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Beacon

Beacon

Rare
Charging a Charge Shrine will turn it into a healing zone. Also spawn +2 extra Charge Shrine for future stages.
Scaling Type:
Linear scaling (additive)

Detailed Explanation

Whenever you charge a Charge Shrine, it becomes a healing area.
Inside this zone, you heal every interval for an amount that scales with:
 
- Your maximum HP
- The number of Beacons you have
 
Healing per tick is calculated as:
 
 
$$ \text{HealingPerInterval}(n) = 0.025 \cdot n \cdot \text{MaxHP} $$
 
 
Where
- $ n $ = number of Beacons
- MaxHP = your current maximum health stat
 
This means:
- 1 Beacon = heal 2.5% of max HP per tick
- 2 Beacons = heal 5% of max HP per tick
- 4 Beacons = heal 10% of max HP per tick
(and so on)
 

2. Adds extra Charge Shrines in future stages

Each Beacon adds +2 additional Charge Shrines to all future stages.
 

Healing zone radius

The healing area grows with Beacon count:
 
 
$$ \text{Radius}(n) = 8 + 2n $$
 
 
Where
- 8 = base radius
- 2 = radius gained per Beacon
 
So the more Beacons you have, the larger the healing circle becomes and the more shrines you get in future stages.

How it Stacks

Beacon stacks linearly in all aspects.
 

Extra Shrines

Each Beacon adds exactly +2 extra shrines per future stage. There does not seem to be a cap for this. If there is it would depend on how many can possibly fit on the map. This would be... alot though. Here's an image of me with 1000 beacons.
 
 Pasted image 
 
 

Healing per interval

Healing increases linearly with both your max HP and number of Beacons:
 
 
$$ \text{Healing}(n) = 0.025n \cdot \text{MaxHP} $$
 
 
This means:
- No diminishing returns
- Every Beacon increases healing by an additional 2.5% max HP per tick
 

Healing radius

Also stacks linearly:
 
 
$$ \text{Radius}(n) = 8 + 2n $$
 
 
- 1 Beacon → 10 radius
- 3 Beacons → 14 radius
- 5 Beacons → 18 radius
 
All effects are purely additive and scale cleanly with item count.