Princess Donut
Stats
Standing
Classes
Attributes
- Strength
- 20
- Dexterity
- 13
- Constitution
- 14
- Intelligence
- 41
- Charisma
- 100
Good First Impression
Social-skill that biases first-encounter NPC reactions toward favourable. Combined with Donut's already-elevated Charisma it produces the diplomatic posture she uses to charm the goblin shamankas, Tally, and various Floor-2 vendors.
Magic Missile
Donut's primary attack spell. Fires a blue-cyan projectile bolt from her eyes. Scaling damage based on caster Intelligence and skill level.
Back Claw
Companion skill to Slice Attack — uses the rear paws for a kicking strike, often paired with a forward slice in the same flurry. Higher levels add damage and increase the chance of drawing blood through low-tier armor.
Slice Attack
Donut's signature claw attack — a forward-swiping slice with the front paws. Combined with her elevated Growth-buff Strength, the slice penetrates leather armor by mid-Floor-1. Donut keeps it in reserve while Magic Missile is her primary attack but uses it when mana runs dry.
Torch
Hands-free light source spell. Summons a luminous curl that trails the caster — no torch to hold, no inventory slot consumed. Mordecai explains the spell strengthens with use; the brighter the light, the higher the effective level.
Dodge
Mordecai flags Dodge as Donut's most-important survival skill given her low health pool. He notes that hitting Level 5 makes the skill markedly easier to use — implying a usability cliff at the threshold typical of DCC active skills.
Puddle Jumper
Donut's signature mobility spell. Teleports the caster and up to three others to a target location within line of sight. Range scales with spell level. At level 15, functions essentially as Teleport — one of the most powerful spells in the dungeon.
Second Chance
Donut's necromancy spell. Raises a recently-killed mob (must be lower level than caster) as a Level-1 undead minion. The raised corpse retains weak motor function and can be verbally commanded but has no formal control interface.
Heal Critter
A support spell that restores an allied creature — Mongo, a summon, a pet — to full health in a single cast. Donut's main tool for keeping the party's animals in the fight.
9 Lives
Donut's Floor-3 cat-race skill: it halves the damage from the first nine physical attacks she takes each day, resetting on the day/night cycle. Only physical hits qualify — and a halved one-shot can still be a killing blow.
Character Actor
Donut's Former Child Actor skill: on each floor she picks a "specialty" class and gains a random subset of its skills and spells for that floor only, leaving her existing kit untouched. It levels only on descent — one level per floor.
Cockroach
Class skill granted at Former Child Actor selection. Level 5 guarantees one free lethal-hit survival per combat encounter, leaving Donut at near-death health afterward. The skill represents the in-fiction "cockroach" of the class — outlasts hits a normal crawler shouldn't.
Cat-like Reflexes
One of the four cat-racial skills Donut gains when she takes the Cat race on the Floor-3 selection screen (with Night Vision, Slash Attack, and 9 Lives). Sharpens her reaction speed and dodge.
Night Vision
One of the four cat-racial skills Donut gains when she takes the Cat race on the Floor-3 selection screen (with Cat-like Reflexes, Slash Attack, and 9 Lives). Anchors her party-scout role — paired with Acute Ears it covers most blind-encounter risks.
Clockwork Triplicate
Creates two semi-autonomous clockwork duplicates of a target pet or minion for roughly one minute
Double Tap
A skill granted by the looted Enchanted Anklet of the Fallen Oak: when Donut lands two of the same attack in a row, the second hit has a chance to deal critical damage.
Acute Ears
Donut's scout skill from a Platinum Quest Box: sharpened hearing plus a minimap upgrade — hostile red dots grow in size and report known-match info. Pairs with her Night Vision to cover most blind-encounter risks.
Mascot
A party-wide buff keyed to the team's pet: whenever the pet damages an enemy, every party member gains a temporary Dexterity and Constitution boost, and a pet kill extends that buff to hours.
Hole
Bronze Boss Box opens to a spellbook Donut hesitates to apply without consulting Mordecai — itself a small milestone in her developing decision-discipline. Mordecai reads the book name (Hole) and tells her to learn it. She applies it, glows, and starts experimenting.
Love Vampire
Donut's first Charisma-tier ability — a damage-redirect rather than raw damage. For the duration of a fight it funnels the holder's incoming damage into the heart of a single chosen enemy at or below their level.
Minion Army
Spellbook acquired from a Floor-1 Beguiler Box — read-gated by 50 spell-point requirement
Astral Paw
A spellbook utility spell: Donut conjures a floating ethereal paw to push, grab, and strike at a distance. Its reach grows with level, it sprouts claws at level 5, and it can be enlarged at level 10.
Wall of Fire
A common zoning and escape spell that raises a roughly ten-meter-wide, two-meter-high sheet of flame for about fifteen seconds at level 1. Being real fire, it keeps burning anything flammable after the magic fades.
Twinkle Toes
A low-cost utility spell that makes a summoned minion or pet move dramatically faster for a short time — fast enough that Mongo can outrun a dune buggy.
Standing Ovation
One of Donut's Legendary Diva spells: a party-wide buff that raises allies' Dexterity and strengthens their spellcasting, with the size of the effect tied to how good her performance is.
Encore
A Legendary Diva support spell that heals the entire party and strips several debuffs from them at once — Donut's group-recovery button.
Entourage
A Legendary Diva spell that surrounds the party with illusory copies of each member, splitting enemy attention and hiding which target is real.
Laundry Day
A spell that yanks the armor off a target and dumps it on the ground, leaving the enemy exposed. Higher levels handle tougher armor or more targets at once.
Get Out of Jail
A pricey (40-point) spellbook spell that snaps a paralyzed, frozen, or otherwise held target back into action — Donut first uses it to wake Prepotente.
Bad Attitude
A Master Telephone Psychic area debuff — a stronger cousin of Fear that saps enemies' Intelligence and lowers their resistances across a group, setting them up for follow-on damage.
Brain Freeze
A Master Telephone Psychic spell that locks onto one enemy, draining its health and dropping its resistances; pushed to level 10 it can also blind the target. Pairs with Bad Attitude.
Legionnaires of the Damned
A summoning spell that drags wailing spirits into recently-unequipped weapons and armor, animating them as temporary minions; how many she can run scales with her Intelligence and the spell's level.
Mute
A control spell that gags an enemy caster, cutting off its ability to cast spells or use vocal abilities for the duration — Donut's answer to enemy mages.
Rigorous
A protective Master Telephone Psychic buff: rather than reflecting damage, it bounces incoming debuffs and afflictions back onto whoever tries to apply them to the warded ally.
Why Are You Hitting Yourself?
A Master Telephone Psychic compulsion spell that turns an enemy on itself, spinning it in circles to bite and stab its own body until the effect wears off.
Hover
A mobility skill that lets Donut float two or three feet off the ground for about ninety seconds. Unlike Levitate it isn't cancelled by taking damage, and cast mid-fall it lowers her gently. Five uses a day.
Blend into the Background
A stealth skill from Donut's ghillie suit that blends her into the surrounding terrain; stacked with a Cone of Silence it makes her very hard to see or hear.
Flak
An anti-air spell that swats down incoming aerial attacks and projectiles; at higher levels it throws up a showy burst across the sky.
Targeting
A sniper-style skill from Donut's boonie hat: she can zoom in to examine far-off mobs and dramatically extends the range of her spells, turning her into a long-distance threat.
Sentry
A war-focused protection spell built for the battlefield, guarding a position against incoming attacks and artillery — part of Donut's Faction- Wars defensive kit.
Shield
A straightforward protection spell that raises a defensive barrier, and which can be chained with tech-based shields for layered coverage in a pitched battle.
You're Not Done Yet
A resurrection spell that pulls an ally back from death, working like Second Chance but by nastier, more sinister means.
War Crime
Starts at level 5 and grows 5 per cast (three spells combine at 10, four at 15). The combined spells are lost for the floor but can later be chained for a single casting cost — and intention shapes how the combination manifests.
Binjabi
A spell that hauls enemies across the battlefield toward Donut — a long- range pull in her Heel / Dinner Bell line, used to yank targets into a kill zone.
Former Child Actor
Bard/Rogue Jack-Of-All-Trades subclass, Earth class — comeback-from-the-brink performer
Deathbed Hellcat
Donut's fifth Character-Actor reroll, taken over deity-themed options Mordecai warned her off. It keeps most of her prior spellbook (the skill-XP-persistence rule) and turns her into a backline artillery piece rather than a frontline caster.
Oak Fell
A rare second class granted after Donut's third Atrocity (the War Crime at the Peeling). Turns her into a nature caster — raising forests, summoning vermin, mapping the All-Tree — and vaults her to the top of the leaderboard as Champion of Nekhebit.
Enhanced Pet Biscuit
Over 100 possible random effects when fed to a pet (half good, rest neutral or bad)
Princess Donut's Tiara
Grants +5 Intelligence and +5 to the Good First Impression skill. All Donut's attacks (including Magic Missile) have a 15% chance to inflict the Sepsis debuff — multiplying her effective DPS against affected mobs.
Talisman of the Slate Butterfly
Two-bonus enchanted talisman: +1 Intelligence flat plus +4 base levels to Donut's Light on Your Feet skill. The skill jump from her native L3 to effective L7 is dramatic enough that she immediately starts vaulting twice as high in the play area.
Enchanted Fur Brush of the Ecclesiastic
A grooming-buff item: a nightly ten-minute brushing grants Donut +2 Constitution for 30 hours. Same daily-ritual enchantment family as Carl's Enchanted Pedicure Kit of the Sylph.
Enchanted Anklet of the Fallen Oak
An anklet looted from the tree-woman crawler Lea Bautista. It grants +1 Dexterity, +1 Constitution, and +3 to the Double Tap skill; Donut wears it only grudgingly.
Enchanted Mongoliensis Saddle
Mongo's enchanted riding saddle, won from Donut's first Platinum fan box. While mounted Donut gains +15% offensive spell damage and anti-piercing resistance; while occupied Mongo gains +20% Constitution and +20% melee damage.
Prism Industries Capacitating and Focusing Goggles
Donut's unique sponsor-gift goggles from Princess D'Nadia. They add heat- and dark-vision and act as an ocular spell capacitor, focusing her Magic Missile into a chain-charging four-shot laser.
Enchanted Collar Charm of the Effete Bourgeoisie
Upgrading it requires first conquering an Extra-Large settlement; an upgrade also upgrades every gem already set in it
Enchanted Obsidian Bracelet of the Raggle Rouser
A plain black glass bangle that resizes itself to its wearer. Donut covets it the instant she reads the description; Carl warns her not to cast its Fireball in tight quarters, since it's far more dangerous to handle than her magic missiles.
Get it All Back Potion
The first cure for a Scolopendra-grade transformation to enter the catalog. Its existence implies the mongoliensis pack, and Big Tina, could in principle be restored — which is exactly what its delivery tag forbids doing for Tina.
Enchanted Nipple Ring of the Superior Fire Demon's Hand Maiden
On Donut the damage rider supercharges Fireball, Magic Missile, and Wall of Fire. The Sheol clause and the cursed-item-removal line are the quiet long-game benefits.
Gold Pacifist's Box
Handed out at the Floor-7 close, where the hunt structure meant several crawlers never touched a mob at all.
Platinum To Hell in a Handbasket Box
Handed to everyone who laid eyes on the demon prince at the Floor-8 close — Carl and Donut each get one.
Platinum Tserendolgor Box
Awarded for breaking the game system with the teleporting card totems during the Quan-Ren battle at the Floor-8 close. The AI mock-scolds Carl as a cheater; both Carl and Donut receive one.