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Motif · Book 4, The Gate of the Feral Gods

Explosives

Goblin dynamite that sweats, hobgoblin pus with a deodorant-stick detonator, a ton of funpowder, and eventually Carl's own entry in the Dungeon Codex. The skill tree the game keeps rewarding, and the reason a marine technician can drive a level-93 elemental into a stairwell.

Segment appearances

Progression

The sapper's floor

Eighth-strength hob-lobbers, sparklers of a wick and a fuse (ch. 6, ch. 7); rockets from a camel's bazooka rebuilt with Mordecai's accelerant and Surefire guidance, a full stick's warhead each, a two-stage design that blows early (ch. 9); eight fired from the ground and twelve loaded into four-pack launchers in a balloon (ch. 12); depth charges of nested barrels with a dial for crush depth, narrated on air (ch. 27); chum bombs on one detonator (ch. 25); burn gel of moonshine and paste in a piping bag (ch. 22); a Bloodlust potion taped to a hob-lobber in a minifridge (ch. 27); a smoke curtain infused with invisibility into a disco ball (ch. 18); timed charges sucked into a portal (ch. 34). Explosives Handling makes a toy's charge stronger just by sitting on the bench (ch. 19); the Battle Rattle adds half again the range; Drakea's kerchief adds remote detonation (ch. 28).