Princess Donut's Royal Archives

A spoiler-free companion to the Dungeon Crawler Carl series by Matt Dinniman.

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Royal Censor: Book 1, Chapter 1

Protective Shell skill Report issue

47 mentions · Books 1, 2, 3, 4, 5, 6, 7

A level 15 item-based spell from the BigBoi Boxers that creates a static, non-moving shield sphere for 20 seconds. Report issue
Carl's spell that creates a transparent, glowing semi-circle force field; successfully blocks the Rage Elemental's claws and buys escape time. Report issue
Carl’s defensive spell currently on a 28-hour cooldown that dictates his original escape plan. Report issue
Skill mentioned by Carl to compare the static area-of-effect stealth granted by Maggie's new potion. Report issue
Defensive spell Carl prepares to use against Signet but ultimately doesn't need since her minimap dot remains white. Report issue
Carl's 20-second spell that creates an invisible dome blocking enemies but allowing allies and spells to pass through. Report issue
Carl's defensive ability that creates a barrier around him. He uses it to blow Heather back fifty feet and sever the parasitic worms wrapping around his legs. Report issue
Level 15 spell mentioned in the original BigBoi Boxers description. Report issue
A defensive spell Carl prepares to cast mid-air but cancels when he unexpectedly lands on The Divider’s corpse. Report issue
Carl's defensive spell prepared to launch enemies outward, though deemed less effective against the buffed cultists. Report issue
Spell Carl considers using for defense, but Mordecai notes it won't work against the magical blast. Report issue
A once-daily spell Carl casts to create an immovable magical barrier that pushes through the train cars, clearing a path. Report issue
A defensive spell currently on a 19-hour cooldown that Carl notes he cannot rely on during the train engagement. Report issue
Defensive skill Carl considers using against fellow crawlers but dismisses it as ineffective since their dots don't turn red. Report issue
Carl's defensive spell that ejects attackers but pulls him along when Gore-Gore grips his throat. Report issue
Carl's defensive ability that must reset before safely clearing the Nightmare Express. Report issue
Carl's defensive barrier that deflects red-tagged monsters when the train crashes through them during his track jump. Report issue
Defensive spell Carl notes would be useless against Grull’s massive shockwaves. Report issue
Carl casts a stationary magical barrier that acts as an immovable object, crushing pursuing mobs and clearing a safe path to Car 20. Report issue
A spell Carl casts that creates a stationary magical barrier, which he exploits to crush mobs on the moving train. Report issue
Carl's defensive spell that is currently on a 19-hour cooldown, leaving the party without backup. Report issue
A 19-hour timer on Carl's defensive spell that limits the party's backup options. Report issue
Carl considers using it against the attackers but realizes it won't work on fellow crawlers. Report issue
Defensive spell that ejects enemies but, due to its static nature, dragged Carl along when he used it on Gore-Gore. Report issue
A defensive ability Carl uses to clear train mobs; he waits for it to reset before proceeding. Report issue
Carl's defensive spell used to block the speeding train and push red-tagged monsters into walls, accidentally killing them all via blunt force. Report issue
Spell Carl considers using but realizes won't save him from Grull's area-of-effect shockwaves. Report issue
Defensive skill Carl prepares to activate if the negotiation turns violent and triggers combat. Report issue
Carl's defensive shield spell activated to block incoming projectiles from the Wasteland battery. Report issue
A defensive spell Carl mentions using up earlier during the Wasteland attack. Report issue
Carl's defensive spell that accidentally detonates the boss door and pushes back the sand-ooze. Report issue
Mentioned by Carl; already used before the fight, leaving him vulnerable to the ooze’s suffocation mechanics. Report issue
Spell Carl casts as Lusca swallows them, creating a 12-meter diameter sphere that rockets forward and stops the boss dead. Report issue
Carl’s defensive spell that sparks when hit by an invisible attacker, buying him time to identify and counter the threat. Report issue
Carl's defensive spell on cooldown, mentioned as a potential backup during the encounter. Report issue
Spell referenced as similar to the invisibility spell Edgar cast to hide the assault team. Report issue
Carl's defensive spell used to try and flip the boss, but miscalculated angle launches it vertically instead. Report issue
A spell Carl can train in the advanced room, which upgrades his associated armor (boxer shorts). Report issue
A defensive skill Carl keeps mentally ready to shield himself, Donut, and Prepotente during the dangerous taming attempt. Report issue
Carl’s defensive spell that creates an expanding shield to blast away enemies. Report issue
A defensive spell Carl considers using as part of Plan Exit to escape Ogun. Report issue
Carl's barrier; kept ready during the confrontation but deactivated when Shi Maria begins crying. Report issue
Carl's superior personal shield mentioned as a benchmark compared to the less powerful Valtay Perso-Shield. Report issue
A defensive card cast by Carl that creates an area-of-effect blast, knocking back all nearby mobs and demons. Report issue
Carl's defensive magic activated against the behemoth charge. Report issue
Carl’s defensive abilities kept on standby during the fight to counter potential hidden attacks from D’Nadia. Report issue
Level 15 shield spell used by King Rust, similar to Carl's own version. Report issue

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