Loathers.net Spring is here / a-suh-puh-ring is here / life is skittles / and life is beer! I think the loveliest time of the year is the spring. I do â do you? You do? âCourse you do. But thereâs one thing that makes spring complete for me⌠itâs the February IOTM, the Spring Shoes! (Also, itâs not remotely close to spring yet. Also, Iâm not Tom Lehrer. What a shame.)
The Spring Shoes are an accessory. They grant the following bluetext enchantment benefits:
In addition to these three âobviousâ enchantments, the shoes state that ânature springs up after each stepâ. This extra enchantment means that after every combat, at random, the shoes will do one of five actions:
In addition to these benefits, with the shoes equipped, you get access to three distinct skills.
The first skill is Spring Growth Spurt, which doubles the attack and defense of any Plant phylum monster itâs used against, for increased statgain. Per measurements by Semenar, it appears to be +50 flat additional stats to any plant combat you use it on, in exchange for a much more annoying monster to kill.
The second skill is Spring Kick, which represents an interesting new design choice â a mid-combat banish. This banish can be cast whenever the player wants, and will banish the given foe for the rest of the day (or, until you cast it on another monster, as it can only be active on one at a time). As noted, though, it doesnât end the combat â you still need to do that yourself!
The final skill is Spring Away, which free-runs away from the current monster. This is on the new Everything Looks Green shared counter for freerun items; this freerun cannot be used if Everything Looks Green is active, and each usage gives you 30 turns of Everything Looks Green. Think of this as an ever-so-slightly worse version of Green Smoke Bombs that can be used at any time without having to use an item!
In addition, thereâs one last incremental benefit â when planting an enchanted bean to grow the Beanstalk, you gain 1000 substats for each stat. This statgain increases by 250 stats per level as well, capped at 2000 substats at level 14. Neat!
So. There are lots of fun benefits to high-stepping in your spring shoes. How much of this really matters, though? Letâs go from âleast importantâ to âmost importantâ for the myriad benefits you can derive from your shoes.
First, many of the postcombat effects and enchantments are of the âneat, not necessaryâ variety â +20% moxie is âfineâ but isnât really going to help you out in most cases. Itâll marginally increase survivability for low-shiny folks, but even then, 20% isnât a TON. The HP/MP restoration is similar â itâs fine, but it isnât doing that much for you. (Except in the current avatar path; the HP is actually a little nice there.) The +50% chance of critical hit is pretty cute â itâll help survivability (as it synergizes nicely with the Candy Cane Sword Caneâs weapon damage silliness), but for most saucestorming/cleavering ascenders, it isnât going to change your fortunes that much.
Second, weâll lump the statgain helpers together. The increase in statgain from plants is pretty cute, and it makes wishing up Black Crayon Flowers even better than it normally would be. Barring other considerations like a necessary locket enchantment or a BoFA drop, this is a small but meaningful boost to a specific black crayon monster. If youâre a moxie class, the +20% moxie will mildly increase the size of your scalars, though itâs absurdly minor. The stats from the enchanted bean are very funny. Theyâre late enough in-run that they arenât THAT great, representing 27.8% of the stats needed to go from level 10 to level 11. But theyâre mildly useful. In any standard path with the Trainset, none of this really matters to you, but in paths like WereProfessor, these will be reasonably helpful boons.
Now, weâre getting into some of the things we need to cover individually. To start, a few things we can deal with in easy bullets:
This leaves us with two final benefits to go over, and the best two attributes of the IOTM â the Spring Kick and Spring Away skills.
Of the two, SPRING AWAY is the stronger but less complicated skill. You just want to hop your way into a delay zone and use the freerun every 30 turns. Assuming you roll out 200ish turns per day, you can expect 6-7 freeruns a day, which is pretty good. The real power here is less about what the spring boots do and more about what the spring boots free up. While we werenât necessarily planning on doing all the bullshit we were doing last year when we went sicko mode, being able to access a freerun with a 30 turn counter without any resource expenditure dramatically lessens the need to spend a single resource on Green Ops Soldiers (GROPs).
Think of it this way â Green Smoke Bombs (also known as GSBs, the free-run drop from GROPs) have an Everything Looks Green counter of 25. To get one extra freerun, youâd need to generate 6 GSBs (for 25 * 6 = 150 turns of cooldown versus 30 * 5 = 150 turns of cooldown for the shoes). Thatâs⌠kind of a bunch, man! Previously, every GSB you generated was worth 1 turn. Now, effectively, each GSB is worth 0.16 turns. (NOTE: This is mildly incorrect â depending on your final turncount, thereâs always a small chance that your last freerun is at a weird time window, where you get an extra turn if you can free up your last run a tiny bit earlier. This isnât really easy to math out, nor is it super dependable, as it is dependant on factors that change basically every run. But Iâm a detail-oriented person and it is useful to note, even if it doesnât really change the math much.)
That is a massive sea change, and changes SO many resource allocations across a speedrun. You need much less familiar experience for your Grey Goose, to the point that the goose loses a pretty large portion of its speedrun value. (Donât worry, Goose fans â itâs still a high tier item, it just isnât a bonkers 20-turns-a-day type item anymore.) You free up a bunch of item% wishes, familiar XP wishes, and any wishes or summons used to generate GROPs in the first place. You free up familiar turns, loosen routing constraints, and can re-evaluate how you route your runs. Itâs hard to evaluate what is saved by doing all that work, but itâs a whole lot of extra interesting decisions, and thatâs cool as heck!
Finally, thereâs the last skill â SPRING KICK. This isnât as powerful as Spring Away, but itâs quite interesting in its own right. As noted earlier, Spring Kick is an all-day banish that doesnât end the fight. This is notable in a few ways. First, itâs -perfect- for monsters you want to encounter a specific number of times in a run in a zone where you may still need to spend extra turns in. Things like the banshee librarian in the Haunted Library, the pygmy janitor/shaman across the Hidden City, the pygmy bowler (with some sword cane/cosmic ball/fallbot/goose nonsense), the bird rib monsters in Whiteyâs Grove, the Black Forest beasts with the reassembled blackbird parts, et cetera. It lets you modify the future available combats in a zone while still getting whatever you need from the monster. And thatâs cool!
Thereâs another neat trick you can do with Spring Kick â if you are running out of turns in a delay zone, you can use it to defer freebie monsters generated through Recall Habitats by kicking the monster on your last delay turn, and only kicking something else when you have another delay zone open to drop the rest of your copies in. If youâve summoned a specific freefight monster for a reason, this might actually end up being a useful trick for you. And even if you are out of the realm of useful tricks, the kick is also just generically valuable as an easily toggleable all-day banish. That makes it useful for things like the Yossarian gremlins, solving the Cyrpt quest, etc.
The fact that it isnât a freebie banish like Cosmic Bowling Ball makes it (obviously) not quite as powerful as a freebie, and the fact that it doesnât end the fight can be a little annoying, in some cases. But itâs a bold new mechanic â nothing in the game works the way it does, and that is cool as heck!
While the Spring Shoes are a pretty nuanced item, they donât have a -ton- of important synergies to keep track of.
Weâd rate the Spring Shoes a tier 1 IOTM. They are pretty close to a tier 0, too! With 1 freerun every 30 turns, you can expect about 6-7 turns of value per day from freeruns alone. The +/- combat is worth 1-ish turns per day. Spring Kick is extremely difficult to benchmark, but is worth (in my view) at least 2-3 turns per day by letting you powerfully manipulate the queue throughout the entire day. The init and fruit are both worth about half a turn. So youâre at about 11 turns saved per day. Itâs a very, very good IOTM.