see will be very high.

Do not do this.

Here's what will happen: you will demolish a yak pack. You will think to yourself "wow I'm so OP". You will annihilate a hydra. "haha I am unstoppable". You will come face to face with a black mamba. You have no zombie yaks or hydras protecting you because you thought it would be funnier to give a few animals a power massage. You get fully poisoned and die.

BVC is used for two things: starting the snowball and keeping it going. If you are using it with zero faithful allies around, you better be juiced up right now with ways to create them. Killing things without enlisting them afterwards is Very BadTM. Unless you only have Animate Dead, a batch of cool zombies you don't want to replace, and nothing else. In that case, that's excusable.

Kikubaaqudgha altar.png I am a firm believer that everyone deserves a second shot in life. Or death, rather. Didn't visit that natural park you always wanted to go to? Couldn't tell your crush you loved them before getting crushed by a rock? Ran out of motivation to write your DCSS guide? Become a mindless thrall and forget about all your regrets! What, did you think I'd actually give you the chance to do these things you missed? Get real.

Current Battle Tactics: OVERWHELM (Death Channel)

Death Channel is the second of the four ally-creating spells you will be encouraged to use in this guide. Underrated by many players of the DCSS community, this spell makes up for its ephemerality by its sheer swarming potential. Just like Animate Dead, it is a status effect you can bestow upon yourself before a battle.

Spectre Pros

  • Sees Invisible, unlike all other flavours of undead servants! Perfect for wiping out Ghost Moths and their ilk.
Kikubaaqudgha altar.png If ghost moths are always invisible, but cannot see invisible, then how do they reproduce?!
  • Always flies, disregarding all liquids in their quest to overpower all that stands in their path!
  • Extremely plentiful - one spectre per slain enemy, without overriding any other ally-creating necromantic spell!
  • Similar health/damage statistics as Animate Dead zombies, with an added draining touch that subtly helps out a bunch.

Spectre Cons

  • Extremely short-lived. You'll be lucky if they last one entire skirmish.
    • This is the most dangerous part of this spell. Always monitor the composition of your army. If it is composed almost solely of spectres, then as soon as your Death Channel runs out, your entire protective wall will vaporize in a single turn, and reveal some very unamused individuals who will gladly charge and destroy your defenseless scruff.
  • Cannot be recasted to extend the duration - which means you can be stuck with a 3-turns-remaining Death Channel while enemies are approaching and you have little MP left. Not ideal.
  • Soulless enemies (constructs and the non-living, like Crystal Guardians) and all undead creatures will never be recruited.
  • Gives a false sense of security, and secretly inflicts rHubris-- whenever the snowball REALLY gets going.

Who to recruit:

  • Literally everything that breathes. If you're entering combat, you should turn on your Death Channel at some point. If you aren't pressing the Death Channel button every single time something vaguely resembling an enemy appears on your screen, you should be passing the keyboard to an actual cat, who will no doubt play much more competently than you.

Cold-Hearted Officers (Simulacrum)

Third of the four ally-creating spells, Simulacra have exactly four advantages over your other troops - they do more damage, they hit harder, they have bigger damage numbers and they also do massive damage. Exceedingly fragile with their weakness to fire and their measly dozen of hitpoints, these represent a pricey, but potentially devastating career path for your repentant enemies. When casting the spell, point-and-click any enemy on the screen to irresistibly present them with an offer to join you they will not be able to refuse. When they are dead, that is.

Simulacra Pros

  • MEGA damage. At the extreme, the Lernaean Hydra as a simulacrum deals over 1000 damage per turn, but even a basic hydra will probably melt anything it touches.
  • Relatively decent duration. It's no Animate Dead, but as long as you aren't waiting in place after each battle, they can absolutely follow you to the next fight.
  • It might be just me, but I think they look very nice with their bright blue and white hues. Cold, soulless, villainous, only willing to see all join your ranks. It's just how I like it.

Simulacra Cons

  • MEGA fragile. They get hit, they shatter into pieces. It's as simple as that. They live by the principle of "ONESHOT OR BE ONESHOTTED".
  • Very expensive. For a whopping 6 MP, you can only curse one foe, which will produce one or a couple of simulacra, depending on your spellpower. These don't come cheap - choose your targets well.

Who to recruit:

  • MULTIHIT ENEMIES. If they go schak-schak-schak-schak instead of THUMP, take them in. Bonus simulacrum damage is a flat bonus applied to each hit. Hydras first come to mind, obviously, but there's more to it than that - dragons of all flavours are outstanding due to their bonus trampling, and anything with constriction effects (especially tentacled monstrosities) will prove worthwhile as well. Demonspawn from the Abyss and Pandemonium are **insane**, but you probably won't see them for a while. Double-attackers like ettins, two-headed ogres or juggernauts are splendid as well.
  • Slimes. Don't ask how they move around when turned to ice. It's magic. I ain't gotta explain anything.
  • Humanoids casting spells are, generally, **to be avoided**. The main exceptions are uniques or "fighter-mages" like nagas, merfolk and giants, but knowing how to wave your hands in funny circles doesn't really translate well to being a nice icy animated statue.

The Proper Way To Roll Your Face On The Keyboard (Macros)

Getting tired of "zazbzczdEnterze....ozazbzczdEnterze....o" yet? You can press Ctrl-D to set macros and begin feeling like you are playing some tryhard MOBA instead of composing Beethoven's Tenth Symphony on your keyboard.

For example, press "Ctrl-D", then "1", then type "za" in the field to link the "a" spell (often the first one) that appears when you look at the spell list (accessible with "I" while in-game). On each press of "1", you will now cast the "a" spell.

Kikubaaqudgha altar.png Back in my day, you had to draw a pentagram and whisper demonic prayers each time you'd want a skeleton friend. Who thought it was a good idea to automate murder?! Can't you appreciate a good old blood sacrifice in the rules of the art?

This is my favourite loadout:

  • (Q)uiver Anguish (or, in Crypts/Tomb, Dispel Undead), and cast it with p.
  • / (the one to the left of 1 on the number row) for Statue Form, Necromutation, or some other Form. Early on, Simulacrum fits well here while you do not have a Transmutation.
  • 1 for Call Canine Familiar, and later Haunt.
  • 2 for Summon Guardian Golem, and later Simulacrum.
  • 3 for Summon Lightning Spire, and later Infestation.
  • 4 for Borgnjor's Vile Clutch.
  • w for Animate Dead. Normally, it's used for (w)ielding weapons, buuuut... yeah. No opposable thumbs and all.
  • e for Death Channel.
  • Spacebar for an emergency spell - I like a simple Blink, or, for bonus coolness points, the heart-racing Death's Door. Big button, big problems! I actually remember to use my emergency spells this way.
  • c for any extra you may appreciate. Unearth Wretches is a good candidate, with a macro like "aa". Sublimation of Blood, if you decided to commit suicide with use that spell, also works.

This way, every single time you want both your ally-creation buffs (such as when descending a new staircase), simply press "we". To dial up the early-game squad, press "123". In case of trouble, your salvation is right on the biggest button of your keyboard. For a mega-scarab death rave, press "ecc3"!

Emergency Manual For Distraught Would-Be Feline Commanders (or how to salvage a run that misses out on vital spells)

Only read this section if you missed out on one of the previously mentioned spell gifts in your Kiku Gacha Lootboxes.

Sometimes, RNGesus shows their not-so-nice side, and prevents one or two spells from ever appearing in your game. Here are my recommendations (when I say "medium-level Summoning spell", my favourites are Summon Forest, Summon Cactus Giant and Summon Mana Viper!):

  • Missing out on Borgnjor's Vile Clutch: Honestly not that bad. You'll simply have to rely on allies a lot more, and be even more generous with your usage of Unearth Wretches. Do not hesitate to use the spell slots you have saved up to get yourself a medium-level Summon spell - Summon Forest even has a constriction effect, potentially emulating Vile Clutch!
  • Missing out on Simulacrum: Unfortunate, but not disastrous. Your army will lose a lot of its potential damage output - until you scale up to Infestation, that is. Be prepared to use Anguish a lot more. Do not hesitate to grab a medium-level Summon spell to take up the spell slots!
  • Missing out on Death Channel: Really, really bad. Death Channel is a cornerstone of all FeSuKiku runs, as it's effectively an ally duplicator. You will want to be on the lookout for this spell at all costs - but having Simulacrum will still greatly help you at flooding the screen somewhat effectively. Later on, bearing both Borgnjor's Vile Clutch and Haunt grants an easy way to spawn the initial batch of simulacra.
  • Missing out on Anguish: Kind of sad, but not the end of the world. You'll have significantly more trouble in the early game, but once you can churn out some of the higher level undead reliably (who actually have high damage output on their own without Anguish's help), you won't miss it as much.
  • Missing out on Animate Dead: Will significantly increase the danger level of the early game, as you'll actually have to rely on your Hound/Golem/Spire starter trinity to clear mid Dungeon and upper Lair. Having both Simulacrum and Death Channel will eventually make up for the lack of this spell, but until then, abuse your Golem explosion with no restraint. Do not hesitate to memorize Animate Dead later on if you find it - even if it's a low level spell, it's universally useful.
  • Missing out on BOTH Animate Dead and Death Channel: This one is brutal, which is why I'm mentioning it specifically. It's almost a death sentence, as the only allies you'll have will be a few measly summons and fragile Simulacra. This negates the whole point of playing FeSuKiku, which is negating your terrible defenses with a necromantic meat (and ectoplasm) shield. I strongly recommend investing in a Form (preferably Statue) or a mid-level Summon to make up for your severe lack of allies, because Simulacrum alone cannot protect you due to their fragility. You run the risk of being exposed to a lot more enemy strikes, and must make up for it by filling up the missing spell slots with defensive options like Summon Cactus Giant, and using Borgnjor's Vile Clutch/Haunt a LOT.

And, of course, if you find the Inescapable Atlas or its contents in other random books while Kiku is mocking you with trash spells, consider throwing a big old kitty-grimace their way and return to the One True Gooey Path. It's not an optimal decision at all, but it's better than trying to clear the Snake Pit with two walking ice cubes, a dog and a glorified tower defense minigame.

Kikubaaqudgha altar.png Turncoat! Betrayer! You lawless toxoplasmosis-infested flea-ridden fuzz-thing! How dare you suggest abandoning the righteous forces of evil and torture for some first-grader slime making experiments?

Kiku's wrath really isn't that bad... relatively. Wrath is still wrath. As you might expect, it mostly revolves around tormenting you, using torment on you, and also cutting your HP bar in half with Torment. Did I mention you might also be occasionally tormented? There's some other minor effects, but if you can cast Storm Form and fight with it, you can survive Kiku's wrath. The only scary part is when you suddenly get tormented in the middle of a hard battle. Don't o-tab everything you see, be ready to use an escape tool if your HP bar explodes, and soon, the mad cackling of Kiku will grow silent.

A Short Guide on the Necromantic Hierarchy (interactions between ally-creating spells)

If I could summarize each ally-creating spell in one word, it would be this:

  • Animate Dead: Permanence.
  • Death Channel: Quantity.
  • Simulacrum: Power.
  • Infestation: Versatility.

Animate Dead, Simulacrum and Infestation are body spells. They will not stack. A single enemy can become a scarab, multiple simulacra, or a zombie, but not multiple of these undead types at the same time. The higher level spell always takes priority. You cannot Infest and then cast Simulacrum on a target, then expect to get simulacra. The order you cast the spells in does not matter.

Death Channel is a soul spell. It stacks with every other ally-creating spell, and will not impede the production of any scarab, simulacrum or zombie.

Addendum: From Lackey to Supervillain (Character Building)

For convenience, I will gather all skilling targets and the spell memorization order in this section. Feel free to return here as you need for quick reference!

Your Propaganda Arsenal (Spells)

Throughout this run, you will be encouraged to memorize, in this order, and approximately at these points of the game:

(Note: the "LV" numbers are how many spell slots you need for each spell, not your XP level. As for the locations on the right, you are expected to memorize the spells at these moments, not for them to be immediately usable!)

  • LV 1 - Summon Small Mammal (D:1)
  • LV 2 - Call Imp (optional - Necromancy is very tight on spell slots and Scrolls of Amnesia are precious, but this spell helps prevent early splats) (D:1)
  • LV 3 - Call Canine Familiar (D:2)
  • LV 3 - Summon Guardian Golem (D:2-D:3)
  • LV 4 - Summon Lightning Spire (D:3-D:6)
  • LV 4 - Anguish (D:5-Lair:2)
  • LV 4 - Animate Dead (D:5-Lair:2)
  • LV 5 - Borgnjor's Vile Clutch (Lair:1-Lair:5)
  • LV 6 - Death Channel (Lair:3-Orc:2)
  • LV 6 - Simulacrum (Orc:2-SBranch:2)
  • LV 7 - Haunt (SBranch:1-SBranch:4)
  • LV 8 - Infestation (Slime:4-Vaults:2)
  • LV 8 - Necromutation (Vaults:1-Vaults:4)
  • LV 4 - Dispel Undead (Vaults:4-Crypt:1)
  • LV 9 - Death's Door (Tomb:1)
  • LV 7 - Enfeeble (after Death's Door is at 8% fail rate or less)

Check your "M"emorization screen every so often. Whenever you have the spell slots required to memorize the next spell, do so immediately and, if it has an entry in the section below, adjust your skills appropriately.

Do note that Kikubaaqudgha will not necessarily grant you every single necromantic spell on this list every game. Their delivery service can be a little bit... lacking at times.

Kikubaaqudgha altar.png Running a forbidden knowledge book printing business isn't easy. I'd like to see you explain to your publisher why blood sacrifices are essential to have in "Fun Necromantic Activities for Children"!

Skip to the next entry on the list if you are incapable of finding a spell anywhere in your game. As soon as you find a missing spell, however, you should add it to your repertoire as soon as possible to catch up. I strongly encourage you to cast every single one of these fantastic incantations at least once in your game!

Situationally, these spells may be useful as well.

  • Blink (universally useful escape spell on any character)
  • Sublimation of Blood (niche, dangerous spell that takes very few spell slots)
  • Statue Form (will pave the way towards Necromutation, will be replaced after the latter is online)
  • Ozocubu's Armour (easy to cast alongside Simulacrum's Ice Magic training. Great defensive replacement if Statue Form is not found!)

Of course, the Wilderness Trinity will never not be overpowered. If you fail to obtain one of the crucial Kiku spells, these can certainly come along as a replacement:

  • Summon Forest (Translocations 8, Summonings 10)
  • Summon Cactus Giant (Summonings 14)
  • Summon Mana Viper (Hexes 10, Summonings 10)

Studying the Dark Arts (Skills & Training Targets)

As soon as you start your run, train these skills and set them to these targets, with the "=" button:

  • Spellcasting: 24
  • Summonings: 10
  • Turn off Stealth and Dodging.

Right when Summon Guardian Golem has been memorized, add the following skills:

  • Hexes: 5
  • Fighting: 15
  • Dodging: 19
  • Forget Summon Small Mammal as soon as you can.

After Summon Lightning Spire becomes part of your kit, complement it with this:

  • Air Magic: 5
  • Forget Call Imp as soon as you can.

(OPTIONAL) - Blink will never not be useful, and can come along at any point in your run:

  • Translocations: 8

Your necromantic journey can truly begin when Anguish (or failing that, Animate Dead) becomes memorized. You'll want to memorize Animate Dead right after Anguish.

  • Hexes: 10 (only if you have found Anguish)
  • Necromancy: 27

Sadly, some elemental magic will be required for Borgnjor's Vile Clutch. Train like so after memorizing it.

  • Earth Magic: 8

Simulacrum comes next, unfortunately requiring you to learn a thing or two about the structure of snowflakes:

  • Ice Magic: 8

(OPTIONAL) - Should you find it, Statue Form will greatly enhance survival odds, and should be castable with your Earth Magic training, as long as you add in, as soon as it is memorized:

  • Transmutations: 12

Haunt brings you back to your blessed origins of Summoner, and will be made reliable if, after you memorized it, you train:

  • Summonings: 14
  • Forget Call Canine Familiar, Summon Guardian Golem and Summon Lightning Spire (in that order) if you need spell slots.

Right after Infestation is memorized, begin training for your true final form: Necromutation.

  • Transmutations: 17

Ultimately, after Death's Door's failure rate has dropped below 8%, you can iron out your last weaknesses with Enfeeble.

  • Hexes: 16
  • Fighting: 21
  • Dodging: 21
  • Forget Anguish if you need spell slots.

Unused Text

Through some unfathomable magical force, all DCSS characters are seemingly capable of learning any discipline in minutes while doing utterly unrelated things. In real life, it would be like mastering painting while going to do reps in the gym. Or getting an education while playing Dungeon Crawl Stone Soup.

And yet, they pour all of that experience into knowing how to swing a metal stick really, really fast, or how to correctly pronounce "pew pew" while conjuring forth assorted metal pellets and crystal shards. But in their tutelage, they learn next to nothing about the omnipresent entity that is Death itself, and when the words "You die..." finally stain the bottom left corner of their screen, they are left powerless.

In this guide, we will not make the same mistake. We will learn to know Death until it becomes that friend we go to the movies with on rainy Sundays.

Apart from clearing the Dungeon, this build is a very different experience compared to the FeSuJiyva playstyle of rushing Storm Form and tabbing through the entire game. Do not be fooled by the fact that both start as the same background! I recommend this playstyle to players who have won at least one game, and would like to try out something a bit off the beaten path of the brute/blaster-caster duality. As a dastardly wielder of the magic that controls life and death, you will be using an abundantly available weapon against those who dare stand in your way - your aforementioned enemies, brainwashed to serve you instead. You will experiment with deranged synergies that other mages could only dream of, stand in the middle of over 50 enemies with 15 HP remaining, and tell yourself "this is fine."

Into Darkness (D:1 to Kikubaaqudgha)

Contrary to one's expectations, the best way to play a Necromancy-focused character is not to start as a Necromancer. This background is severely lacking in firepower, has spells easily resisted by a tenth of the Dungeon's population, and requires you to get into melee range half the time to give little kitty smooches with Vampiric Draining. I am sorry to say that all non-trivial monsters will not be receptive to your advances.

Not to mention that Kiku (no, I will not be spelling out the full name every single time, cope with it) is an excellent teacher, and will provide you knowledge of absolutely everything you require to initiate, grow and end your fantastical necromantic journey.

Kikubaaqudgha altar.png Untainted souls are so much more fun to corrupt! But... why are you so fluffy? I need goth elves and black mascara. I can't have my subordinates looking like this!

Sorry, Kiku, we're not going to be exactly "untainted" here. We'll be engaging once more in the not-so-savoury practice of interdimensional kidnapping. Begin, of course, as a Felid Summoner.

But I don't waaaaaaant to play a caaaaaat...

Well, you depraved, vile heretic, you're in luck! You can probably pick Kobold instead and have almost all of the advice still apply to you. Kobolds synergize exceptionally well with necromantic magic, because their limited vision can easily be filled to the brim with allies, banning the game from ever throwing more than three enemies towards you at a time when the snowball is truly rolling. However, this is MY guide and NO accomodations will be made for filthy canine propagandists.

As for the background choice, unlike the puny little Edginess Beams that a Necromancer starts out with zapping everything they see until they die to the first White Imp, nothing in the Dungeon resists the gnashing of teeth and the blazing flames of exploding robots. It's not that Necromancers are bad, but they can't really compete with what I believe is the most versatile and defensive mage class in the game.

For strategies on clearing Dungeon until you receive your first spell gift from Kikubaaqudgha, refer to the very first installment of my series on feline supremacy. Every section up to "Murder and Electrical Engineering" is relevant - though there are some differences in skill targets. Air Magic should be trained to level 5, not 7, and Spellcasting should get a target to 24, not 10. I know that's a lot of Spellcasting, but necromantic magic is particularly infamous for requiring boatloads of spell slots! If you do not mind a slightly higher risk of an early splat, you can also skip Call Imp, getting to level 3 using only a quokka swarm - this will free up more spell slots to begin your necromantic journey - after all, sometimes, scrolls of amnesia simply refuse to show up. Feline Supremacy Incorporated cannot be held accountable for lethal encounters with D:2 adders that may ensue should one follow this advice. If you do, however, you will be able to memorize Summon Lightning Spire at level 5.5 (halfway to 6)!

For any skilling questions, refer to the addendum at the end of this guide.

You are strongly encouraged to also add these same rc/init file options for quality of life when playing a Felid (you even get an Evilness bonus from using the black cat tile, essential for playing any villainous character!):

default_manual_training = true
show_more = false
fail_severity_to_confirm = 0

# The one right above this comment is extremely important if you do not wish to be flooded with confirmation prompts every single time you want to cast the spell Do Very Minor And Not Dangerous Thing.

fail_severity_to_quiver = 5
tile_player_tile = tile:felid_3

# If felid_3 is visually challenging, tile:felid_6, tile:felid_2 and mons:natasha are also acceptable.

And, of course, worship Kikubaaqudgha as soon as you find their altar. Unlike many other gods, it doesn't actually matter when you find them - they won't help you in the slightest until you start devoting experience towards the beginning of your necromantic journey, which you should only ever do after your entire starter Summoner kit is reliable. There is almost no difference between finding Kiku on D:2 or D:10. Do not startscum faded altars or rage because the Temple doesn't have that old pile of skulls you're after.

Kikubaaqudgha altar.png "An evil god, Kikubaaqudgha requires worshippers to cause the death and destruction of as many creatures as possible." Well, that's rich. It's not as if almost every single other god wants the exact same thing. Why am I being singled out?

I would have liked to recommend a different background for a change, but in terms of bringing cats out of the early game, nothing even comes close to the power of friendship (Ice Elementalist is decent, but it still cannot compete!) As a Summoner, you will get a very early, abusable synergy with Anguish, one of Kiku's first potential spell gifts, and will also get a headstart on the late game spell Haunt, unilaterally seen by players as one of the best in the game.