The Tavern is unlocked by purchasing it in the Tier 2 Town Hall upgrades.
You may purchase drinks you have found in dungeons to gain special buffs to aid you on your journey.
Upgrading the tavern will allow you to increase you drinking limit per run: 3/4/5 and also increase you maximum drink storage in the Tavern.
Once you rescue the Thief from the Prison and unlock the first tier of the Tavern, you will be allowed gamble.
Gambling is a simple card flipping game where the highest card number wins.
A draw will result in the 'house' winning.
The 'Spike Trap' card is the Joker, and will win any hand.
Richard the bartender is unlocked with the Tavern by default, and will allow you to purchase drinks that you have found in barrels throughout the Tower. Barrels will contain multiple charges of whatever drink you are given, depending on the rarity and the NG scale you are playing on.
Common drinks are found in plain wooden barrels
|A Fool's Errand||+200% Gold Gain, -5HP Regen when standing still|
|A Strong Arm||+25 Attack Power, -15 Armor|
|Ancient Spirit||+20 Skill Power, -10 Resistance|
|Crazy Eye||+10% Primary Critical Hit Chance, -20 Armor|
|Lady's Blessing||+2HP Regen, -15 Skill Power|
|Lazy Stroll||+50% Experience Gain, -0.4 Movement Speed|
|Mellow Mist||-10% Damage Taken, -0.4 Movement Speed|
|Miner's Delight||+100% Ore Gain, -75% Gold Gain|
|On the Run||+0.5 Movement Speed, -25% Gold Gain|
|Smelly Old Man||+3 Mana Regen, -10% Base HP|
|Starlight Stinger||+15% Skill Critical Chance, -25% Base Mana|
|The Groovy Ghost||+10% Evasion, -15 Attack Power|
Uncommon drinks are found in barrels with a silver band around them.
|Double Thriller||+75% Damage Dealt, +25% Damage Taken|
|Elemental Bruiser||+75% Skill Damage, +50% Skill Costs|
|Homemade Hazard||+100% Primary Critical Damage, +10% Damage Taken|
|Last Stand||+33% Damage Output and +50% Damage Reduction when standing still, -33% Movement Speed|
|The Last Sin||+100% Skill Critical Damage, -3 Mana Regen|
Rare drinks are found in barrels with a golden band around them.
|Crimson Death||+10% Lifesteal on all damage, Receive physical damage while moving|
|Hammer Time||+100 Attack Power, -25% Armor|
|Incendiary Demise||+50 magical damage on primary attack, Receive 5 ticks of magical damage for hitting enemies with primary attack|
|The Mad Proposal||+400% Damage dealt, become VERY confused|
|Unbalanced Essence||+100 Skill Power, -25% Resist|
|Wicked Sickness||+200% Damage dealt during combo, -5HP Regen while out of combo|