Caves of Qud

Caves of Qud

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Beep Jan 4, 2024 @ 12:12am
Feasability of body swapping an astral tabby
I wish to become an astral tabby. I seek this form for two reasons: The obvious invulnerability to most forms of attack, and the vibe of being an aloof astral cat who could leave or take killing you from beyond the veil.

I have some questions about the feasibility of this. Let's get the basic out of the way:

-Can creatures with the phased status effect pick up objects in the environment?

-Can cats put things in their inventory without hands?

If the answers to either of these questions are no, what should I bodyswap with? I don't want to be basic and choose esper hunters (or whatever they're called). What should I go with?

If the answers to the previous two questions are both yes, then we're in business! Astral tabbies have ranged weapon slots, so I can use phase pistols or pistols augmented with phase-harmonic to damage things that are in-phase. I do have some other concerns though:

The high level of phase tabbies (36) means that I will not be gaining many more levels, and thus won't be able to acquire more than perhaps one new mutation. This will also harm my ability to get more skills or attribute points to shore up my low mental stats, which is my second concern.

The low mental stats wouldn't be too much of a problem. I'm not going to be an esper (anymore lol). I do want to be able to tinker tho. As I understand it, body-swappers keep their skills, but lose everything else. If I have a skill that requires a higher attribute level than I have in my new body, what happens?
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Showing 1-11 of 11 comments
glass zebra Jan 4, 2024 @ 1:49am 
Both of those questions is "yes" but the more severe one: You can not trade with creatures that don't share phase. If you somehow get the phasing mutation you can fix this though. They also have VERY low HP for their level.

You do not get to keep your skills on body swapping. In general the game does not care if you fulfill attribute points after gaining skills though. There are multiple ways to get skills outside of picking them with requirements + points spend.
Beep Jan 4, 2024 @ 8:31am 
Originally posted by serikos:
Both of those questions is "yes" but the more severe one: You can not trade with creatures that don't share phase. If you somehow get the phasing mutation you can fix this though. They also have VERY low HP for their level.

You do not get to keep your skills on body swapping. In general the game does not care if you fulfill attribute points after gaining skills though. There are multiple ways to get skills outside of picking them with requirements + points spend.

Okay, thanks for the warnings. These terms are agreeable. I just need to ensure I have done most of my tinkering prior to my ascension. It also looks like I'm going to need to get some reputation for learning skills.
I blame Earthshaker (Banned) Jan 4, 2024 @ 11:11am 
Originally posted by serikos:
You do not get to keep your skills on body swapping. In general the game does not care if you fulfill attribute points after gaining skills though. There are multiple ways to get skills outside of picking them with requirements + points spend.
Yeah, skills are bizarrely completely linked to the body part (prolly for ease of coding), even the skills one would expect to transfer... like make campfire (NPC characters don't have this skill by default). It might take a DLC (or at least a mod), but it would be nice to split skills between mental skills and physical skills, since not every skills is muscle memory. But then again, it's a game, not a simulation!
glass zebra Jan 4, 2024 @ 12:11pm 
Originally posted by Beep:
Originally posted by serikos:
Both of those questions is "yes" but the more severe one: You can not trade with creatures that don't share phase. If you somehow get the phasing mutation you can fix this though. They also have VERY low HP for their level.

You do not get to keep your skills on body swapping. In general the game does not care if you fulfill attribute points after gaining skills though. There are multiple ways to get skills outside of picking them with requirements + points spend.

Okay, thanks for the warnings. These terms are agreeable. I just need to ensure I have done most of my tinkering prior to my ascension. It also looks like I'm going to need to get some reputation for learning skills.
Just drink tons of warm static. There is 0 risk if you do it directly after the swap, as Astral Tabbies neither have many skills nor ]any muations any important mutation that can be lost due to it. The skill points you get from one sip should be able to completely rebuy those 3 skills they have (350 SP total cost and warm static low roll is 400 SP), if you indeed want to stick with axes.

Edit: I forgot that they have night vision, but you probably want some "real light" anyway.
Last edited by glass zebra; Jan 4, 2024 @ 12:19pm
Beep Jan 4, 2024 @ 3:57pm 
Originally posted by serikos:
Originally posted by Beep:

Okay, thanks for the warnings. These terms are agreeable. I just need to ensure I have done most of my tinkering prior to my ascension. It also looks like I'm going to need to get some reputation for learning skills.
Just drink tons of warm static. There is 0 risk if you do it directly after the swap, as Astral Tabbies neither have many skills nor ]any muations any important mutation that can be lost due to it. The skill points you get from one sip should be able to completely rebuy those 3 skills they have (350 SP total cost and warm static low roll is 400 SP), if you indeed want to stick with axes.

Edit: I forgot that they have night vision, but you probably want some "real light" anyway.
Astral tabbies have the "astral" mutation which is responsible for them being permanently phased. Is this mutation immune to warm static? If so, then I am happy to lose night vision for skills.
glass zebra Jan 4, 2024 @ 4:31pm 
Originally posted by Beep:
Originally posted by serikos:
Just drink tons of warm static. There is 0 risk if you do it directly after the swap, as Astral Tabbies neither have many skills nor ]any muations any important mutation that can be lost due to it. The skill points you get from one sip should be able to completely rebuy those 3 skills they have (350 SP total cost and warm static low roll is 400 SP), if you indeed want to stick with axes.

Edit: I forgot that they have night vision, but you probably want some "real light" anyway.
Astral tabbies have the "astral" mutation which is responsible for them being permanently phased. Is this mutation immune to warm static? If so, then I am happy to lose night vision for skills.
Non-player mutations are immune to warm static roll. Actually I don't know the exact rule, but the sniper freeze ray from Rymewicks is also immune. My guess is just that mutations not included in the table of rolling are not rolled.
Beep Jan 4, 2024 @ 5:06pm 
Originally posted by serikos:
Originally posted by Beep:
Astral tabbies have the "astral" mutation which is responsible for them being permanently phased. Is this mutation immune to warm static? If so, then I am happy to lose night vision for skills.
Non-player mutations are immune to warm static roll. Actually I don't know the exact rule, but the sniper freeze ray from Rymewicks is also immune. My guess is just that mutations not included in the table of rolling are not rolled.
I guess I'll have to find out for myself. I'll report my results when I eventually get there
glass zebra Jan 4, 2024 @ 5:09pm 
Originally posted by Beep:
Originally posted by serikos:
Non-player mutations are immune to warm static roll. Actually I don't know the exact rule, but the sniper freeze ray from Rymewicks is also immune. My guess is just that mutations not included in the table of rolling are not rolled.
I guess I'll have to find out for myself. I'll report my results when I eventually get there
The astral mutation is definitely safe and will not get rolled. You will only lose night vision. I just don't know the exact rules which ones are safe, but so far it looks like it's the "unique" ones.
I blame Earthshaker (Banned) Jan 4, 2024 @ 5:33pm 
Originally posted by serikos:
Originally posted by Beep:
I guess I'll have to find out for myself. I'll report my results when I eventually get there
The astral mutation is definitely safe and will not get rolled. You will only lose night vision. I just don't know the exact rules which ones are safe, but so far it looks like it's the "unique" ones.
I suspect this has more to do with preventing it proccing as an option for warm static, and not to prevent tabbies from not being astral or rymewicks not breathing ice beams...
glass zebra Jan 4, 2024 @ 5:36pm 
Originally posted by I blame Earthshaker:
Originally posted by serikos:
The astral mutation is definitely safe and will not get rolled. You will only lose night vision. I just don't know the exact rules which ones are safe, but so far it looks like it's the "unique" ones.
I suspect this has more to do with preventing it proccing as an option for warm static, and not to prevent tabbies from not being astral or rymewicks not breathing ice beams...
There are some things that indicate that those are either in different tables/differently flagged or inherited and just not touched by multiple things. E.g. adrenal control does not increase levels of the breath mutations either (the ones you can get from food), even though they seem pretty physical. Maybe this is on purpose or maybe just old implementation, but in the case of warm static it definitely adds to balancing. Getting a permanent poison breath mutation without body swapping sounds pretty broken. Or a Irisdual Beam ..
Last edited by glass zebra; Jan 4, 2024 @ 5:43pm
I blame Earthshaker (Banned) Jan 4, 2024 @ 6:08pm 
Originally posted by serikos:
Originally posted by I blame Earthshaker:
I suspect this has more to do with preventing it proccing as an option for warm static, and not to prevent tabbies from not being astral or rymewicks not breathing ice beams...
There are some things that indicate that those are either in different tables/differently flagged or inherited and just not touched by multiple things. E.g. adrenal control does not increase levels of the breath mutations either (the ones you can get from food), even though they seem pretty physical. Maybe this is on purpose or maybe just old implementation, but in the case of warm static it definitely adds to balancing. Getting a permanent poison breath mutation without body swapping sounds pretty broken. Or a Irisdual Beam ..
Some of the balance changes do result in weird BS, like higher tier armors not being metal so they can't be magnetized. But tradeoff is that they aren't stripped off by pulsing magnets...
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Date Posted: Jan 4, 2024 @ 12:12am
Posts: 11