Every type of encounter you'll find behind the dungeon's doors. Concealed doors reveal only their size — Small, Medium, Large.
Enemy pairs by floor — full stats and abilities are on the Enemies page.
Fight the Frog Pair, a floor 1 common enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Goblin Ambush, a floor 1 common enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Kobold Duo, a floor 1 common enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Rat Pack, a floor 1 common enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Rat Alchemists, a floor 1 elite enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Twin Orks, a floor 1 elite enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Shroomurai, a floor 1 boss enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Elf Twins, a floor 2 common enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Lost Pirate Twins, a floor 2 common enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Twin Shrooms, a floor 2 common enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Twin Slimegirls, a floor 2 common enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Bramble Beaters, a floor 2 elite enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Kobold Sorcerers, a floor 2 elite enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Vine-crawler Pair, a floor 2 boss enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Drow Ambush, a floor 3 common enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Fight the Twin Bats, a floor 3 common enemy pair. Victory pays gold and offers card rewards — see the Enemies page for stats and abilities.
Spend gold to improve your twins between fights.
Rest to restore health, or face an ambush. Choose wisely.
Upgrade your cards for gold. Each card can be upgraded individually. Appears once concealed and once revealed per floor.
Purchase permanent stat upgrades (Max HP, Max Energy, Max Mana) for gold. Appears once concealed and once revealed per floor.
A wandering market with two of its three stalls open: hot food that restores health and mana, weapons for your deck, and baubles with passive bonuses.
Worship to gain favor with a goddess, or desecrate to lose it. Affects your standing in the pantheon.
Chests and rewards scattered through the dungeon.
A gleaming gold chest holding the richest chest reward. Beware — chests can be trapped.
A wooden chest. Discover gold, cards, or other rewards — but beware, chests can be trapped.
A sturdy steel chest with a better gold reward inside. Beware — chests can be trapped.
A guaranteed safe reward after defeating a boss.
Unique choices and one-time boons.
Rest for the night to restore health and mana — safe only if you have eaten garlic, otherwise vampires ambush you with a dark bargain. Or rummage the abandoned packs for a card.
A played-out mine with one rich vein left. Extract the ore with a Pickaxe (permanently costs 2 max energy) or Dynamite (consumed), gaining the Rare Ores bauble — it pays for a free blacksmith visit. Once per run.
Pick a card from your deck to curse: it is buried at the bottom of your deck at the start of every battle — handy for cards you would rather draw last. Once per run.
A dark choice: accept a cursed card or lose maximum health.
Drink deep to fully restore health, energy and mana — but your maximum stats reset to your class base, undoing brothel upgrades. Carrying a Bottle? Craft Bottled Youth instead to save the effect for later. Once per run.
Pick a card from your deck to bless: it will sit on top of your deck at the start of every battle. Once per run.
Find a quest item that may be useful later.
Discover ancient knowledge and quest items.
Sell unwanted cards for gold. Good for deck refinement.
A reality-bending vortex that swaps the second ability between two cards in your deck. Choose the two cards yourself, or relax and let the vortex pick at random. Once per run.
Toss coins into the well: each coin costs 1 gold and restores 1 mana, with a small chance to fish up a special card. Once per run.
Dangerous rooms — enter with care.
A dangerous location with unknown consequences.
A dangerous event with multiple choices. Proceed carefully.
A narrow hallway filled with deadly traps. Rush through to take half damage, or take it slow for a 50% chance to avoid all damage (50% chance to take full damage). Damage scales with floor level (10 damage per floor).
Fixed parts of every floor.
Descend to the next floor of the dungeon.