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Repentance · Room mechanics

Sacrifice Room rewards

Each successful payment moves the spikes to the next reward step. Choose a stopping point before spending health, then account for bombs, angel fights and travel.

Ordinary cost: one full heart per successful payment. Reduction effects and characters can change what you lose. A shielded contact that causes no damage does not advance the counter.

Choose the next payment

Check what that step can produce.

Select a successful spike payment and the conditions that apply. Count actual damage events, including payments that gave nothing.

Reward exceptions

Payment 1

First payment

  • 50%: 1 Penny
  • 50%: no payout

Decide how far you can afford to go before making the first payment.

A local rules reference. It does not track your run, save a counter, predict the next roll or calculate your remaining health. The 12+ entry covers every later payment.

Repentance sequence

Every spike-payment reward

Base outcomes below. One-third and two-thirds chances are rounded to 33% and 67%. Select the exceptions above for the early Bomb, same-floor Devil destination or restricted run goal.

Ordinary Sacrifice Room rewards, before the listed context exceptions
PaymentReward or eventPossible outcomes
1First payment

50%: 1 Penny

50%: no payout

2Second payment

50%: 1 Penny

50%: no payout

3First blessing chance

About 67%: Angel-selection blessing

About 33%: no payout

4Chest chance

50%: 1 random Chest

50%: no payout

5Stronger blessing chance

About 67%: stronger Angel-selection blessing

About 33%: 3 Pennies

6Deal-room access

About 33%: Angel Room teleport

About 67%: 1 random Chest

7Angel item or Soul Heart

About 33%: Angel Room item

About 67%: 1 Soul Heart

8Troll Bomb hazard

100%: 7 Troll Bombs

9Uriel arrives

100%: Uriel fight appears

10Large resource payout

50%: 7 Soul Hearts

50%: 30 Pennies

11Gabriel arrives

100%: Gabriel fight appears

12+Twelfth payment and later

50%: teleport to Dark Room

50%: no payout

8: move away from the bombs

Plan your escape space before touching the spikes. The Troll Bomb icon is a hazard, not seven usable Bomb pickups.

10: healing is a gamble

You might get coins instead of hearts. Finish your current health check before paying, rather than treating this step as guaranteed recovery.

9 and 11: fights for the key

These icons show the Key Pieces you are working toward. The angels must be defeated to collect their drops.

Count damage events, then check the cost.

A payout is not required

Actual damage advances the sequence even when the outcome is nothing. Flight does not protect you from these spikes. Holy Mantle blocking the contact supplies no payment.

The count belongs to these spikes

Leaving and returning to the same spikes keeps their count. A new floor starts a new sequence. Separate Sacrifice Rooms or separately created spike sets have their own counters.

The Wafer changes the damage

The Wafer reduces ordinary sacrifice damage to half a heart. Keeper and Tainted Keeper still lose whole Coin Hearts. Reducing damage is different from blocking it entirely.

A lucky future payout is not a health reserve

Collect usable healing and check the exposed health first. Reserve enough for movement mistakes, bombs and the next fight. Do not assume the reward will heal your character.

Blessings and teleports do different jobs.

Payments 3 and 5 affect Angel selection

The blessing favors Angel over Devil for this floor, with the fifth payment giving the stronger modifier. It can allow Angel selection despite earlier Devil purchases. When no deal has yet been encountered, an offer on this floor, if one appears, is Angel.

Sacrifice damage itself avoids the ordinary deal-chance penalty. A blessing still does not guarantee that the boss clear opens any doorway.

Payment 6 can enter a deal room directly

Its teleport can reach an Angel Room without waiting for a boss doorway. If you already entered this floor's Devil Room, that teleport returns there instead. An earlier-floor Devil purchase is a different condition.

Decide whether the possible destination fits your plan before paying. The other outcome is a chest.

Room appearance versus room selection

Choose the key route before the travel step.

Uriel at 9, Gabriel at 11

Defeating the summoned angels can complete the two-piece key. You can leave either fight. Collecting both pieces does not bypass Mega Satan's separate golden-door unlock: an earlier run must defeat ??? or The Lamb.

If the key is your goal, avoid an accidental twelfth payment after the second fight. Recheck the pieces before moving on.

Key Pieces and other door openers →

Dark Room at 12+

The teleport can reach Dark Room without The Negative. It moves you away from the current floor, so collect what you want to keep first and prepare for late-game enemies.

Challenges and dailies whose goal excludes Dark Room give no teleport or payout from 12 onward. A Sacrifice Room created inside Dark Room returns you to that floor's starting room rather than creating a fresh floor.

Plan Mega Satan's full route →

The seventh-payment Redemption exception

After a Devil Deal has been taken, unlocked Redemption can replace a Soul Heart outcome. Unlock it by defeating The Beast as Judas. The base table shows the ordinary Angel-item and Soul-heart branches; it does not add Redemption as a third independent percentage.

Read the item's rules before treating a seventh payment as a reliable way to obtain it. A prior purchase matters here, while the sixth-payment destination uses this floor's entered room.

Trying to unlock The Lost?

Hold Missing Poster and die inside a Sacrifice Room. The location and trinket are the unlock condition; the death does not have to come from the spikes. This is a deliberate unlock attempt rather than a safe health-payment plan.

Follow the full Lost unlock guide →