Carl

Dungeon Crawler Carl Matt Dinniman · 482 ch indexed
— Reading up to —
Bk 8 · Ch 1

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Skill

Pied Piper

A skill gifted by the god Harpocrates and made permanent by an Eris chaos effect, granting Carl proficiency with musical instruments. Despite the name, it has nothing to do with summoning rats.

Bk 7 · Ch 70
Spell

Run, Little Gunter, Run

The spellbook itself is alive — it grows centipede legs, weeps foul black liquid, begs in a shrill accent not to be read because reading kills it, and registers nowhere on the map, like the War Crime book and Carl's Celestial potion

Bk 7 · Ch 40
Skill

Gloom Wraith Phase

A celestial-tier skill: for the length of a lunge, Carl and his gear turn non-corporeal, letting him pass through unenchanted weapons, flesh, and obstacles. It blends his Path of Destruction and Rush mechanics.

Bk 7 · Ch 4
Skill

Walk on Air

A ring-granted skill that lets Carl take a few steps across empty air — essentially a glorified long jump that enables brief kung-fu-style aerial movement in a fight.

Bk 7 · Ch 4
Skill

The Daughter's Kiss

A skill from the Scavenger's Daughter back patch: Carl empties his charged Soul Essence bar to land one devastating melee blow. The bar grows with each use, demanding more souls but hitting ever harder.

Bk 6 · Ch 7
Spell

Ping

Speed-of-sound, instantaneous, 5 mana. Higher levels add target info; Level 5 can imbue Fear. Designed for Floors 6 and 9 — finds NPCs, elites, and hunters first; pairs with Rockard's Ring of Sniping for a complete hunt-mode kit.

Bk 4 · Ch 32
Skill

Biplane Pilot

A piloting proficiency Carl trains by flying the Floor-4 biplane: the higher it climbs, the easier the aircraft is to handle and the more responsive its controls.

Bk 4 · Ch 30
Skill

Tripper

A Compensated Anarchist trap skill that sets off all of Carl's nearby traps and snares simultaneously, turning a prepared killing field into one synchronized blast.

Bk 4 · Ch 28
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