Tavern Twin Wiki
Welcome to the Tavern Twin Wiki! This comprehensive guide contains information about all aspects of the game.
Wiki Sections
- Abilities - Alphabetical list of all abilities and which cards have them
- Cards - Complete list of all cards with abilities, costs, and upgrade options
- Enemies - Detailed information about all enemies and their abilities
- Encounters - Types of encounters you'll find in the dungeon
- Goddesses - The twelve goddesses and their domains
- Baubles - Collectible items that provide passive bonuses
Quick Reference
Resources
- Energy: Replenishes each turn. Used to play most card abilities.
- Arcana (Mana): Persistent resource that carries between battles. Used for powerful magical effects.
- Health: Your life total. Reaching 0 ends the run.
- Gold: Currency for purchasing upgrades, food, and items at shops.
Damage Types
- Melee: Standard close-range damage. Deals half damage to Flying enemies.
- Ranged: Distance damage. Deals double damage to Flying enemies.
- Pierce: Ignores enemy Block. Deals half damage to Flying enemies.
- Splash: Damages all enemies at once.
- Twin: Deals damage to both enemies simultaneously. If only one enemy remains, hits that enemy twice.
Combat Stats
- Block: Absorbs incoming damage before it hits Health. Resets at the start of your turn unless you have Retain.
Boons (Positive Effects)
- Block: Absorbs incoming damage before it hits Health. Resets at the start of your turn unless you have Retain.
- Might: Increases damage dealt. Decays by 1 at the start of each turn.
- Resolve: Gain Block equal to your Resolve at the start of each turn. Does not decay.
- Spikes: Deal damage back to enemies when they attack you with melee. Decays by 1 at the start of each turn.
- Reflect: Reflect a portion of damage back to attackers. Decays by 1 at the start of each turn.
- Hidden: Enemies cannot target you with attacks or debuffs. Your next melee attack deals bonus damage. Decays by 1 at start of turn and when you attack.
- Patience: Gain Might when you end your turn without attacking.
- Valor: Gain additional Block whenever you gain Block. Decays by 1 at the start of each turn.
- Tough: Reduces all incoming damage by a flat amount.
- Retain: Your Block persists between turns instead of resetting. Clears at start of turn.
- Charge: Gain bonus energy equal to your Charge at the start of each turn, then Charge decays by 1.
- Crit: Doubles damage on your next attack. Consumes 1 stack per attack. Decays by 1 at start of turn.
- Absorb: Converts incoming damage to mana (up to max arcana). Reduces by damage absorbed. Decays by 1 at start of turn.
- Ward: Blocks incoming debuffs. Each debuff blocked consumes 1 stack of Ward.
Debuffs (Negative Effects)
- Stagger: Reduces the target's damage and effectiveness. Each point reduces damage by 1.
- Poison: Deals damage at the end of each turn, then decreases by 1.
- Slow: Reduces energy gained at the start of turns.
- Burning: Deals damage over time.
- Constricted: Reduces player energy at turn start, then decreases by 1 (same pattern as poison).
- Bleed: Deals damage at the start of each turn, then decreases by 1.
Card Removal (Exile)
- Throw: Weapons and objects that are thrown are removed from the battle after use.
- Drink: Potions and consumables are removed after drinking.
- Exhaust: Abilities that deplete are removed from the battle after use. Stated explicitly in ability text.
Special Mechanics
- Skips: A combat resource for deck filtering. Use the Skip button to discard your current card and draw a new one, consuming 1 Skip. Skips reset to 0 at the start of each battle.
- X Cost: Variable cost abilities that scale with available resources. Can be energy-only (physical) or dual-resource using both energy and mana (arcane).
- Flying: Flying enemies take half damage from Melee and Pierce, but double damage from Ranged attacks.
- Quiver: Buff cards that apply bonuses to your next Bow or Crossbow ability.
- Reload Weapons: Crossbows and guns must be reloaded after firing. Their attack abilities ignore Might bonus damage. Quick Reload costs 3 energy; Slow Reload costs 6 energy.
Enemy Mechanics
- Intent Icons: Enemies display their next action above their card. Sword = Attack, Fist = Buff, Down Arrow = Debuff, Sleep = Waiting.
- Stun from Stagger: When an enemy accumulates enough Stagger, they become stunned and skip their turn.