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crafting_scrapping_basebuilding_wiki

Gnosis Crafting, Scrapping, and Base-Building Wiki

This page has been reviewed against the current terminal/server build and the latest portal documentation surfaces. For exact live catalogs and tuning values, use the source-driven...

Updated
2026-04-19T11:06:55+00:00

Gnosis Crafting, Scrapping, and Base-Building Wiki

Documentation Freshness (2026-04-19)

  • This page has been reviewed against the current terminal/server build and the latest portal documentation surfaces.
  • For exact live catalogs and tuning values, use the source-driven portal compendiums:
    • /bestiary
    • /spell-omnibus
    • /technique-omnibus
    • /item-omnibus
    • /recipe-omnibus
  • In-game references are available through the W wiki menu (including generated spell/component compendiums).
  • World/floor map reference is in-game via P; the website map page is intentionally hidden.
  • Multiplayer host/deployment details live in docs/multiplayer_server_wiki.md and docs/server_portal_setup.md.

Current Build Delta (2026-04-19)

  • Deep floors now have a depth-scaled chance to spawn Lizard Kingdom Gates (FeatureLizardKingdomGate).
  • Using a Lizard Kingdom Gate enters Lizard Kingdom side sites (SiteLizardKingdom) with lizard society-biased populations.
  • Lizard Kingdom floors use dedicated cave themes (Outer Warrens -> Royal Sinkhalls) and integrate with map/examine/senses/clairvoyance text.
  • This update is live in terminal mode and server mode; hosted clients inherit the behavior from the game build.

Implementation-level reference for the current Go terminal build.

This page covers:

  • crafting (workshop + forge recipes)
  • scrapping/salvage flow (e scavenge)
  • corpse harvesting into meat ingredients
  • campfire deployment and cookpot mixing
  • sanctum base setup
  • barricades
  • farming and portal base infrastructure

1. Core Controls

  • c: claim room as sanctum / rest in current sanctum
  • b: barricade or dismantle a nearby door (sanctum only)
  • e: scavenge/use nearby features, including eat-vs-harvest prompts
  • i (or u): inventory use (to deploy campfires or place toxic food bait)
  • r: open workshop (recipes + farming actions)
  • v: spellcraft menu (target-profile crafting, portal work when unlocked, favorites/forgetting/writing management)
  • F: favorite spells menu
  • x: forget spells menu
  • w: write spell scrolls from memorized spells
  • k: ally command menu (training/expeditions/base operations)
  • X: examine tile details, including feature state

2. Sanctum Claiming and Rest

Claim rules

  • You can only claim inside a room tile.
  • Corridors cannot become sanctums.
  • The room must be clear of hostiles first.
  • Friendly actors and the merchant do not block claiming.

Only one sanctum is tracked per floor (SanctumRoom).

Resting in sanctum

Using c while already inside your sanctum performs rest:

  • HP restored: 4 + Faith/2
  • stamina +6
  • focus +5
  • ward +2
  • consumes 1 turn
  • can trigger sanctum intrusion pressure

Library sanctum classification

A sanctum counts as a library base if either condition is met:

  • shelves >= 4
  • shelves >= 2 and tablets >= 1

Library sanctums improve expedition and training support systems.

3. Barricading (b)

Barricades only work while you are inside your sanctum.

Build barricade

  • Target: orthogonally adjacent open/closed door
  • Cost: Scrap x1
  • Result: door becomes barricade tile
  • Turn cost: 1 turn

Dismantle barricade

  • Target: orthogonally adjacent barricade tile
  • Result: returns to closed door
  • No scrap refund
  • No enemy-turn advancement from the dismantle action

Sanctum intrusion behavior

Certain sanctum actions can trigger intrusion checks. Base chance starts at 40%, reduced by 10% per barricaded door (minimum effective threshold 8%).

If intrusion fires:

  • a barricade may be broken back into a closed door, or
  • a hostile intruder can spawn outside and push toward the sanctum

4. Scrapping and Scavenging (e)

There is no separate "scrap mode" command. Scrapping is done through e by scavenging features.

e action order

e resolves in this order:

  1. treasure cache recovery on current tile
  2. secret gate entry if standing on one
  3. portal network menu if standing on a portal anchor
  4. adjacent/current scavengable feature
  5. if no feature but near forge/campfire: open workshop
  6. otherwise no-scavenge feedback/hints

Scavengable features

  • table
  • shelf
  • chest
  • tablet
  • corpse
  • fungus
  • mold
  • water

Most features become one-time (FeatureUsed) once harvested/consumed.

Salvage yields (current implementation)

Corpses and edible ecology now open a choice prompt instead of forcing immediate consumption:

  • e: consume now
  • h: harvest for later

Corpses:

  • harvest converts corpse nutrition into stackable meat ingredients by enemy type (Goblin Meat, Demon Flesh, Spider Meat, etc.)
  • harvested meat is used in cookpot combinations
  • consume still works directly from the prompt when immediate hunger recovery is needed

Fungus/Mold/Water:

  • consume path gives immediate sustain effects
  • harvest path stores ingredients/seeds/flasks for later crafting/cooking

Tables/Shelves:

  • guaranteed Scrap x(1-2)
  • chances for herbs, cooking mats, seeds, reveal dust, cinder flask
  • chance for generated gear, partial maps, treasure charts
  • readable loot rolls (books/scrolls/manuals/plan texts)

Chests:

  • weapon/consumable package (artifact chance path included)
  • guaranteed generated gear, possible extra gear
  • obols bundle
  • seeds/maps/treasure charts/readables by chance

Tablets:

  • reveal dust baseline
  • chance for water/maps/treasure chart/readables

5. Workshop Crafting (r) and Forge Crafting

Station requirements

Workshop can open when either is true:

  • you are in sanctum
  • you are near a forge tile
  • you are near a campfire tile

Recipe execution rules:

  • non-forge recipes require sanctum
  • forge recipes require nearby forge
  • planned forge recipes also require the corresponding forge plan

Recipe categories

  • Fieldcraft
  • Cooking
  • Alchemy - Potions
  • Alchemy - Bombs
  • Alchemy - Oils
  • Alchemy - Decoctions
  • Weaponsmithing
  • Armorsmithing

Recipe knowledge and unlocks

  • A base set is always known.
  • Additional recipes are unlocked from study rewards.
  • Advanced weapons/armor are gated by forge plans.
  • Forge plans are also study-unlocked (plan scrolls/tablets/manuals).
  • Campfire Kit is a base fieldcraft recipe used to stage cooking fire in the dungeon.

Craft resolution

On successful craft:

  • required materials are consumed
  • item is created and added to inventory
  • skill practice is granted (3 + material types used)
  • action consumes 1 turn

Artisan quality scaling

Craft outcomes are modified by the relevant crafting skill rank:

  • bonus tier: rank / 20
  • Master Artisan feat adds +1 tier
  • can improve quality/damage/accuracy/ward/reveal/stats/value
  • consumables can gain stronger regen/effects and lower toxicity pressure

Crafted items can receive classed style labels (for example Apprentice/Master/Grandmaster Smith).

6. Cookpot System (BOTW/TOTK-Style Mix Cooking)

Cookpot appears in workshop when:

  • inside sanctum, or
  • near a deployed campfire

Flow:

  1. choose Compose meal from workshop
  2. pick up to 5 ingredients from inventory
  3. cook the batch into a derived meal item

Ingredient behavior:

  • ingredients are free-mix and can be repeated while stock remains
  • result effects are computed from ingredient composition
  • ingredient families include raw meats, fungi/mold/water, herbs/seeds, and existing food consumables

Possible result effects:

  • hunger restoration
  • heal
  • stamina/focus restore
  • ward
  • regen
  • stealth-oriented modifiers
  • toxicity/venom payload

Poisoned food:

  • high-toxicity mixes produce toxic meals
  • toxic meals can be placed on the ground from inventory
  • hungry NPCs can eat dropped food and get poisoned/damaged if the meal is toxic

Campfire deployment:

  • craft Campfire Kit
  • use it from inventory on open floor to place a Campfire feature
  • campfires unlock field cooking outside sanctums

7. Farming as Base Sustain (Workshop Subsystem)

Farming actions are available from r only while in sanctum.

Supported actions:

  • prepare plot (Scrap x1)
  • plant fungal spores
  • plant herb seeds
  • plant ashroot seeds
  • harvest ripe crops

Crop growth is staged over turn timers and ticks in loaded worlds.

Stage timing:

  • Fungal Cap: 6 -> 8 -> ripe
  • Herb: 8 -> 10 -> ripe
  • Ashroot: 10 -> 12 -> ripe

Harvest grants ingredients/seeds and skill practice.

8. Advanced Base Infrastructure

Portal anchors (House of Doors)

Unlocked via spellcraft knowledge gates (Yesod table + Step form + Void element).

Anchor weave requirements:

  • sanctum
  • Scrap x3
  • Herbs x2
  • Obols x10
  • focus cost (5, then scaled by focus-cost rules)

Anchor travel:

  • travel focus cost (4, scaled by focus-cost rules)
  • must be on an anchor tile, or in its sanctum room
  • consumes 1 turn

Anchors persist across lives and link bases across floors/regions.

Ally base operations (k)

From base command systems you can:

  • assign follow/defend/guard/scout/seek orders
  • train minions in sanctum
  • run expeditions from library sanctums

Library sanctums improve several training/expedition outcomes.

9. Turn Economy Summary

  • Rest in sanctum: consumes turn
  • Barricade build: consumes turn
  • Barricade dismantle: no turn advancement
  • Corpse consume/harvest choice: consumes turn on selected action
  • Fungus/mold/water consume/harvest choice: consumes turn on selected action
  • Craft recipe: consumes turn
  • Cookpot meal craft: consumes turn
  • Campfire deployment from kit: consumes turn
  • Farming action success: consumes turn
  • Claiming a new sanctum currently does not advance enemy turns

10. Practical Base-Building Loop

  1. Clear a room and claim sanctum with c.
  2. Scavenge nearby furniture and chests for scrap, seeds, and texts, then read tablets for etched clues.
  3. Use corpse harvest prompts to stock raw meat.
  4. Establish barricades on key doors.
  5. Open workshop with r for fieldcraft, cookpot meals, alchemy, and farming.
  6. Craft and deploy campfires to enable remote cooking between sanctums.
  7. Study recipe/plan texts to unlock higher-tier production.
  8. If portal knowledge is unlocked, bind an anchor and expand a multi-floor base network.
  9. Use minions to train, scout, and run library expeditions.

11. Troubleshooting

Crafting requires a sanctum, nearby forge, or nearby campfire

  • Stand in sanctum, or move adjacent to forge/campfire and retry r.

That recipe requires sanctum tools and storage

  • You are trying a non-forge recipe outside sanctum.

That recipe requires a nearby forge

  • Recipe is forge-gated; move adjacent to forge.

You do not have the required forge plan

  • Recover and study plan texts for that recipe line.

You only barricade from within a sanctum

  • Move back into sanctum room and retry b.

No door here can be worked into a barricade

  • You need an orthogonally adjacent door/barricade tile.

You do not have ingredients ready for a cookpot

  • Harvest food features/corpses, gather materials, or carry cookable consumables first.

NPCs are not eating my bait

  • NPC must be hungry enough and willing to eat food items (merchant/spiders do not).
  • Place bait on reachable floor near likely pathing lanes.

12. Related Docs