Shrine of Blood

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Shrine of Blood.png

The Shrine of Blood is one of the Shrines in Risk of Rain 2. Upon activation, the player will sacrifice a percentage of their HP to receive gold. Generated gold is equal to half of the HP taken (e.g. 50 HP yields 25 gold). Upon purchase the HP cost is scaled by and it can be purchased up to 3 times.

Use HP Cost
First 50%
Second 75%
Third 93%

Notes

  • Shields count as health for the cost requirement and gold received. For instance, a player with 100 health and 20 shield will take 60 damage when using a Shrine of Blood for the first time, gaining 30 gold.
  • Having barriers will not increase the amount of health taken, but it will still be depleted before shields and health. Following the above example, a player with 100 health, 20 shield, and 120 barrier (the maximum possible in this example) will take 60 damage and lose 60 barrier. If the player can reliably generate barriers, they can use Shrines of Blood consecutively very quickly without much risk.
  • Tougher Times.png Tougher TimesBgCommon.pngTougher Times.pngTougher Times
    Chance to block incoming damage.

    15% (+15% per stack) chance to block incoming damage. Unaffected by luck.
    , as well as its void counterpart, SotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    Safer Spaces is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Safer Spaces.png Safer SpacesBgVoid.pngSafer Spaces.pngSotV Icon.pngSotV Icon.pngSurvivors of the Void - DLC Content
    This content is part of the Survivors of the Void DLC. It is only available if the DLC is enabled when starting a run.
    Click for more info.
    Safer Spaces
    Block the next source of damage. Corrupts all Tougher Times.

    Blocks incoming damage once. Recharges after 15 seconds (-10% per stack) Corrupts all Tougher Times.
    , can block incoming damage from the Shrine of Blood. Gold is still awarded when the damage is negated.
  • Damage dealt by the Shrine will cause the Brittle Crown.png Brittle CrownBgLunar.pngBrittle Crown.pngBrittle Crown
    Gain gold on hit... BUT surrender gold on getting hit.

    30% chance on hit to gain 2 (+2 per stack) gold. Scales over time.

    Lose gold on taking damage equal to 100% (+100% per stack) of the maximum health percentage you lost.
    to take the player's gold.
    • The amount of gold received will not be part of the gold lost due to the downside.
      • For example, if a player has 1 Brittle Crown, 100 health, and 100 gold, using the Shrine of Blood once will leave the player with 75 gold. 50 gold was lost for taking 50% damage, but 25 gold was still gained for losing 50 health.
  • Shrines of Blood deal damage based on maximum health after any health reduction from curses, so it is possible to use them even while under the effects ofShaped Glass.png Shaped GlassBgLunar.pngShaped Glass.pngShaped Glass
    Double your damage... BUT halve your health.

    Increase base damage by 100% (+100% per stack). Reduce maximum health by 50% (+50% per stack).
    , the GlassArtifact of Glass, Tonic Affliction.png Tonic AfflictionsBgUntiered.pngTonic Affliction.pngTonic Affliction
    Reduce ALL stats when not under the effects of Spinel Tonic.

    Reduce ALL stats by -5% (-5% per stack).
    , and/or Status PermanentCurse.png Permanent CurseStatus PermanentCurse.pngPermanent Curse (Debuff)
    Permanently decrease maximum health per stage.Maximum health reduced by a factor of 1 + 0.01 ⋅ n , where n is the number of stacks.
    (stackable)
    on Eclipse8.png Eclipse 8.
  • The third use will only deal 90% damage due to one-shot protection, but the player must still have at least 93% current health to activate the Shrine.
    • However, if the player has Shaped Glass, the Artifact of Glass, 3+ Tonic Afflictions, or 11+ Permanent Curse stacks, they will lose one-shot-protection and the shrine will deal the full 93% damage to them.
  • When the player interactacts with a charged Teleporter or a Portal, the player's gold is converted into experience over 4.5 seconds. The teleportation sequence then starts, which lasts for about 2 seconds. If a Shrine of Blood is used during that part, the gold gain won't be lost and will be kept for the next stage. The best cue for the initiation of the teleportation sequence is the survivor glowing white. If any gold is gained during the money to EXP conversion phase, that phase will be extended until all gold is used up so it is important to not do this trick too early.[1]
    • Keeping gold for the next stage can also be achieved in the same time window by killing an enemy or picking up gold nuggets dropped from Ghor's Tome.png Ghor's TomeBgUncommon.pngGhor's Tome.pngGhor's Tome
      Chance on kill to drop a treasure.

      4% (+4% on stack) chance on kill to drop a treasure worth $25. Scales over time.
      .
  • Avoid using Shrines of Blood while equipped with a Fuel Array.png Fuel ArrayBgEquipment.pngFuel Array.pngFuel Array
    Looks like it could power something. EXTREMELY unstable...
    , as even the first purchase, costing 50% HP, is sufficient to trigger the explosion.
    • However, if one uses a Shrine of Blood less than 2 seconds before teleporting out (see note from above), the explosion will be interrupted and the player will get to keep both the equipment and the gold for the next stage.
  • Shrines of Blood will not spawn in Abyssal Depths.png Abyssal Depths and Sundered Grove.png Sundered GroveSundered Grove.pngSundered Grove (Stage 4)
    Dormant Locus
    You dream of violent growth.

    Ancient flora has risen up to reclaim this once sacred refuge. Mazes of roots and overgrown fungus have twisted the landscape, leaving only ruins.
    , presumably because they provide an easy way to gain gold to open the guaranteed Legendary Chest.
  • Since the gold gained is linked to the player's health, Shrines of Blood become useless (and very risky for little reward) the longer the run goes. This is because the player's level scales logarithmically, but the gold dropped by killing enemies scales exponentially (see scaling difficulty).

Version History

Early Access Patch (Build ID No.3961583)
  • Gameplay Changes
    • Blood Shrines now take into account shields and barriers to make it more consistent
  • Bug Fixes
    • Immune characters can no longer block "armor piercing" health costs (Blood Shrines, REX.png REXREX.pngREXREX is a half robot / half plant that uses HP to cast devastating skills from a distance. The plant nor the robot could survive this planet alone – but thankfully they have each other.
      Class: Ranged
      HP: 130 (+39 per level)
      Damage: 12 (+2.4 per level)
      Armor: 20
      Umbra: Symbiotes
      abilities)

References