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 Post subject: Pulls!
PostPosted: Sun Sep 26, 2010 8:24 pm 
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Location: Where I could swear I left the universe last...
For those of us not killing ourselves with pull-free runs, what have you found to be the most important pulls!

All I can think of right now is my limited IotM collection. The Wolley's Index +8 psychic damage is huge at low levels when it's nearly doubling your damage, and the 20% items is nice as well.

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 Post subject: Re: Pulls!
PostPosted: Sun Sep 26, 2010 8:47 pm 
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And to think people openly mocked the +8 psychic on the Wolleys. Repeatedly.

No, I don't hold a grudge or anything. Not me ...


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 Post subject: Re: Pulls!
PostPosted: Sun Sep 26, 2010 9:45 pm 
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Boomstick, Hero's Cape, GigaGuy cannon

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 Post subject: Re: Pulls!
PostPosted: Sun Sep 26, 2010 10:24 pm 
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Location: the Conservatory with the lead pipe
Phial of Samuels... oh yeah.

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 Post subject: Re: Pulls!
PostPosted: Sun Sep 26, 2010 10:54 pm 
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VHF-1 Exosuit / foxy caped suit, for -10 sec. Bicycle shorts + Letter Shirt are a better pick by Level 5, but you're not going to do better than one of the suits before then.

Seppia's cephalopod skullcap is all kinds of win... -5 sec, PP regen, breathe underwater (for the Level 6 quest), allows you to use SQUID discs that would otherwise clutter inventory, and a little bonus damage on top of that.

Throwing star - black hole... potentially chops off a minute, which is a big deal all in itself, but it's basically a free never-miss attack too.

Less obviously, and non-donation... a gold coin. I happened to pick up a few extra while rounding out my collection, and the extra chips will definitely make leveling / healing that much easier. Since I'm an Elemental, I won't have a healing skill for much of the run, so being able to visit the hospital will help.

I think the biggest (only?) dark horse I've pulled so far is the n-barreled shotgun. At level 3, it can be converted to triple to give +6 XP, which will help for bridging the gap between levels.


If I weren't worried about earning IOUs (or yanking URs from my display case), a filthy sock puppet might've been in the cards -- no fumbles and more XP through +foe toughness.

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 Post subject: Re: Pulls!
PostPosted: Mon Sep 27, 2010 6:00 am 
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Don't forget about the three-speed bicycle shorts. -5, -10, or -15 seconds to turn length, depending on your level. The +xp, hp , and pp is very useful as well.

I'm also going to be pulling a Grimm's Bulwark with my first pulls when I finally get to doing runs with pulls. The HP and PP regen from that is very handy indeed.


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 Post subject: Re: Pulls!
PostPosted: Mon Sep 27, 2010 7:06 am 
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Location: the Conservatory with the lead pipe
Prestige wrote:
I assume you can pull a dense chip
You cannot.

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 Post subject: Re: Pulls!
PostPosted: Mon Sep 27, 2010 7:08 am 
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I actually sorta-bothered to get decent equipment for each level(only the lower ones of course), to prepare for retcon...but then I went grimdark anyway :lol:

Will probable try a few runs with pulls later on though.

If we're talking about nice, non donation-items that are sorta easy to get...what about one of of the four class-specific, level 5 items from the ARF?
They're the the badger gauntlets(+10 melee damage & to hit), channeling blade(+10 physic & spell damage), energy mace(+10 electric damage, 2% chance to stun), rocket boots(flying, +10 initiative).
There's also the databelt(level 6, +4 HP & PP regen)

I'd also consider the repeating rifle(from the criminology lab) if I was a gadgeteer/someone who liked ranged weapons, and the karma charm(+20% spell damage, -1 PP cost for skills) if I used spells a lot.

As for the gold coin - that's a good point, a source of chips would help greatly(without chips, you can't level up...that's been quite a problem for me in grimdark, had to farm the casino), although saving coins to pull means not selling them in run.

And last, for accessories - if one just didn't want to leave an accessory slot empty, the verse of the dodo gives +3 XP which isn't too bad for the first levels.

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 Post subject: Re: Pulls!
PostPosted: Mon Sep 27, 2010 8:18 am 
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And now, putting all my IotM's and rares in my MD has come back to haunt me. No awesome pulls for me. :cry:

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 Post subject: Re: Pulls!
PostPosted: Mon Sep 27, 2010 11:24 am 
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Fighting club -I didn't think much about the weapon, just picked it. Stupid considering im an Elemental, but hey, it's all good.
Letter Shirt - Easy call, Intellect and time reduce, plus some decent power.
Roderick's gloves - Accidently pulled this, rather than Roderick's boots!
three-speed bicycle shorts - Already mentioned by someone above, very useful with all round abilities.
Roderick's boots - Super jumps will be useful, extra defence.
Aegis Sheild and Hero's cape - Awesomeness. +items, pp and defense.
Pouch of Many lost things - +item drops useful, and the lost items willbe good - I didn't have my Wolley's (MD fail!), so this will do till the next time.
2 Mister Tea's - Decent for level 5.

I think i need a better weapon, maybe a GigaGuy Cannon. For the second accessory, insanely super XL bowl,Index or Mask of Odysseus. Seppia's cephalopod skullcap would be nice, as would be a VHF-1 Fighter.

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 Post subject: Re: Pulls!
PostPosted: Mon Sep 27, 2010 11:48 am 
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Any chance having a way to include MD items as part of a Deep Storage pull, or will the coding not allow that?

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 Post subject: Re: Pulls!
PostPosted: Mon Sep 27, 2010 12:08 pm 
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Dyynamo wrote:
my medevac chopper (For flight or in case I'm using up HP quickly)



Just remember that any flight-capable vehicle requires you to get Passable Pilot again.


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 Post subject: Re: Pulls!
PostPosted: Mon Sep 27, 2010 7:50 pm 
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Prestige wrote:
Hmm, I can see why it's that way, although I wish this particular exception was made clear and given narrative justification.
Well, it shows in the Deep Storage pulldown.

Justification? Um... they're too dense for the weird lightning-thing to transfer?

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 Post subject: Re: Pulls!
PostPosted: Mon Sep 27, 2010 8:27 pm 
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Prestige wrote:
Hmm, I can see why it's that way, although I wish this particular exception was made clear and given narrative justification.



Sometimes, the thing would just be too powerful. I don't have narrative justification, but it'd be broken, so I had to block it. Besides showing in the pulldown, as Cris notes, it is also listed in the item's description.

I *did* specifically create the blue chip as a once-per-run alternative, which *is* pullable, and is actually worth more than the dense chip. It's just that you can have a large number of dense chips, which is why they're a bigger problem.


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