Shrine of Blood

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

(
1
−
c
o
s
t

)
2

{\displaystyle (1 - cost)^2}

 and it can be purchased up to 3 times.

 Second
 Third

## 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.

* , as well as its void counterpart, , 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  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 of, the Artifact of Glass, , and/or  on   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.
	+ 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 .

* Avoid using Shrines of Blood while equipped with a , 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 and , 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,  abilities)