Carl

Dungeon Crawler Carl Matt Dinniman · 482 ch indexed
— Reading up to —
Bk 1 · Ch 15

Nothing past this point appears below.

Revealed so far
27 facts
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ChapterCh / 48
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Skill

Bare Knuckles

Punching unprotected breaks Carl's fingers, so finding fist protection that keeps the bare-knuckle bonus becomes an early, standing equipment priority.

Bk 1 · Ch 12
Skill

Iron Punch

Bare-knuckle skill that adds +10% enhanced fist damage per level. Compatible with war gauntlets and similar protective gear that preserve the bare-knuckle bonus. Stacks with Pugilism, Powerful Strike, and the Enchanted War Gauntlet's +2 Iron Punch skill levels.

Bk 1 · Ch 12
Skill

Dangerous Explosive Handling

Sibling skill to Explosives Handling, specialised in the unsafe end of the spectrum — dungeon-found, unstable, or improvised explosives. Unlocks alongside Goblin Explosives during Carl's first dynamite throw into the Scatterer nest.

Bk 1 · Ch 11
Skill

Explosives Handling

Acquired alongside Dangerous Explosive Handling and Goblin Explosives at the Hoarder dynamite throw

Bk 1 · Ch 11
Skill

Goblin Explosives

Skill specific to goblin-manufactured ordnance — dynamite, hobgoblin-pus charges, and the goblin chopper's permacube fuel cells. Distinct from generic Explosives Handling because goblin charges have idiosyncratic fuses and shaped-charge patterns.

Bk 1 · Ch 11
Skill

Foot Soldier

Kick damage skill — paired with Smush to power Carl's shoeless-fighter style. Unlocks at the same combat beat as Smush (rats kicked into a wall, "exploded like water balloons"). The System describes the effect narratively rather than via a bolded tooltip.

Bk 1 · Ch 8
Skill

Smush

Bare-foot kill damage. Each level increases the pressure Carl can bring to bear with an unshod foot by 10%. Stacks with Foot Soldier (kick damage) and Pugilism (bare-knuckle damage) to round out his shoeless combat profile.

Bk 1 · Ch 8
Skill

Frogger – 1981 Video Game Cabinet Version

A pre-dungeon arcade proficiency the System catalogues and levels. Recurs as a joke and, later, as an actual scored competition.

Bk 1 · Ch 6
Skill

Lacing Boots

Appears in Carl's skill list at level 3. One of the running jokes about the System's indiscriminate skill tracking — it levels ordinary competence alongside combat ability.

Bk 1 · Ch 6
Skill

Powerful Strike

Each level multiplies Carl's damage when he isn't wielding a weapon. At Level 3 a punch or kick does triple normal damage; Mordecai notes that combined with Unarmed Combat and Pugilism, Carl's fists already outperform either of his low-tier weapons.

Bk 1 · Ch 6
Skill

Regeneration

Out-of-combat healing skill — restores Carl's melee wounds in seconds rather than days. Higher levels also negate melee- inflicted debuffs (bruises, fractures, sprain-like effects). Granted by the Enchanted Trollskin Shirt of Pummeling rather than learned organically.

Bk 1 · Ch 6
Skill

Pugilism

Bare-knuckle damage skill. Each level multiplies unarmed damage by 25%. Combines with related skills like Iron Punch, Smush, Unarmed Combat, and Foot Soldier to produce Carl's signature hand-to-hand combat style.

Bk 1 · Ch 5
Spell

Basic Heal

The entry-tier healing spell any crawler can pick up early. One cast restores roughly a fifth of the target's health — modest, but enough to matter when it is the only heal on hand.

Bk 1 · Ch 4
Skill

Unarmed Combat

One of the pre-dungeon skills Carl carries into the System — visible at the initial Crawler Menu reading. Acts as the generic baseline to which Pugilism, Iron Punch, Smush, and Foot Soldier add their multipliers.

Bk 1 · Ch 4