These ain't no ripoff pants! Okay, well. Depending on how you evaluate its use, they might be ripoff pants. But one thing's for sure: they're tearaway pants!
Tearaway Pants are, well, pants. They're pants, folks. The pants are enchanted as follows:
X = level * 5
)The final bit of bluetext refers to a new combat skill, "Tear Away your Pants!" accessible whenever you happen to be wearing your tearaway pants. It is usable once per combat, staggering your foe and offering an additional effect depending on the phylum of the active monster:
Phylum | "Tear Away your Pants!" result |
---|---|
Beasts, Bugs, and Penguins | 3-round stun |
Constellations, Elementals | Delevels the enemy |
Constructs, Slimes | Absolutely nothing |
Demons, Horrors, Undead, Weird | Physical damage to the enemy |
Dudes, Elves, Goblins, Hippies, Hobos, Humanoids, Orcs, Pirates | If the monster drops pickpocketable pants, you acquire them! Otherwise, it's a +15% bonus to item drop for the combat. |
Fish, Mer-Kin | Very tiny substat gains |
Plants | Gain 1 adventure, or no effect |
In addition to the enchantments and the skill, the tearaway pants provide instant access to the Department of Shadowy Arts and Crafts for moxie classes. After all, Shifty's whole ask for guild membership was to steal your own pants, and it's very easy to steal your own tearaway pants!
Let's start with the good news. This IOTM does two things that are really quite novel. First, it provides guild access to moxie classes without having to go off an ascension's critical path. Many people have been wondering if there will ever be a change where the mysticality and moxie guilds are placed on-path in the same way the muscle guild is; the fact that two classes get free access and it takes 5 annoying turns in a terrible zone for the other four classes has always felt a bit weird. This is better than we could've anticipated on that front, as it's actually more free than the muscle guild, since you'll get guild access without spending a single turn. That's neat! It should be helpful for newer players who still need to occasionally buy perms in-run. Beyond that, it doesn't really do much, but at least it does that.
Second, this item technically enables nigh-infinite pickpocketing, albeit on low-value targets -- because you can cast "Tear Away your Pants!" on every single fight, if you were to somehow make a zone into a one pants-wearing monster zone, and that monster was in the phylum list, you could get a pair of pants on every turn, rain or shine. This isn't likely to become majorly relevant any time soon, but with elves in the phylum list, there is certainly a chance that some world event will feature some kind of advantageous relationship where getting a bonkers amount of free pants will be valuable. It also is nice for any collectors of a droppable pants item.
You may notice that the good news is centralized in "novel mechanics", not centralized in "things that are good for speed ascension." And largely, you'd be right. If I had to list this item's powers at speeding up your ascensions, I'd order this roughly as follows:
Nothing else really shines. These are pretty low impact benefits. At -best-, you save a turn on the Zeppelin (next year), gain some fractional turns from additional initiative, get a handful of extra turns, and (maybe) save a yellow ray if everything works out. And you get a 15% +item buff on something like a fourth of your turns in an ascension. It's just not a lot, compared to most IOTMs, despite my genuine delight at the mechanics of it all.
There isn't much, but there's a few.
We'd rate the tearaway pants a tier 5 IotM, meaning 0-1 turns saved each day, on average. It simply is not essential for ascension... at least, not yet. There is always a possibility that the novel benefits will increase its value later in its standard lifespan. There are a bunch of decent examples of that -- for one, the Industrial Fire Extinguisher went from its charges being worth about half a turn to a full turn immediately once the Shadow Rifts were introduced. When the Smut Orc Logging Camp was remodeled in February of 2019, it increased the value of every source of sleaze resistance, which included +5 from the KGB, +3 from the Latte Lovers Member's Mug, and +2 from the pantogram. When pirates were removed as an alternate route to the talisman of namsilat, macrometeorites were boosted, because ascenders no longer could waste all their macros failing to get pirate insults. (OK, that one was a joke, but people finally got better at using macros after that happened, which was huge!) You never know what kind of mix-ups TPTB could have in store for us.
Then again, maybe nothing changes, and this IOTM remains what it is: a beautiful little mechanical marvel that is basically useless to modern speedruns. C'est la vie, tearaway pants!