EDITOR'S NOTE: This post was contributed by noway258 (#1735780), a speedster from the aughties who volunteered to write up a path overview for us! Thanks a ton to noway, also known as Tomato Soup on Discord in the Ascension Speed Society. If you would like to post something on Loathers.net, or have an idea for a post that you'd like for me to put on my to-do list, please reach out; you can contact me at Captain Scotch (#437479) in-game, docrostov on Discord, or make an issue or pull request on the Loathers.net GitHub. This site is for everyone! My hope is to post a review of the toy Cupid bow later this week. Now, iron out the wrinkles on your zoot suits, and read on to learn about the jazzy grotesqueries of being a Zootomist!
So, it's March. That means the new IoTM and path are here! You've got a cute cupid's bow, a cute leprecondo, and a cute new path, right? Oh... ew. That's disgusting. Lot of synergy here, but the path's theme is decidedly gross.
The premise of the path is that you play a new class, the Zootomist. You don't have access to your permed skills, and normal methods of statgain don't work. The only way to level is to graft familiars onto your body. To do this, your familiar has to weigh 2 pounds more than your current level.
Your lab contains a chamber where you can graft the familiars onto your body, as well as a specimen preparation bench. This is the progression mechanic for the path; it gives 20 XP to your active familiar. You start off being able to use it once per ascension, and you gain 1 use per completed softcore Zoot run and 2 uses per completed hardcore Zoot run. You can have up to 11 preparation bench charges.
This path also features a unique path reward -- you gain a hatchling for one of 11 new familiars. You will gain one hatchling for your specific player ID; to get all 11, you'll need to trade for the others. These familiars are especially useful for grafting to your feet, for powerful kicks.
In this path, familiar XP is the name of the game. You want to do most of your grafting quickly in order to reach level 11 and start advancing the McGuffin quest. That's ten grafts -- all but one, as the last graft gets you to level 13. That's 645 necessary familiar XP, and you'll need an additional 169 to graft the final familiar, which gets you to level 13. That's where the toy Cupid bow has a ton of synergy. Among other things, it gives +2 familiar XP per combat, tripling your base rate. Certain familiars also give buffs that boost familiar XP gain once you graft them to your nipples, which you should target ASAP. The Mayam Calendar and Apriling Band Helmet also are immensely valuable, each providing flat bunches of familiar XP you can use for some of your middle-level grafts.
You have 11 slots available for familiar grafting. These slots are:
Let's go through some of the best familiars for each slot!
These slots all have equivalent bonuses. They add bonuses and buffs to your Grafted intrinsic; you can essentially look at these 5 slots as your opportunity to add passive bonuses to your character. In my opinion, ther head should give double the bonuses. But who am I to argue with TPTB? For the detailed data, check out our Zooto tool to find the bonus that will get added to your "Grafted" intrinsic when you graft that familiar. In the following overview of the "best" grafts, I only highlight the most ascension-relevant bonuses:
For a bleeding edge player, we would recommend grafting Smiling Rat, Jumpsuited Hound Dog, Baby Z-Rex, Ghoul Whelp, and Exotic Parrot. (If you need the parrot for res purposes, swap it with Misshapen Animal Skeleton.) This gives you an overall intrinsic of:
Not bad!
The two nipple slots are distinct. Each gives you a skill that you can cast to get a buff. The big benefits are familiar XP (critical for grafting!) and -combat (only available on the left nipple). Let's go through the options. Left nipple buffs are marked with ๐, right nipple buffs are marked with ๐.
At the bleeding edge, we'd recommend Stab Bat as your left nipple and Killer Bee as your right nipple. As there's little else for your MP to do, you can consider these as (essentially) always-on intrinsics you can turn off if needed. Combine those two buffs and you'll get primary benefits of:
... alongside a bunch of silly little buffs:
This path doesn't really care if you throw hands. The punches just do some damage -- oftentimes with elemental alignment -- and (sometimes) delevel. The only strategic use for your hands is to add something that does cold damage if you need help with the Blech House noncombat. (If that is you, try to use Cold Cut for a maximal cold damage punch. Not necessarily recommended, it still takes longer to get to Blech than in normal standard -- clovers are a better solve for your extra bridge parts in this path.)
For most runners, though, the hands are essentially your dump slot. Use the hands as a place to throw in any familiars that incidentally build XP while you're doing your run after they've served their purpose. A few good options are:
At the bleeding edge, you probably just do Bodyguard + Cubeling, assuming you have the patience to get your AG progression points dealt with. For low-shiny players, you may not be running with IOTM familiars for most of your run, so you could end up with things like a powerful Oily Woim or an elemental gravy fairy or something of the like. Feel free to place that on your hands when time permits.
Having dealt with the minor combat skills that don't matter, let's touch on the ones that do. Grafting familiars to your feet unlock a powerful kick skill. There are several powerful things that you can get from these skills -- kicks can give either a sniff, a yellow ray, a banish, a pickpocket, a heal, or a stun. These are assigned to each familiar based on their familiar tags.
There are three levels to each benefit; if a familiar has multiple conflicting tags, it will give a variety of benefits but with less power -- IE, a low-power sniff and a low-power heal and a low-power stun. If a familiar has optimized and minimized tags, the familiar will give the Level 3 version of the subskill, which maximizes the benefit and makes the skill much more powerful. The three primary benefits of note to speedsters (and the ones you'll want to pick up) are:
At the bleeding edge, you'll want both the yellow ray and the banish. At lower shiny, you may want to consider swapping in the sniff; if you have the Roman Candelabra, you probably go banish + sniff. If you don't, YR + sniff is (likely) the best combo, getting you additional ways to get repeats of useful monsters while still helping you a bit on forcing items to drop.
Having covered the core path mechanics, there are still quite a few interesting optimization puzzles to solve as you think through all the fastest ways to toot your zoot. Let's cover those now!
As with most paths, it's pretty much down to the belt or the mask -- folks with full shiny sets generally do not need the astral pet sweater anymore due to the useful alternate equipment you'd rather be wearing (e.g., toy Cupid bow or tiny gold medal or the familiar's native equipment via TCB). The +20% item drop from the mask is (mostly) a drop in the bucket. Monster Level is a lot harder to come by, and you do need it in multiple parts of your run. So the Astral Belt for +20 ML is going to be the pick for virtually all players.
In terms of your astral snack, astral hot dogs are strictly worse than astral pilsners due to the lack of statgain. The real choice is turngen from pilsners or extra Lucky! charges from astral energy drinks. Given the new Leprecondo (analysis coming soon!), we'd highly recommend leaning pilsners.
The +10% statgain bonuses are entirely irrelevant here. So it's down to just your specific bonuses, unlocked zones, and other general boosts. Most of the buffs themselves are very marginal; the best ones are +5 familiar weight, +5 adv/day, and +1 prismatic resistance. So the real benefits are the zone-specific benefits from each moonsign area:
The big decision here is Knoll vs Gnomes; Canadia's benefits almost certainly aren't worth it over those two. In a 2-day, Knoll saves you a decent amount of early meat and gets you extra turns via a D2 Grue Egg omelette, along with a free machete. The Gnomes give you a tiny bit of extra ML, enough DA to trivially cap 8-Bit, and a meat/item bonus. Both have their place. Bleeding edge runs will probably consider both!
In the last several metas, Normal and Hardcore have been essentially equivalent; last year, they didn't even have different daycounts, making normal just "HC + 20 pulls" in every possible way. In older metas, you would often get fun dynamics where normal was 1-day and hardcore was 2-day.
It's a little too early to tell if Zoot is going to end up with that kind of interesting dichotomy. (My guess? Yeah, this will probably be 1-dayable by the end of the season.) But there is one extremely interesting twist that Zoot has introduced over the traditional avatar path. The Zootomist can actually read skillbooks. This is huge -- it means that in softcore, if you own BOFA, you can pull your dog-eared Book of Facts and gain access to recall habitat copies! You also can pull your used copy of a Pocket Guide to Mild Evil and gain access to 3 evilpockets per day. It also means that if TPTB introduce another skillbook style IOTM, they could add even more differentiation between softcore and hardcore.
Having read all this, here are a few more resources for Z for Zootomist:
Thanks again to noway258 for writing the main content of this piece. Now, go, lowly tarnished -- thou'rt actually quite fit, even to graft. Zoot it up!