Finding the right monsters got you down? Don't des-pear, the Peridot of Peril is the May 2025 item of the month, and it's incom-pear-able for helping make monsters ap-pear. Pre-pear to be amazed.
The Peridot of Peril is an accessory. It features the following simple bluetext enchantments:
These are neat, but all pale in com-pear-ison to the last enchantment: for your first adventure in each zone per day, you can select exactly which monster you wish to fight in the zone. To restate this: you get one selection per day for every single zone. (Also, the adventure is highlighted in green.)
Also, from your inventory, you can [foresee peril] -- this is not ascension relevant, but it does let you send fruit to your friends, enemies, and neighbors with a perilous gift message.
OK, starting with the easy stuff: the 15% item drop is nice. The MP restoration is also nice; it essentially ensures that even low shiny users will have whatever MP their combat suite needs through this IOTM alone. Neither will save a turn or two on its own, but it is neat comfort stuff.
Having covered the minor stuff, let's get to the real meat of the matter. It should be quickly ap-pear-ant to the speedster how useful this item will be. Monster selection is one of the most powerful tools in all KoL. As we wrote about in our primer on Faxes and Summons, there are a metric ton of monsters you'll want to encounter in any given run. Being able to encounter them with the lowest possible resource expenditure is how gold stars are won and bronze buttons transform into silver moons. Monster selection is a big freaking deal. And it isn't an overstatement to say that the Peridot of Peril is the most all-encompassing monster selection tool we've ever gotten.
To recap the mechanic: once per day per zone, having the Peridot equipped will trigger a superlikely that lets you pick from the zone's native monsters. This is functionally identical to Map the Monsters, and as such, counts as a fight in the zone. If you have the Peridot equipped and you don't need to pick a monster, you can also exit the superlikely for free.
Easy, right? While the effect is relatively simple, the actual usage of it is not. I want to note that this is absolutely not comprehensive. There are so many things to use this for that I can't really hope to be fully comprehensive here; we just want to demonstrate a few easy places to focus to start getting more value out of your brand new Peridot.
A few different subtypes here. First, there are multiple monsters in run that you should be specifically targeting for yellow rays, either via spitballs or blowing the yellow candle. (Or the Emberiza Aureola familiar ability, if you have neither of those options.) Oftentimes, these monsters are in zones with a lot of monsters in them, or zones where you really don't need to do anything else -other- than the YR. Peridot allows you to cut the crap and just get the monster you need immediately. Examples of these types of Peridot Picks include:
Second, there are the monsters you need one of per run but often need banishes to find. Examples of these include:
Unlike single-shot monster needs like the harem girl or the burly sidekick, some monsters are needed multiple times. In these cases, you'd generally prefer to use a copy source like blowing a purple candle, extruding a Chest Mimic egg, or (more likely, in many of these cases) the Red, White, and Blue Blast (the RWBB) from the Patriotic Eagle. You also can use some sort of sniff -- olfaction, in most paths, or the McHugeLarge Slash from the January IOTM. For these examples, you'll be using your Peridot pick to snag...
Note that in the first section, we called out two areas where you have two monsters you need -- the airship (with the Quiet Healer + Burly Sidekick) and Whitey's Grove (with the white lion + whitesnake). It bears special mention that because you get one per day per zone, in a two-day run, you can get both of these relatively easily by simply doing it once on D1 and once on D2.
In a 1-day run, you can also be one of those smart kinds of people who correctly solves the Monty Hall problem by simply keeping the Peridot out of your accessory slot until you encounter the first one. This way, you don't waste your Peridot pick on a white lion only to get a white lion the next turn -- you can be guaranteed to make the second encounter the one the game is refusing to give you!
A few other instances where you want to use this include:
All of this is great stuff, and super useful. And this doesn't even cover the most mind-numbing face-stabby speedrun usage of all: exploiting the superlikely to get free chances at other superlikely monsters! Once the delay for the Boss Bat or Copperhead Snakes is burned, you can wear the Peridot to fish for an encounter at no cost. It usually doesn't work, but you might as well! It's free real estate, baby!
As always, let's go over some IOTMs that make a perfect pear with your Peridot.
We rate the Peridot of Peril a tier 1 IOTM, though it is extremely close to the top tier. It's difficult to isolate all the turn savings this IOTM gives you; it's not quite as flexible as something like the Chest Mimic, which allows you to grab things that are not native to the game's adventuring zones (like your obligatory Mountain Man and your swarms of ghoul whelps), but it also represents (essentially) 30-40 useful in-zone summons every single run. I don't think that every single one of those saves a full turn, but I would venture that there are about 10 that save a full turn, 15 that save a half-turn, and 15 that save less than half a turn. That puts you at about 22 turns saved over a full run. In a 1-day run, this is easily a top-tier T0 IOTM; in a 2-day, it's 11-12 turns a day, which is more along the lines of a tier 1. Still, this is a massive boost to any speed ascender, and well worth your Mr. A. Sound the alarm: this IotM's a real gem!