Check out this Qud wiki page
This page on the Caves of Qud wiki is a particularly good glimpse into the kind of bullshit you can do in the mid to late game, once you have the chance to amass a large amount of wealth, teleportation devices, powerful items, followers, etc.
(Warning: the stuff in the link - and the stuff I've written here below - is of course spoilers for anyone who wants to discover the stranger stuff in Qud themselves.)
For many years I played Qud in a relatively straightforward way, where I'd build a character and go out and bop guys and just do the main quest. Since 1.0 came out and I started using Roleplay mode, which allows you to respawn at a checkpoint after an unfortunate death, I've begun doing riskier stuff as well. A death from experimenting with "rare liquids" is no longer as big of an issue... so risky exploits are worth it.
"Warm static," the liquid described in the page above, is one of the bizarre rabbitholes I've started exploring. It's truly tremendous how so many of the late game strength-building strategies you can follow feel like exploits but are totally sensible within the game's systems. Cloning legendary ichor merchants - the people who sell the most rare liquids in the game - is really a gateway to a lot of bizarre behavior. In the past, I'd largely ignored ichor merchants because so many of the rare liquids felt so dangerous to me... but death no longer shadows my steps!!
I'm nearly done with a full Roleplay playthrough of the game as a True Kin. After this, I think I'll try another runthrough as a merchant.