Carl
Stats
Classes
Attributes
- Strength
- 9
- Dexterity
- 5
- Constitution
- 10
- Intelligence
- 3
- Charisma
- 4
Resources
Protective Shell
A static, physical-only dome: a sphere fixed at the caster's hand that widens with Intelligence, walling off a mob's body and physical blows for everyone inside. A rare, costly favourite of frontline tanks; reach and duration both scale, but a long cooldown gates each cast.
Aiming
Stacks with weapon-specific skills (Slingshot, firearms, thrown ordnance) to tighten Carl's accuracy. Unlocks at Level 1 the moment he starts deliberately ranging shots with the Jug O' Boom + slingshot combination.
Incendiary Device Handling
Sister skill to Explosives Handling, scoped to incendiary devices — moonshine-based firebombs, oil-and-torch traps, the goblin engineers' flame-tubes. Auto-grants to Level 5 the moment Carl invents the Jug O' Boom from Rev-Up moonshine, goblin oil, and a torch.
Slingshot
Ranged-attack skill paired with the slingshot delivery system Carl rigs for the Jug O' Boom. Stacks with Aiming and Steady Hand to produce a usable thrown-explosive arc.
Steady Hand
Companion skill to Aiming — reduces wobble, recoil, and stress tremor on aimed ranged attacks. Unlocks the same chapter Carl starts ranging Jug O' Boom payloads from the slingshot.
Chopper Pilot
Vehicle-handling skill specific to the human-sized goblin chopper Carl trades from shamanka Rory. Higher levels improve handling, fuel efficiency on the permacube engine, and combat maneuvers like the sidecar shooting platform.
IED
Improvised Explosive Devices skill — each level adds 10% to the damage yield of any home-brewed bomb and halves the chance of a premature uh-oh while building one. Pairs with Explosives Handling for safer assembly of dungeon-grade ordnance.
Bare Knuckles
Punching unprotected breaks Carl's fingers, so finding fist protection that keeps the bare-knuckle bonus becomes an early, standing equipment priority.
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.
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.
Explosives Handling
Threshold-gated skill: at Level 5 the System grants Carl access to the Demolitions Workshop crafting menu (requires a Sapper's Table), expanding examinable detail on every bomb-type device he encounters.
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.
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.
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.
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.
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.
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.
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.
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.
Crawler
The default state every crawler enters with: a numbered Crawler ID and the System's base interface, but no class abilities. Race and class are both deferred until the descent to Floor 3, so Floors 1-2 are run unclassed.
Platinum Lucky Bastard Box
A recurring container awarded for improbable survivals. It pays out in casino scratch-tickets and comp chips rather than gear — the System's sarcastic reward for a crawler who should be dead.
Enchanted BigBoi Boxers
Permanent +2 Constitution while worn. Bestows a Level-15 Protective Shell castable once every 30 hours (no mana cost — item-bound spell). Removing the boxers locks the spell out until they're reequipped; the cooldown does not reset on un-equip.
Krakaren Boss Box
The boss container from the Krakaren kill. Its drop, the Enchanted BigBoi Boxers, gives Carl a self-sizing armor piece with a built- in Protective Shell — his late-Book-1 panic button.
Carl's Jug O' Boom
Carl-crafted incendiary. When lit and tossed, the jug shatters and produces a small explosion followed by wide-area burning splash damage. Burn duration scales with the thrower's Incendiary Device Handling skill.
Platinum Shoe Box
A high-tier footwear container holding a Cheat Code Potion, which permanently lifts a skill past its normal cap — for Carl, a jump in his Pugilism level.
Silver Mechanic's Box
A construction-themed container that drops the Goo-Inator 3000, a freeform shaping tool Carl leans on to build traps and field fortifications.
Enchanted War Gauntlet of the Exalted Grull
Stat bonuses apply in fist mode. Adds 2 Iron Punch levels and 1 Powerful Strike level. 2% stun chance per successful hit. Does not negate the bare-knuckle skill bonus.
Gold Brawler Box
A brawling-themed container. Its headline drop is the Enchanted War Gauntlet of the Exalted Grull, alongside throwing shuriken and heal scrolls — a clear melee power spike.
Gold Asshole's Box
A snide-named achievement container. Brands the Desperado Pass tattoo onto the holder — gating entry to the Desperado Club hubs — along with a few drink tickets and pocket gold.
Gold Crowd Control Box
An achievement container themed around area control, awarded for a neighborhood-boss kill. It rounds out Carl's anti-swarm and defensive kit early on Floor 1.
Enchanted Toe Ring of the Splatter Skunk
+3 Strength; +3 levels to Powerful Strike skill
Enchanted Trollskin Shirt of Pummeling
Grants +7 to the Regeneration skill (≈20% health restored per 2 minutes when active). Negates all melee-based debuffs: Stun, Knockback, Disarm, Out-of-Breath. One of Carl's best-in-slot armor items throughout Book 1.
Bronze Adventurer Box
A common starter container holding a few healing and mana potions and a pair of common fingerless gloves — baseline survival gear for a fresh crawler.
Bronze Pet Box
The lowest pet-supply container. Holds a Scroll of Heal Critter and a small stack of Pet Biscuits — the starter kit for keeping a companion alive on the early floors.
Bronze Weapon Box
A common weapon container dropping crude starter arms — a Toad Cudgel and an Iron Poker — the kind of low-tier melee gear a crawler scraps for better fast.
Enchanted Nightgaunt Cloak of Stoutness
Grants +4 Constitution, resistance to poison and ice damage, and adds Anti-Piercing resistance to all worn armor. The Anti-Piercing stack is the load-bearing trait — applies across the rest of Carl's equipped armor set.
Goblin Dynamite
Sweaty red stick of explosive. So volatile the wick may not be necessary — loud noises alone can set it off. Stored in inventory until use.
Goblin Pass
Removes automatic goblin hostility — basic goblins no longer attack on sight. Tradeoff: fairy-class mobs (Clurichauns, Laminak Elites) deal 20% more damage to the wearer.
Gold Apparel Box
A clothing container that punched above its tier, dropping both the Trollskin Shirt of Pummeling and the Nightgaunt Cloak of Stoutness — the core of Carl's Book-1 armor set.
Gold Shoe Box
A footwear container that dropped the Enchanted Toe Ring of the Splatter Skunk and the Powerful Strike skill — a strength-and- melee bump straight out of the tutorial.
Legendary Pet Box
A rarity-tier pet container, far larger than its bronze cousin. Holds a huge stack of Pet Biscuits and one Enhanced Pet Biscuit — the item that triggers Donut's transformation into a sapient companion.
Silver Adventurer Box
A bulk-consumables container — a large stack of Crawler Biscuits, a bundle of torches, and antidotes. Logistics over power: the food and light that keep a crawler moving.
Silver Goblin Box
A goblin-themed container. Its drops — a handful of Goblin Dynamite and the Goblin Pass — seed Carl's bomb-maker habit and let him cross goblin territory unattacked.