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content/posts/clojure.md
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content/posts/clojure.md
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title = 'Clojure'
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summary = 'My first look into Clojure, a functional JVM based programming language.'
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date = 2024-11-20T23:53:38+03:00
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draft = true
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# Clojure
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Clojure is a (well, mostly, somewhat) functional programming language running on
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the Java Virtual Machine. It belongs to the family of languages known as Lisp.
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It has caught my attention recently.
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A long while ago, around a year or so, I tried learning Common Lisp. It's
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another language belonging to the same family, and I liked it a lot. Maybe I'll
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write about that at some point.
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content/posts/metamporhosis.md
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title = 'Metamorphosis'
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summary = 'A deep look into the Metamorphosis mutation in Caves of Qud'
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date = 2024-11-20T23:53:38+03:00
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draft = false
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Well, I have been playing a lot of Caves of Qud lately. I have been playing
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for a long time, and when the game had its official 1.0 release, I got
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back to it. This reminded me of a guide/post/rambling about this mutation
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in Caves of Qud that I had written when I was really into this game,
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and I decided I would post it here.
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Please note that some of the information here may be outdated/inaccurate,
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I didn't test everything here after the full release. I'm just posting
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it here because I thought it would be a shame to let it die.
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Note: a lot of what I've said in this post (some less accurate, some more accurate)
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applies to the very excellent [shapeshifting mutation mod](https://steamcommunity.com/sharedfiles/filedetails/?id=3367823143)
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as well (particularly the part about which forms make good targets).
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Honestly, if you're entertained by this, you should probably play with
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that mod instead, because base Metamorphosis is just too powerful
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(to the point of being boring, and annoying at the same time (due to
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not keeping Wayfaring skills in transformation)). The shapeshifting
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mod honestly is a lot more balanced, without really feeling like a nerf.
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Much more fun in general.
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Anyway, I hope you enjoy.
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# Metamorphosis
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In this post I will be telling you about the wonders of Metamorphosis, and
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how you too can live out your repressed fantasies of living as a sentient
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chrome pyramid.
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### What is metamorphosis?
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Metamorphosis is a mutation in Caves of Qud. It's a mutation that allows
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you to **transform yourself** into another creature (we'll get into
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exactly what "creature" means in this context). Let's take a look at its
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description first:
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> "You assume the form of any creature you touch.
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>
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> Cooldown: (level based) rounds
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> May only assume the form of creatures level (level based) or lower"
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Wow, short and simple. Deceptively simple, in fact. Touch a creature,
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become that creature. Almost makes you want to ask "Why's this a big deal?"
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There are a couple reasons. I will list them in no particular order.
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### 1. The level limit doesn't work.
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You heard that right. The level limit stated in the text *does not work.* You
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can transform into any creature you touch, regardless of level. Yes,
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that sounds OP, but trust me, that's ***definitely not*** what makes
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this mutation absolutely broken. It is plenty OP even if you install
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a [mod that implements the level cap](https://steamcommunity.com/sharedfiles/filedetails/?id=2805279087).
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It really just makes you wait until you get to the truly OP forms,
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but that isn't as big of a nerf as you would think.
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### 2. What is a "creature"?
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Think about it. It says you touch a "creature", and take its form. If you've
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seen some shapeshifters in media before, that might lead you to believe that
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it has something to do with absorbing someone's DNA, and therefore would
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require the "creature" to be at least biological in nature.
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This is wrong. You can turn into anything the game considers a "creature".
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You can turn into robots. You can turn into mindless slime or fungi.
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You absolutely and totally can turn into a freshly animated sentient wall.
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And yes, this means chrome pyramids are fair game.
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If you can touch it, you can turn into it.
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### 3. What does it mean to "transform"?
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In short, most things on your character sheet get replaced with stuff
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on the creature's sheet. Your STR, AGI, TOU scores get replaced with the
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creature's (but **NOT** your mental scores!), you lose all mutations
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and gain those of the creature's, you lose all your skills and gain
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those of the creature's.
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Your body plan, a.k.a. your available limbs and body parts get replaced
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with those of the creature's as well.
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Interestingly, you also *do*
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gain a few interesting things if the creature has them: natural weapons,
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reflective shielding (like the one on cherubim), permanent phase (astral tabbies),
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permanent invisibility (from the invisible troll in bethesda susa),
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instant-kill attacks (from the lithofex and the decarbonizer),
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a monosludge's ability to absorb liquids and become a god,
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and... pretty much absolutely anything else the creature has.
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Note that despite keeping your own mental attributes, you do **not**
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keep your mental mutations, and you will gain any mental mutations
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the creature might have.
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### 4. You keep your items.
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This isn't something that would immediately strike one as a pro of
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metamorphosis, but think about it. Your base AV gets replaced with
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the creature's AV, but in most forms you will still be able to
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wear armor like you normally would.
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A lot of enemies in the game (not all, but a substantial amount)
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don't wear armor at all: they just have naturally high base AV. So if
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you transform into, say, a bear cherub that naturally has 12 AV
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with no items, then wear a full zetachrome set... yeah.
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With the right setup, you can become almost fully invulnerable.
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### 5. Your faction changes.
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Creatures will treat you as if you were a member of the faction
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you transformed into. You can get out of a fight by transforming
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into whatever's trying to eat your face.
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## Things to look for
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Now that you know a good form can carry you through the game,
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you may want to know what you should be looking for in a good
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form. Here's a (non-exhaustive) list of things to watch out for:
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- Unique mutations: Some creatures can have powerful mutations
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unique to themselves/otherwise unavailable to player characters
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(ironically, this includes metamorphosis itself: you can chain
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metamorphosis to essentially create a "checkpoint" of your character,
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either by transforming into crowsong repeatedly or by transforming
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into a clone of yourself). Examples that come to mind: Astral (tabbies!),
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Breath weapons (also found on Ice cherubs, those can be nice),
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Invisibility. There are others, especially on lategame enemies,
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but you'll have to find them yourself.
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- Creatures with unusually high stats: This typically means
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procgen legendary creatures (especially ones whose base stats
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are already high) You'll have to experiment on this, but town
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mayors, merchants, lair legendaries and town wardens tend to
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have their stats far higher than a normal instance of that
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creature type. If the creature type already has very high stats,
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this can lead to some insane stuff. Fun tidbit: procgen town
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wardens can be *any* creature. Potentially including chrome
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pyramids and salt krakens. Yeah. Even if you don't find
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a ridiculously overpowered creature, even something like
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a legendary issachari raider can provide a good enough
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form until you can level it up or travel long enough to
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find a better form.
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- Cybernetics. You can turn into true-kin. I mention this
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for two purposes:
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1) every time you transform into a
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true kin that is wearing a cybernetic, you will copy
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that cybernetic. You can then go to a becoming nook,
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remove the cybernetic, end metamorphosis, and transform
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again. Yes, this means if you go to the Yd Freehold,
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you have effectively infinite money, as the warden there
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has a cybernetic installed, and there is a becoming nook
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nearby.
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2) Saad Amus (or maybe a legendary putus templar) can be
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a great form to use permanently, as well, just note
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that you ***will*** lose all cybernetics and any credits
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you used when you end metamorphosis.
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- As a general rule of thumb: anything that would be nice
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to permanently dominate will be a nice metamorphosis target.
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However, unlike perma-domination, you aren't required to
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pick one form and commit to it forever, you can experiment
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with as many forms as you like, with no limits. You can be
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a decasludge one minute, then a cherub in the next, then
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turn into a salt kraken and eat everything when you get bored
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with that. If you play right (by proselytizing and relocating
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your targets) you can have a variety of cherubs and other
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powerful forms at your disposal.
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## How to get Metamorphosis
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As it may be obvious from how OP this mutation can get,
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Metamorphosis is "unfinished content", meaning normally,
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it is not meant to be obtained at all. However, there are still
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two main ways one could go about getting metamorphosis.
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1) Go to options, turn on advanced options, enable unfinished
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content. This will add Metamorphosis to the character creation
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screen, you can just choose it like any other mutation.
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2) There is an NPC in Kyakukya, called Crowsong, that has
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Metamorphosis. (Note: He *always* spawns with it, regardless
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of whether you have unfinished content enabled or not). You
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can simply play the game normally until you can dominate him,
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then body-swap with him.
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The first method can feel a bit cheaty, but remember: you're
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not doing anything that would be impossible for a normal
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character to do, you're just saving yourself some time by
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skipping the part where you body-swap with Crowsong.
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If you're going to get Metamorphosis at all, I recommend
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you save yourself the trouble and just enjoy your time,
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though I'll admit it can be fun to speedrun the body-swap.
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# Guide
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Here's a guide to get metamorphosis relatively quickly.
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(without enabling unfinished content).
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### Start
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Start as Mutated Human Apostle, stat spread 16/10/16/16/16/26.
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The high Ego lets us dominate crowsong quicker. We'll be body-swapping with
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him to get metamorphosis. Water Merchant also works instead of apostle, I just
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find the idea of an apostle receiving divine revelations to permanently
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trap himself in the mind of an innocent person really funny.
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Mutations: Corrosive Gas Generation, Confusion, Domination, Sunder Mind and Hooks for Feet(D)
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Corrosive gas helps us deal with enemies without needing good melee stats.
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(Honestly, you could pick ***just*** corrosive gas and nothing else,
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and that would be a good run on its own)
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Confusion lets us lower crowsong's MA to help us dominate him earlier.
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Domination, necessary for body-swap.
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Sunder Mind, useful for early leveling, as it helps us safely kill dawngliders.
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Hooks for Feet is usually not a very good defect, as later in the game not being
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able to wear boots can really hurt. In our case though, we'll be getting rid
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of our feet way before that starts to matter. The +4 mutation points at
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character generation is just more important.
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### Leveling up
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Once you start, check the only safe chest in Joppa. If you can find enough
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trinkets to level up, do so immediately. Otherwise I recommend going into
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the waterlogged tunnels until level 3-4.
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Play it safe at this point, don't rush, kill easy enemies like bats and dogs.
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Use corrosive gas as much as you can. Don't rush into a room if you don't have
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gas. Pick up kills with sunder mind. Proselytize enemies as much as you can
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(they will probably die to your gas, but try to avoid that if you can)
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Use all your mutation points on corrosive gas. That alone will be enough for most
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normal threats, combined with confusion as a means of diversion, and sunder mind
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for powerful threats, you will be fine. Once you get Corrosive gas 3 or 4, it
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will mow down most early game enemies (with careful use ofc).
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Once you get your first rapid advancement, start hoarding your mutation points
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and instead use them to buy new mutations every time. You don't need any particular
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mutation, but some can help you survive (force bubble/wall, teleportation, light
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manip) or even help you body swap (precog). Offensive mutations tend to be
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traps, physicals will need more investment and are thus undesirable.
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Put all attribute points into Ego. Every bit helps. By level 12 you should have
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26 + 4 = 30 Ego, or a modifier of +7
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Once you're level 4, run into the desert, look for packs of dawngliders. Each one
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gives you 375 exp a pop, and you can kill them relatively safely from across the
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screen thanks to Sunder mind. Just take care while travelling, and pray that
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you don't just walk into a screen to get immediately cooked.
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Watch out for raiders with guns, as those can one or two shot you if you're
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unlucky (dumping agility isn't helping you there...).
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If you find a salt kraken... Jackpot! You can kill it with corrosive gas generation
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alone. You see, a salt kraken won't actually directly attack you, it will instead
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try to eat you by moving on top of you. But since krakens need to spend a turn
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locking on to a space, then moving there... you can keep moving around the kraken
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forever, with no real danger. so activate your gas, move next to it, and avoid its
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attacks. When your gas refreshes, move back one space (letting the kraken get
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next to you), then activate the gas, letting the kraken lock on you again,
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then keep moving as the acid melts a kraken dozens of levels above you.
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Somewhat disappointingly, killing said dangerous creature dozens of levels above
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you only gives the same amount of XP as... less than 3 dawngliders (1000 XP).
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Disappointing, but probably fair since corrosive gas is incredibly OP.
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### The Body-swap
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At level 12, berate + confusion will give a total of -10 penalty to crowsong's
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mental stats (confusion ALSO lowers crowsong's MA on top of that).
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Domination will have to hit dc 24 (level) + 6 (MA) - 6 (confusion MA drop) -
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5 (Willpower drop) = 19. with a roll
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of 12 (level) + 7 (Ego) + 1d8, that is a guaranteed success. If you don't mind
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risking it a bit (or you got lucky and have precognition) you can also do this
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at a lower level, but at level 12 it should be guaranteed.
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Note: You don't have to completely body swap. If you have cloning draught,
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you can clone crowsong, dominate him, then (as crowsong) metamorph into his clone.
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This will pause the domination timer (makes it essentially permanent, with the
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option to go back whenever you like) while still giving you full access to
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metamorphosis.
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If, however, you don't care about sacrificing your mortal coil,
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lower yourself to 1 hp, dominate crowsong, then attack your body to permanently
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trap yourself in crowsong. Congratulations, you are one step closer to ultimate
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power!
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### What to do now?
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You might think you're home free. For the most part, that is in fact true. You
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can become anything, and you have incredible potential now. Heck, a very powerful
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metamorphosis target is even present in Kyakukya: Warden Indrix.
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Warden Indrix has 150 HP, a +9 strength modifier, some axe skills, and
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Wilderness Lore: Jungle. The latter is surprisingly useful considering not many
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good combat forms come with any Wilderness Lore skills (which is annoying! I
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don't want to get lost every. single. time. I go ANYWHERE).
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Now you know about metamorphosis. You're welcome.
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