Dungeon altars can change a run far more dramatically than a small stat upgrade. Official examples alter character size, convert heavy items to gold, or cycle combat states, while shop furniture supplies persistent benefits for the next expedition.
Confirmed altar examples
One effect shrinks the character to help dodge massive attacks. Midas Touch can melt heavy items into gold. Another example cycles between manic and depressed combat states.
The official description presents these as radical playstyle changes.
Midas trade-off
Turning heavy objects into gold may relieve carrying pressure or convert an awkward find into immediate value, but the exact eligible items, rate, and opportunity cost are not published. Compare the result with crafting, quest, and sale uses before assuming conversion is optimal.
Size and avoidance
A smaller body may avoid large attacks differently, but official material does not define hitbox, damage, reach, speed, or duration changes. Test the effect against specific hazards and record what actually changes.
Combat-state cycling
The manic/depressed example implies a build that changes over time or conditions. Until the live descriptions are captured, do not invent benefits for either state. Plan around the text shown by the current altar and whether its rhythm matches the chosen weapon.
Passive furniture perks
Specialized decor can provide permanent combat buffs for the next dive and increase sales appeal. Demo observations mention effects related to healing, stun, and drops, but every name and value needs live verification. Furniture scrolls became the drop format in Demo 2.0.1.
Patch history and unknowns
Demo 2.0.1 fixed an infinite prayer glitch and corrected Midas prayer text. Full altar lists, spawn rules, costs, stacking, duration, rerolls, and biome weighting remain pending.
Source standard
Core facts on this page come from the official Steam store and developer announcements. Demo observations are labeled when used. Exact values absent from those sources are not invented.