Shrines

Shrines are a key objective point and a vital source of power to the survivors.

Shrine checks update every 2 seconds, during each update armor is repaired and capture progress is made against the shrine based on the presence of survivors and monsters. Shrines are also used to store gold, a vital resource for armor repair but additionally a power amplifer for the shrine. Mining gold during the battle phase sends gold into **vault** storage, which is **not** the current active shrine, unless the active shrine is final shrine. All effects which cost gold can only tap from the active shrine's supply.

## Shrine Repair

The active shrine is capable of slowly repairing the armor of survivors who stand on it, at the cost of gold. That said, going for repairs in this manner is noteably more expensive than repairs with the Dwarven Pickaxe. Shrine repairs occur every 2 seconds.

Shrine repair potency is altered considerably based on how many survivors are being repaired and also shrine rank, earlier shrines being weaker.

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{\displaystyle MaxRepair=15+50\*shrineNumber/shrineTotal}

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{\displaystyle MinRepair=5+20\*shrineNumber/shrineTotal}

When multiple survivors are repaired at once, MaxRepair is divided by the number of survivors affected. If the new value is less than MinRepair, the survivors are repaired by MinRepair value instead.

Every 5 points of armor restored costs 1 gold.

Grants all affected survivors Fortified Armor 2 for 2 seconds.

## Shrine Sapping

Monsters recieve bonus exp while capturing shrines.

Most monsters recieve 5 **Experience** every half second while standing on a shrine, regardless of if they are making tangible capture progress or not.

Battering Rams only recieve 3 **Exp** per half second.

Squids (not **Glow Squids**) only recieve 4 **Exp** per half second.

Tickers, invisible Saboteurs, invisible Doppelgangers, and Plague Event monsters do not recieve any bonus **Experience** while on shrine.

## Shrine Weight

The shrine has 100 max Hp, each shrine weight in a certain direction will add or subtract equal the the sum every 2 seconds. Decimal hp is common and properly tracked.

All net shrine weight **and** Permanent weight impact is increased by 2.5x in **Tiny Games**. or by 1.5x in **Small Games**. Effectively shrines can be thought of having 40 Max hp in tiny games, or ~67 max hp in small games.

All modifiers mentioned in each shrine number category are multiplicatively stacked with other modifers in the same category.

### First Shrine

First shrines are a complicated and frail shrine to consider, but most notably is slower to heal and capture, as well eventually impossible to regenerate. One shrine maps are **NOT** considered first shrine.

At base, survivor shrine weight is multiplied by 0.2, and monster shrine weight is multiplied by 0.75

#### First Full Control Modifier

If no monsters are present, survivor shrine weight is multiplied by 1.5

If on the other hand no survivors are present, monster shrine weight is multiplied by 2.

If monsters and survivors are present on shrine, monster weight is multiplied by the following:

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{\displaystyle weightMod=0.5+(0.5\*monsterCount/(monsterCount+survivorCount))}

In summary, it's math that allows survivors to reduce monster weight when more survivors are on the shrine. Additionally, the less monsters are present, the less weight each individual monster has.

#### First Gold Modifier

Survivor shrine weight is reduced when gold is low. Weight is multiplied by a linear scale between 0x - 1x when between 50 - 1000 gold. Numbers less than 50 apply 0x weight, but numbers above 1000 apply 1.00x weight.

Additionally, if no survivors are present on a first shrine with 0 gold, 1 monster shrine weight is added. This effect stops once the shrine hits 25% or less health.

### Middle Shrines

Middle shrines are the most simple shrine to calculate progress for by means of having the fewest hidden modifiers. Middle Shrines are easier to keep in good health than first shrine, and has greater protection due to requiring superior monster count to make capture progress.

#### Middle Gold Modifier

Survivor shrine weight is reduced when gold is low. Weight is multiplied by a linear scale between 0.05x - 1.00x when between 100 - 800 gold. Numbers less than 100 apply 0.05x weight, but numbers above 800 apply 1.00x weight.

### Final Shrine

The final stand until the survivor's inevitable demise. Final Shrine lasts considerably longer with several potent survivor biased multipliers, but also a critical monster biased weakness, overall making final defenses potentially very swingy. One Shrine maps are considered final shrine.

At base, survivor shrine weight is multiplied by 2.5, and monster shrine weight is multiplied by 1.5

#### Final Gold Modifier

Survivor shrine weight is slightly reduced when gold is low. Weight is multiplied by a linear scale between 0.8x - 1.00x when between 100 - 800 gold. Numbers less than 100 apply 0.8x weight, but numbers above 800 apply 1.00x weight.

#### Final Outnumber Modifier

While monsters have a count equal to or greater than 2.5x the survivor's count, survivors are given 0.8x weight modifier and monsters are given a 1.2x weight modifier. While monsters do not fulfill the above condition, monster weight is instead multiplied by 0.5x, additionally Permanent Weight is multiplied by 0.3x.

### Combatant Weight Values

Survivors: 1

Survivor Heroes: 2

Survivors and Heroes alike only count as 1 player for purposes of count controlled modifiers.

Fury Zombie, Husk, Drowned, Ember Sprite, Wolf, Spiderling, Brawler, Saboteur, Minotaur, Silverbell, Hellhound, Pack Leader, Lackey, Bones Malone, Polar Babe, Mama Bear, Glow Squid, Kraken, Basic Zombie: 1

Flamelancers, Impact Skeletons, Wither Skeletons, Exploder Goblin, Hobgoblin, Nightbearer, *Sapper Goblin*: 1.25

Miasma Goblin, Rat, Dark Mage, Doppelganger, Iron Golem: 1.5

Torus, all Ogre Shamans, all The Mirror forms: 2

Squid: 0 regular weight, 0.6 **Permanent Weight**

Battering Ram, Wraith: 0.75

**Stealthed** Saboteurs, **Invisible** Doppelgangers, Tickers, Plague Zombie, Assassin: 0

Regardless of whatever **non-zero** shrine weight a mob has, each mob counts as 1 player for count controlled modifiers.

Mobs with 0 shrine weight, except Squids, do **not** increment participating count.

## Shrine Fall

When a shrine reaches 0 hp it is destroyed, displacing nearby blocks and granting a potent temporary buff to grant safe retreat. The shrine protection region is immediately moved when shrine falls. Monster spawn and **monster protection** do not update until the buffs expire and the next shrine is fully charged. The next shrine is unable to be captured while the buff is active.

Buff Duration: 15 Seconds

+75 Armor Repair per second.

+30 Mana Regeneration per second.

The next shrine is unaffected by capturing players while buff is active.

Grants Proc

* Bonus Attack: +50
* Bonus Speed: Speed 3
* Grants Haste 3
* Effect is unaffected by Curse of Fatigue or Mirror Velvetine's **Cursed Horn**.

The shrine falling also grants potent temporary debuff for alive monsters, although compensates them with exp for the decisive play.

**All** monsters are granted 1000 **Experience**, and all remaining shrine gold is converted to **Exp** 1:1 which is granted to each monster.

Lesser Demons are cleared, normal Lesser Demon spawning is prevented until the shrine fall buff expires.

Debuff Duration: 9 Seconds

Grants Slowness 3 and Nausea 1

### Final Shrine Fall

When the final shrine falls, the game is over and the monsters score yet another inevitable victory. Survivors are teleported to the final shrine and are immediately stripped of all means of defending themselves. Monsters are given invulnerability and enough strength to one shot any remaining survivors. Alive survivors are granted the **To the Bitter End Achievement**. The round ends 30 seconds after the final shrine falls, cycling to the next map and returning to **Lobby Phase**.

Post Game Duration: 30 Seconds

Grants monsters permanent Resistance 10, Strength 25, Regeneration 4, and Speed 2

Lesser Demons are cleared and normal Lesser Demon spawning ceases to function.

Survivors - including Heroes - are afflicted with the following:

* Ancient Armor is removed and max health is set to 10 Hearts, damage resistance is set to 0%
* Mana is set to 0.
* Resurrection is removed.
* Shield Hearts are cleared.
* Grants Specials Disabled for 1 minute.
* Grants the **To the Bitter End Achievement**.

## Shrine Protection

Shrines keep the battlefield restricted to a centralized area, but if monsters wish to advance beyond the active shrine, they are quickly smited down.

Monsters standing in a designated Shrine Protection Region have 2.5 seconds to leave it or be subject to an **instant kill**. Monsters in shrine protection regions have their vision filled with particles (only visible on their client) to serve as warning.

Shrine Protection strike charge lingers for a considerable length of time if the target leaves before getting struck. Charge dissipates takes 10 times slower than it accumulates.

Zombies killed by shrine protection do not **Rebirth**. [See Fury Zombie, Husk, Drowned]

Mob Heroes are not instantly killed by a single shrine protection strike and instead suffer heavy damage every 2.5 seconds they remain in shrine protection. Damage taken varies based on mob hero type.

Tickers are immune to shrine protection.

## Shrine Ranged Power Scaling

Survivor ranged **Power** damage increases as shrines fall.

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{\displaystyle bonusPower=+30\%\*\left({\frac {shrineNumber}{shrineTotal}}\right)}

## Trivia

In the past, the first shrine contested control modifier used to have the opposite effect. The math involved had SurvivorCount in the numerator rather than current patch having MonsterCount there instead. This made solo survivors reduces monster weight the most. Additionally, more monsters inflicted **less** damage the more plentiful monster count was.