Carl

Dungeon Crawler Carl Matt Dinniman · 482 ch indexed
— Reading up to —
Bk 3 · Ch 25

Nothing past this point appears below.

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158 facts
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Ch 191826Ch 35
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Skill

Marked for Death

Lets the wielder mark one full-health crawler at a time; when that target dies the wielder gains a permanent stat reward. While a mark is active the wielder cannot heal — every wound and affliction lingers until the mark dies.

Bk 3 · Ch 19
Spell

Bang Bro

Carl's first equipment-enchant spell: for five minutes (plus a minute per spell level, on a five-minute cooldown) it adds fire and electrical damage to a currently-equipped item, for 5 mana.

Bk 3 · Ch 2
Skill

Talon Strike

Sharpens the edge of the wielder's bare foot into a quick slashing strike — kick damage scales with the skill's level, and each kick carries a 2% chance to trigger the instakill spell Eviscerate.

Bk 3 · Ch 2
Spell

Wisp Armor

Self-only protective spell — 75% magic damage negation + mind-control immunity for 5 min + 1 min per level, 5 min cooldown

Bk 2 · Ch 11
Skill

Cesta Punta

Carl's Level-3 Earth-hobby skill for cesta punta, the high-speed Basque ball sport played by hurling and catching a hard pelota with a curved wicker scoop. Arrived tooltip-less from an Earth Hobby Potion.

Bk 2 · Ch 5
Skill

Bomb Surgeon

Carl's signature Compensated Anarchist skill: fine-grained control over explosives — he can cut apart, recombine, or sense the state of ordnance. Reaches full effect only at a Sapper's table; field use is more limited.

Bk 2 · Ch 2
Skill

Escape Plan

Carl's Compensated Anarchist navigation skill: on the surface it reveals hidden doors, but its real value is access to the Dungeon Locator overlay — concealed map-legend signs marking saferooms, restrooms, shops, stairwells, and villages at major intersections.

Bk 2 · Ch 2
Spell

Fear

Single-target / area Fear effect on susceptible mobs. Mordecai prescribes one cast per fight as standing doctrine for Carl's Compensated Anarchist build while his core damage is still scaling up.

Bk 2 · Ch 2
Spell

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.

Bk 1 · Ch 35
Skill

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.

Bk 1 · Ch 32
Skill

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.

Bk 1 · Ch 32
Skill

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.

Bk 1 · Ch 32
Skill

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.

Bk 1 · Ch 32
Skill

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.

Bk 1 · Ch 21
Skill

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.

Bk 1 · Ch 19
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

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.

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