Princess Donut's Royal Archives

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

The Royal Censor controls how much you can see. Set it to where you've read and everything beyond that point will be hidden — chapter summaries, entity mentions, even search results.

Slide the crown to set your progress
I've read to Book 1, Chapter 1
Royal Censor: Book 1, Chapter 1

Puddle Jumper skill Report issue

29 mentions · Books 1, 2, 3, 4, 5, 6, 7, 8

Spell read by Donut; teleports her and up to three allies within line of sight, scaling with level to mimic high-tier Teleport. Report issue
Donut's teleportation spell with a five-hour cooldown and 20 mana cost, used to infiltrate the fairy room. Report issue
A teleportation spell with a 10-second duration used to escape the elemental and reposition down the hall. Report issue
Donut's teleportation spell, which she considers using to escape the basement but finds the hole too small for line of sight. Report issue
Donut's spell with a five-hour cooldown that Carl regrets using early since it would have been useful for fleeing the lions. Report issue
Donut’s teleportation spell, recently leveled to 5, which now allows vertical jumps without line-of-sight but retains a five-hour cooldown. Report issue
Donut's teleportation spell used to escape the temple explosion with Carl, Ricky Joe, and Mongo. Report issue
Teleportation spell with a 4-hour cooldown, used to cross rooftops during the infiltration. Report issue
Donut’s mobility spell used to cross rooftops and reach the magistrate's building. Report issue
Donut's teleportation spell used to relocate Carl and herself onto the tracks, though they misjudge the distance. Report issue
A movement skill Donut uses to quickly ascend the chain and later return safely to the train cab. Report issue
Donut's teleportation ability used to escape the hallway explosion, noted as her last of the floor. Report issue
Donut's teleportation spell used with a three-second delay to jump Carl and herself onto the moving train. Report issue
Donut’s mobility skill used to scale the chain and return to the train. Report issue
Donut's teleportation skill, last charge used to escape a hallway explosion. Report issue
Firas’s escape spell used to flee combat when Louis's paralysis spell is active. Report issue
Firas's Level 10 teleportation spell used to bypass the balcony railing and enter the Town Hall. Report issue
Donut's movement skill, referenced as a potential escape method to return to town. Report issue
A teleportation spell Donut uses to bypass the horde and reach the saferoom. Report issue
A movement ability Donut plans to use with Carl during their escape route. Report issue
Alternative traversal method discussed by the squad for reaching the top of the dirt mound. Report issue
A movement skill Donut uses to escape the collapsing barn with Carl and Mongo. Report issue
Donut's movement skill noted as insufficient for the required distance to intercept Quan. Report issue
Teleport spell planned for infiltration but abandoned in favor of running through the ice field. Report issue
Alternative escape spells mentioned but deemed too dangerous due to nearby Sheol fire. Report issue
Donut's teleportation skill that will be disabled during the Ramp-Up phase. Report issue
Another spell in King Rust's extensive, mostly level 1 repertoire. Report issue
A spell Donut chooses to raise to level 16 using the crupper's bonus in this chapter. Report issue
Level 17 spell allowing teleportation to any recently visited location at almost any distance; used by Donut to escape the arena. Report issue

Send Feedback

Spotted a wrong entity, bad summary, or broken page? Let us know.