BLISTER
ONLINE WIKI

Community documentation for Blister Online, build 1327.

BIG CARL

Boss · Native to the Carl Zone

This article is about the creature. For the region, see the Carl Zone.

BIG CARL is a boss creature found in the Carl Zone. It has 5,400 hitpoints and hits for up to 82, placing it in the middle of the bestiary by hitpoints (#89 of 511).

It drops Carls Wrench and 3 other items, and yields 2,300 experience and 2,600 coins on death. As a boss it attacks on the shortened 0.7-second cadence and announces its arrival in the message log.

Combat statistics

HIT POINTS
5,400
DAMAGE
82
DPS
~117
SPEED
9 / 19.8
EXPERIENCE
2,300
COINS
2,600

At 0.7 seconds a swing for 82, sustained contact costs roughly 117 health per second. The charge multiplier takes it from 9 to 19.8 while closing.

Behaviour

Charges
Multiplies its movement speed while closing mid-range distance, then drops back to base speed on contact. Freezing effects are the only reliable brake.
Heavy
Slow to turn and slow to reposition, but absorbs far more punishment than its tier suggests. Kiting works; trading blows does not.
Boss
Attacks on a 0.7-second cadence instead of the standard 1.1, and announces itself in the message log on spawn. One instance may be alive in its region at a time.

Drops

Drop table — 4 items
ItemQuantityRarityType
Carls Wrench1AlwaysMaterial
Carls Sandwich6AlwaysMaterial
Garden Hose8AlwaysMaterial
Stash of Cash3AlwaysMaterial

Coins and experience are awarded separately and are not part of the drop table.

Location

BIG CARL spawns inside the Carl Zone, a region of radius 16 centred on 235, 0. It occupies slot 3 of 3 on that spawn table, and being a unique boss it clears only 0.6% of rolls — and only when no other instance is alive. It shares the table with 3 other creatures.

Others on this spawn table

Strategy

  • Fight in contact or from well outside its approach band; the middle distance is where it doubles speed.
  • Kite it. Trading blows with 5,400 hitpoints on the other side is a losing race.
  • Only one may be alive in the region at a time — clear the trash first so nothing adds mid-fight.
  • At 82 a hit, two connected swings will end most unarmoured players. Armour matters more than damage here.