Gnosis Monster Book 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 Monster Book 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.
This document is the canonical enemy compendium for the current terminal Go build.
Scope notes:
- This covers hostile actor kinds, boss variants, and afterlife judges (Noss).
- The
Weird Merchantis intentionally omitted from enemy entries. - Values use current code formulas (
danger, depth band pressure, and theme modifiers).
1. Core Enemy Rules
All enemies follow these baseline rules:
- Line of sight is required to detect and directly engage the player.
- Enemies remember a
last knownplayer location and path there after losing sight. - If they lose the trail, they wander/search instead of magically tracking forever.
- Ranged enemies try to maintain preferred distance bands.
- Non-merchant actors have hunger, can feed on corpses/features, and can starve.
- Hostile movement leaves tracks that can be read with
T(tracking). - Most enemies drop their inventory and obols on death, then leave a corpse tile.
2. Scaling And Spawn Logic
Danger scaling
- Depth rank:
abs(depth) + 1 - Danger:
2 + depthRank + fib(min(7, max(1, depthRank/2)))/2 - Negative depth is upper/angelic pressure; positive depth is lower/demonic pressure.
Base weighted spawn table (material plane, before theme weights)
- Goblin:
28% - Demon:
20% - Sorcerer:
16% - Necromancer:
14% - False Angel:
12%only whendanger > 3(otherwise effectively becomes Guardian weight) - Guardian: fallback/default remainder (higher in early danger bands)
Theme and plane overrides
- Theme bands (5-floor groups) override weights by element/environment profile.
- Every 5th absolute depth rank spawns a guardian-class boss near down stairs.
- Astral plane heavily biases false angels/sorcerers/guardians.
- Shadow plane heavily biases demons/necromancers/bone wretches.
- Plane variants are prefixed (
Astral ...,Shadow ...) but use known enemy chassis.
Site-specific ecology overrides
Some site kinds replace standard weighted spawns with their own ecology profiles:
Goblin Fortress: goblin-majority pressure with sorcerer/necromancer support.Vampire Mansion: vampire-heavy roster; upper floors bias manor defenders, lower floors bias dungeon torturer ecology.Demon Castle: demon-majority pressure with necromancer/sorcerer support.Lizard Kingdom: lizardman-majority pressure with mixed invasive factions.
Access routes into these ecologies are generation-driven:
Goblin Tunnelentrances can appear from material floors at|depth| >= 8.Demon Castle Gateentrances can appear from positive depth floors (>= 6).Lizard Kingdom Gateentrances can appear from material floors at|depth| >= 10.Vampire Mansionis also guaranteed as an overworld root site type.
Rare ecology spawns
- Rare Mimic spawn chance per floor (material only):
chance = 28 + danger*3per 1000 roll (~2.8% + 0.3%*danger)+18in vaults,+8in monasteries
- Spider lairs:
- First lair chance:
38 + danger*4percent - Additional lair chance:
18%whendanger > 5
- First lair chance:
3. Hostile Actor Compendium (Dungeon/Overworld)
d below means current floor danger value.
| Enemy | Glyph | Base HP | Damage | Accuracy | Range | Defense | Key traits |
| --- | --- | --- | --- | --- | --- | --- | --- |
| Goblin Knifer | g | 7 + d/2 | 2-4 | 2 | 4 (pref 2-4) | 0 | Ranged knife pressure, can steal obols on melee hit |
| Rag Demon | D | 12 + d | 4-(7 + d/3) | 1 | melee | 0 | High raw damage, strong arm-maim threat |
| Ash Sorcerer | s | 8 + d/2 | 3-(6 + d/3) | 2 | 6 (pref 3-6) | 0 | Caster pressure, ranged hit can cause temporary smell loss |
| Cairn Necromancer | n | 10 + d/2 | 2-(5 + d/3) | 1 | 5 (pref 3-5) | 0 | Summons Bone Wretch servants, sustained attrition |
| False Angel | A | 11 + d/2 | 4-(7 + d/3) | 3 | 7 (pref 4-7) | 0 | High range/accuracy, eye-maim pressure, ranged sleep effect |
| Bronze Guardian | G | 16 + d | 4-(8 + d/3) | 1 | melee | 1 | Tanky frontliner, breaks barricades, arm-maim pressure |
| Bone Wretch | w | 6 + d/2 | 2-(4 + d/3) | 1 | melee | 0 | Necromancer summon fodder / bone attrition unit |
| Aeon Warden (boss chassis) | & | 18 + 4d | (4 + d/2)-(8 + d) | 2 + d/4 | 5 + d/5 (pref 2-max) | 1 + d/4 | Boss scaling chassis for guardians/djinn, ranged deafening attacks |
| Seam Mimic | m (hidden as loot glyph) | 9 + d | (3 + d/3)-(6 + d/2) | 2 | melee | 1 | Starts disguised as item, ambush predator |
| Spiderling | . | 3 + d/4 | 1-(2 + d/5) | 2 | melee | 0 | Small crawler, can use stairs, matures into spider |
| Jumping Spider | o | 7 + d/2 | 2-(4 + d/3) | 3 | leap/melee (pref 1-3) | 0 | Leap engages, web-laying, nest-return behavior |
| Broodmother | O (2x2) | 18 + d | 4-(7 + d/3) | 2 | melee (pref 1-2) | 1 | Large nest boss, brood cycle hatch behavior, cannot use stairs |
Per-enemy behavior notes
Goblin Knifer
- Uses ranged attacks and spacing aggressively.
- On successful melee hit, has a
25%chance to steal a few obols.
Rag Demon
- Melee-focused bruiser.
- Shares high limb-maim chance bracket with guardians/aeon wardens.
Ash Sorcerer
- Ranged caster with solid accuracy.
- Ranged hits can inflict temporary anosmia (smell loss), reducing sensory intel.
Cairn Necromancer
- Can summon
Bone Wretchwhen player is seen and cooldown allows. - Summon cadence is controlled by a fixed cooldown (
4turns after summon).
False Angel
- Longest baseline non-boss range profile.
- Ranged hits can force sleep.
- Melee/ranged both contribute to eye-injury pressure.
Bronze Guardian
- Durable, defensive frontline.
- Demolishes barricades instead of pathing around them.
Bone Wretch
- Low-end undead pressure unit.
- Commonly appears as summoned support and in bone-heavy themes.
Aeon Warden And Boss Variants
- Core boss chassis for:
- floor-group guardian bosses (every 5th depth rank)
- hidden dungeon final bosses
- Djinn entities
- On hit, ranged attacks can inflict deafness.
- Boss kills can unlock Aeon knowledge (
AeonDrop), depending on boss variant.
Seam Mimic
- Spawns disguised as plausible loot (weapons, gear, texts, maps, materials, etc.).
- Hidden mimics have short perception behavior and reveal when committing to an attack.
- Examine/tracking/sensory play is the intended counter.
Spider Ecology (Spiderling, Jumping Spider, Broodmother)
- Spiders build nest zones with webs, web snares, holes, and carrion.
- Spiderlings age into Jumping Spiders.
- Female + male nearby at nest can trigger Broodmother transformation.
- Broodmother eventually hatches brood and is consumed by offspring event logic.
- Small/medium spiders can traverse stairs; broodmothers cannot.
4. Boss Families And Special Encounters
Floor-group guardian boss (every 5th depth rank)
- Spawn trigger:
depthRank(level) % 5 == 0 - Uses themed guardian title and element tuning.
- Element modifies offense/defense/range profile.
- Drops an Aeon knowledge unlock and high-tier loot on defeat.
Djinn boss (per band, hidden chamber)
- One Djinn track per theme band.
- Revealed after full survey/search conditions for the band.
- Spawned as a hidden chamber boss with element identity.
- Defeat grants attunement progress and elemental knowledge rewards.
Secret dungeon chain bosses
- Floor bands can contain rare secret dungeon entrances.
- Secret dungeons are linear chains with miniboss wardens plus a final boss.
- Final boss reward table can drop:
- artifact weapon
- generated gear
- rare books/scrolls
- rare
Name Tabletdrop (45/1000, 4.5%)
Name Tablet details (secret dungeon reward)
- Name tablets are high-value readable items from hidden-chain rewards.
- They require multi-turn study and reveal true names only at full threshold.
- These names contribute to afterlife dismissal power.
5. Sound And Tracking Signatures
The game provides distinct movement/ranged cues and spoor identities by enemy class.
| Enemy | Move cue | Ranged cue | Tracking identity | | --- | --- | --- | --- | | Goblin | quick knife-patter | knife whistling | narrow, quick knife-scrape spoor | | Demon | dragging heavy tread | n/a | hot, heavy, cloven spoor | | Sorcerer | ash beads whispering | ash-light crackling | ash dust + disciplined caster spoor | | Necromancer | grave-chains dragging | grave nails keening | grave dust + dragged hems spoor | | False Angel | dry wings hissing | pale fire singing | feather trace + scorched dust spoor | | Guardian | bronze joints grinding | n/a | heavy gouges, armored cadence spoor | | Bone Wretch | loose bones rattling | n/a | bone chips and loose scratch spoor | | Aeon boss variants | ward-iron groaning | borrowed thunder gathering | sigil-burn and pressure-crack spoor | | Mimic | paper-dry hide dragging | n/a | neat-start then claw/adhesive spoor | | Spiderling | tiny silk-hissing | n/a | pinprick spoor + trembling silk | | Spider | dry spider-hiss | n/a | spring marks + trailing silk | | Broodmother | deep brood-hiss | n/a | heavy silk drag + corpse-stink spoor |
6. Afterlife Monster Book: The Noss (72 Judges)
Chain structure
- Normal death: 3 judges.
- Final-trial death: 4 judges.
- Grand trial (level 9999 Seventy-Two Seals): all
72judges in sequence.
If you know a judge's true name, speaking it dismisses that judge instantly.
Prime Six Noss (fixed)
- The Bell-Wife of Ash (
Nereth) - The Auditor of Broken Knees (
Thamuz) - The Vellum Widow (
Saelet) - The Hewer of Nine Steps (
Irm) - The Orchard of Teeth (
Vocan) - The Quiet Magistrate (
Eresh)
The Remaining 66 Noss (generated matrix, fixed roster)
Title pattern:
The <Office> of <Domain>
True-name pattern:
<Start><End>using matching office/domain indices
Offices (11):
- Censer-Keeper (
Aza...) - Ladder-Eater (
Bel...) - Keeper of Nails (
Cer...) - Mouth Beneath Salt (
Dra...) - Archivist (
Ere...) - Witness of Bones (
Gal...) - Lantern Usurer (
Ira...) - Receiver of Knots (
Kal...) - Hound of Vellum (
Mor...) - Prince of Hinges (
Qel...) - Taxer of Breath (
Zev...)
Domains (6):
- Second Salt (
...muth) - Black Apertures (
...rael) - Borrowed Tongues (
...thes) - Glass Hunger (
...nivar) - Misericord Gates (
...esh) - The Ninth Refusal (
...orim)
Examples:
The Censer-Keeper of Second Salt->AzamuthThe Witness of Bones of Glass Hunger->GalnivarThe Taxer of Breath of The Ninth Refusal->Zevorim
This matrix (11 * 6 = 66) plus the Prime Six gives the full 72-judge roster.
7. Practical Hunting Notes
- Use
Xoften: mimic tells, wound states, and boss details are inspectable. - Use
Tbefore committing to open rooms: spoor direction often beats blind cornering. - Break ranged lines with doors/choke points against sorcerers, angels, and wardens.
- Prioritize necromancers in mixed packs to stop bone-wretch reinforcement.
- Against spiders, clear nests early or they escalate by brood logic and floor traversal.
- Save known true names for high-risk afterlife links and final chain efficiency.
8. Related Docs
- Player guide: player_guide.md
- Full player wiki: player_wiki.md
- Combat systems wiki: combat_systems_wiki.md
- Spellcraft wiki: spellcraft_wiki.md
- Tracking and stealth wiki: tracking_hunting_stealth_wiki.md
- Core systems spec: core_systems_spec.md