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Heartstone: Overview

March 27, 2026 // IOTM Overview

While we were quite on time with the last two IOTMs, it has taken a perhaps jarring amount of time for me to complete this analysis on the Heartstone. There’s a few different reasons for this. One, I had a two week trip to Australia for work. Two, I have been beset with ills and ailments upon my household heretofore unseen by man or beast. Three, this IOTM is the devil’s work, and perhaps the most impossible-to-helpfully analyze IOTM
 ever? Not sure. Regardless. I’ve been iterating on notes for ages and it’s finally time to publish. Let’s get to the heart of it.

General Summary

The Heartstone is an accessory. When equipped, it gives the following enchantments:

The “Steal the Hearts of Foes” enchantment reflects a new skill you get access to while wearing the Heartstone: Steal Monster’s Heart. In addition to the analysis discussion below, you can unlock six extra Heartstone skills via usage of Steal Monster’s Heart. Access to these skills persist through ascension, and are available with the Heartstone equipped. They are:

As with the Blood Cubic Zirconia and the Peridot of Peril, the Heartstone is a gem — that means it can be set within the Eternity Codpiece. When the gem is installed, it adds an enchantment of +5 familiar weight to the codpiece.

Instead of our normal “speedrun applicability” section, I’m going to start this one with a quick section on the skills, followed by my attempts to explain — mechanically — how Steal Monster’s Heart works.

Heartstone: Skills

The Heartstone’s non-heart-stealing skills are actually pretty comfy. STUN is a useful combat trivializer, letting you get a ton of actions in before killing a particularly hard-to-beat monster. GONE is going to get a lot of mention later in this article as well, so I won’t belabor the point, but a new banish source is always nice, even if the banish in question is turn-taking. The rest of the skills deserve a little more of a description:

Beyond these two, the LUCK buff is kind of nice. More Lucky! charges are usually at least mildly helpful. Here’s a (very rough, kind of off the dome) ranking of the best uses for Lucky! in-run.

  1. 1x Castle Basement, for your Wand of Nagamar
  2. 3-4x Mob of Zeppelin Protestors, for unlocking the Red Zeppelin
  3. 1x Hidden Temple, to summon Baa’baa’bur’ann for stone wool
  4. 0-3x Itznotyerzitz Mine, for your ores (ignore if you can summon a Mountain Man)
  5. 1x Oasis, if you need more Ultrahydrated (e.g., you don’t use your freekills there
)
  6. 1x Castle Top Floor, if you want more meat drop for the War’s nunnery sidequest
  7. 2x A-Boo Peak, if you want to swap 4 fights and 3 NCs for 6 NCs and save 1 turn for two clovers
  8. The rest in the Outskirts of Cobb’s Knob, to get turnbloat from NCs in a delay zone

Having done all that, it’s time to talk your ear off.

Heartstone: Mechanics

Abstractly, Steal Monster’s Heart involves stealing the letters from monster’s names, combining them into a 4 letter word, and generating something from that collection of letters — items, buffs, monsters, et cetera. We will get into exactly what you can steal (and, later, the optimal steals) — but we’ll start with trying to build intuition on what letter you receive when you cast the skill.

Mechanically, when you cast the skill, you are able to steal a letter from the middle of a monster’s name. This means the monster has to have an odd number of characters in its name; if it has an even number, the skill is unavailable and you can’t try to steal anything. Some simple examples, to start:

If you just want to know the basics, that pretty much sums it up. There are a few other small mechanical annoyances that are worth knowing, though.

One important note. There’s no cap on the number of hearts you can steal in a day; if you somehow generated 1000 monster encounters in a day, you could steal 1000 letters. This is
 quite a lot!

Heartstone: Notable Four-Letter Words

As noted, when you collect four letters in your Heartstone, it combines into a word. We already noted six words that you probably want to grab before your next ascension: BOOM, GONE, STUN, BUDS, BUFF, and LUCK. The first time you spell those 6 words, it unlocks the on-equip skills described in the general summary.

But those aren’t the only notable spellings! There are a total of 173 effects you can gain 20 turns of when spelling four-letter words via stolen letters. In this way, the Heartstone is (kind of) like a newfangled version of the Diabolic Pizza Cube; it takes some annoying routing to use, but it allows you to generate a bunch of different effects at the expense of that routing. Many of the effects are really, really worthless. But there are a handful of bonus effects that are worth highlighting. (The four letters you spell are bolded for each effect, with the full effect name for completeness.)

In addition to the effects, you also can swap your current monster into a variety of different monsters. Most of them are just brand new ways to fight your own butt
 but there are a few notable ones outside of that.

If all the Heartstone did was the skills and the above effects/monster changers, it would be a moderately useful but largely pleasant IOTM. But it does a bit more than that, and that’s where the trouble starts. In addition to effects, skills, and monster-changers, you can also summon actual items by spelling out words. And
 well
 there’s a lot of them. There are 297 unique items you can summon by spelling four letter words, in fact. Most of them are pretty middling and do not require much analysis; you aren’t getting “candied YAMS” unless you really, really like yams. But there are a few notable uses that bear mention.

Heartstone: Beating the Heart & Embracing Big TAPE

So. You’ve followed us this far. Now you want to actually use the Heartstone. What does usage look like? Mainly, this.

Please help me budget my Spooky VHS Tapes. My family is dying.

That’s my meme answer, but it’s hardly that far off. The most valuable thing you can do with the Heartstone is generate as many spooky VHS tapes as humanly possible. It’s really really hard to beat the combined value of copying something you want to fight, making it free, and placing that free copy into a delay zone. Here are some good workaday uses of the VHS tapes; all of the following fun options can be placed into fun delay zones:

So, yes. Tapes are great. The problem comes with actually -getting- tapes. As you quickly realize when you start analyzing the monster tables in every available ascension zone, there are a limited number of options for pretty much every letter — especially if you’re looking for on-path letters. Some are easier than others, but to get the most out of the Heartstone’s good options, players will need to engage in some level of facestabbing. As a good teaching example, let’s examine how to get the letters in TAPE in a standard ascension.

THE LETTER T

The following T monsters are on-path in a speedrun:

The following T monsters are off-path, summoned, or conditional, but plausible to encounter:

THE LETTER A

The following A monsters are on-path in a speedrun:

The following A monsters are off-path, summoned, or conditional, but plausible to encounter:

THE LETTER P

The following P monsters are on-path in a speedrun:

The following P monsters are off-path, summoned, or conditional, but plausible to encounter:

THE LETTER E

The following E monsters are on-path in a speedrun:

The following E monsters are off-path, summoned, or conditional, but plausible to encounter:

PLANNING OUT YOUR TAPES

So. If you added those up, that gives us 5-8 “easily” available T’s, 8-13 “easily” available A’s, 10-12 “easily” available P’s (but all crammed in one quest), and 17-30 “easily” available E’s. I put easily in quotation marks because there are further complications to consider here.

Some of these are
 well, maybe not mutually exclusive, but off-route by such a massive extent that it’s impossible to use them together. Some are strictly mutually exclusive; you can’t route in a T through Tektite if you’ve routed in an A through fleaman, since you need to be at Hero’s Field for Tektite and Vanya’s Castle for fleaman. You can’t use tomb rat king for your A and red skeleton for your E.

As an example, let me share a proposed route for 8 VHS tapes over a run:

  1. T = Frat 151 via Numberology, A = Peridot a Bar, P = Summon/copy a Black Crayon Shape, E = Peridot + olfact a Foodie Giant
  2. T = elegant nightstand, A = Peridot a Fleaman, P = Copy a Black Crayon Shape, E = Foodie Giant
  3. T = pygmy witch nurse, A = Find a Fleaman, P = Copy a Black Crayon Shape, E = Peridot a met
  4. T = Peridot a Tektite, A = Summon a Black Crayon Hobo, P = Peridot a Hippy Baker, E = Foodie Giant
  5. T = Frattlesnake (it’s D2!), A = oil cartel, P = Peridot a Hippy Baker (it’s D2!), E = Peridot + olfact a ninja waiter
  6. T = Peridot a Tektite, A = oil cartel, P = Find a Hippy Baker, E = ninja waiter
  7. T = Peridot a Koopa Troopa, A = oil cartel, P = Find a Homeopath, E = red skeleton
  8. T = Koopa Troopa, A = oil cartel, P = Find a Homeopath, E = tomb servant

You’ll notice a few things here. First, while, Peridot helps guarantee several of them, a bunch are unguaranteed; especially on D2, you end up with a lot of instances where you’ll simply need to go searching in certain zones for a monster in order to cobble together your tape. This means that you will greatly benefit from the glut of turn-taking banishes you can use within these zones if you happen to encounter a monster you don’t actually want. (Happily, this synergizes with “Heartstone: GONE”, the turn-taking banish combat skill!)

Second, this introduces some brand new routing struggle in the run; given the paucity of available Ts, you now really want to split your Tektites over days 1-2, despite the fact that Hero’s Field is a relatively high (450%!) item drop % check and usually is done via freekills during a period where you’re highly buffed up from the Beret.

Finally, it’s worth pointing out that I compiled the above plan without spending extra turns for any of the letters. (With the possible exception of the last pygmy nurse, not entirely sure that one is a fair inclusion. Probably like +0.5 turns in expectation by not just banishing and finishing the zone at the first opportunity.) Despite this, there are a lot of (relatively) easy-to-access As, Ps, and Es still available after you go through all of these options. This is actually pretty big deal! Spooky VHS Tapes, as previously discussed, save a little over 2 turns apiece when used correctly. This means that in the event it costs 1 turn to generate a T, if you can “freely” generate the last 3 letters, it may still be worth it to generate another tape.

Such is the truly infuriating truth about the Heartstone’s TAPE obsession: the face-stabbing frustration is essentially never ending. Short of a path where you are able to complete the path in few enough turns that you are capped on the number of useful VHS tapes, you can virtually always generate more tapes and save more turns if you’re willing to put yourself through the pain. It is an unyielding torrent of misery and woe. I just want to save one more turn, man.

Heartstone: Non-TAPE Uses

Having discussed TAPE generation to death, it is worth a short discussion of how one might generate other useful items, effects, and monsters within the confines of a standard ascension. I am not going to do the extreme level of detail I gave for TAPEs, but instead just give a route for each alternate usage and render a quick verdict on whether it’s worth considering.

STEW: wet stew

Wet Stew is one of the best uses of the Heartstone, in theory. But it does end up using one of your Ts. That’s really frustrating! I’d probably only do it if you happen to roll a day where you can access bluehat or greyhat hackers, as noted in the proposed route. Even then, the E here is a little awkward, but plausibly doable.

VERDICT: Not worth it. Unless you hit a properly hatted hacker. Then it’s worth it.

WARM: 20 turns of Warm Shoulders (+5 fam XP)

Once again, this does take a letter away from TAPE (with one of your As), but thankfully we have some As to spare. The royal guard and the A-Boo ghost are honestly pretty easy to synergize, but I do worry that requiring Frattlesnake’s completion makes this a D2 summon when you’d probably prefer it as one of the last things you do D1 (in order to get the benefit on both sets of freefights/kills from both days.) Warwelf is also a bit awkward to save up (though a really great use of a D2 Spooky Forest Peridot). But it really isn’t that bad, and +5 familiar XP for 20 turns is very helpful; as you may have noticed, there’s more a lot more pressure to use all 11 Chest Mimic eggs every day with the Heartstone, and this could be a huge boon to help you achieve that.

VERDICT: Probably worth it.

HALF: half a purse (to get +1 Louder Than Bomb)

If only we could just steal Alf away from his beloved sitcom. Then we’d just need to get an H. I actually don’t really mind this one, although we do start to get into a zone of “wait, are we SURE we have enough As?” Still. Because this requires a summon, it’s basically trading 100 familiar XP for one freerun banish. Not a great trade-off, but not terrible, truth be told.

VERDICT: Not always worth it, but maybe occasionally.

WAYS: 20 turns of Fifty Ways to Bereave Your Lover

I don’t love stealing away an A. But I don’t really mind the rest of these. Warwelf is a bit annoying since you’re probably using two peridots in the Spooky Forest for other As for your TAPE summons, so you can’t really force it, but it should be available as long as you’re holding a few forest NCs. But beefy bodyguard bat and waiter dressed as a ninja are both pretty easy. This one probably requires some math. IYou need to make sure that it actually saves 1-2 turns. If so, though, it could be a neat little 1 turn summon.

VERDICT: Not always worth it, but maybe occasionally.

SOUP: handful of split pea soup

Honestly, I went into this exercise expecting SOUP to be clearly inferior to other options. But this is a surprisingly easy route that can be done in the middle of your tape accumulation with minimal issue. It does use one of your Ps, but P has the benefit of being a letter that has a free summon you can use mimic eggs on with Black Crayon Spiraling Shape.

VERDICT: Probably worth it; maybe even 2?

MILK: change the current monster into a Dairy Goat

In this year’s standard, you don’t really need to care much about this one; the Mayam Calendar (2024). But if you don’t happen to own Mayam, this one is a slightly annoying yet fun little boost. The annoying part is that you’re essentially holding off the Level 8 quest until after you’re at the very last stage of the Level 11 quest. From a routing perspective there’s no major problem with it, but it’s a little awkward. The benefit, though, is that you get to change a monster you don’t care about into a Dairy Goat that burns delay. Pretty cute! Probably will be strictly meta next year.

VERDICT: Not worth it in 2024, but will be meta for the next two!

2026 In-Standard Synergies

Overall Rating

We’d rate the Heartstone a tier 1 IOTM. It’s enormously good, and if you really eke every bit of value out of it, you could be looking at something like 12 TAPE summons in a run, for 24-ish turns saved alongside any extra power gleaned from the extra Lucky! charge and a few other goodies throughout the run. That’s a lot, and it’s basically a top-tier IOTM. However, I’m not sure it’s fair to rate something like this in accordance with the absolute maximum possible savings. The amount of routing pain and pressure caused by this IOTM means that we are more likely to see a situation where people in most runs will snag 3-5 TAPEs a day and call it a day; once you’ve exhausted your Peridot charges, generating TAPEs becomes significantly harder and significantly more likely to cost you a turn — if not through tactically using a turn to get a T, through causing you to make a routing mistake or introducing an annoying pathing issue that wouldn’t have existed if you hadn’t tried to get the last 1-2 TAPEs.

Still, even if you limit yourself to three TAPEs a day, one SOUP, and a STEW or a WARM
 that’s still a really good IOTM! So I would begrudgingly recommend it, but emphasize that the purpose of playing a game is to have fun. If you aren’t enjoying the severe routing pain this IOTM inflicts on you, remember that you can always wash your hands of it and do a simpler, more limited usage. Hopefully, this strategy guide has been helpful in your buying decisions. Good luck out there, speedsters!


One quick programming note — we will be doing a stream tomorrow! I will be streaming the prize distribution from our most recent contest, PASSING TIME IV: Past to the Future. It should, hopefully, be streaming in the Ascension Speed Society Discord! and also on my extremely unloved Twitch account. It’s currently looking like it’ll happen around 2:00 PM EDT
 but watch the #contest-chat-2026 channel on Discord for up to the second reporting on when I will or will not be streaming. Hooray! Content!