Carl
Stats
Standing
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Classes
Attributes
- Strength
- 9
- Dexterity
- 5
- Constitution
- 10
- Intelligence
- 3
- Charisma
- 4
Resources
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.