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...
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
Wwiki 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.mdanddocs/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 (
escavenge) - 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 sanctumb: barricade or dismantle a nearby door (sanctum only)e: scavenge/use nearby features, including eat-vs-harvest promptsi(oru): 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 menux: forget spells menuw: write spell scrolls from memorized spellsk: 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:
- treasure cache recovery on current tile
- secret gate entry if standing on one
- portal network menu if standing on a portal anchor
- adjacent/current scavengable feature
- if no feature but near forge/campfire: open workshop
- 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 nowh: 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 Kitis 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 Artisanfeat 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:
- choose
Compose mealfrom workshop - pick up to 5 ingredients from inventory
- 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
Campfirefeature - 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 x3Herbs x2Obols 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
- Clear a room and claim sanctum with
c. - Scavenge nearby furniture and chests for scrap, seeds, and texts, then read tablets for etched clues.
- Use corpse harvest prompts to stock raw meat.
- Establish barricades on key doors.
- Open workshop with
rfor fieldcraft, cookpot meals, alchemy, and farming. - Craft and deploy campfires to enable remote cooking between sanctums.
- Study recipe/plan texts to unlock higher-tier production.
- If portal knowledge is unlocked, bind an anchor and expand a multi-floor base network.
- 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
- onboarding guide: player_guide.md
- full player wiki: player_wiki.md
- farming wiki: farming_wiki.md
- spellcraft wiki: spellcraft_wiki.md
- tracking/hunting/stealth wiki: tracking_hunting_stealth_wiki.md