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monster_book_wiki

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...

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

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 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.

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 Merchant is 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 known player 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 when danger > 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 Tunnel entrances can appear from material floors at |depth| >= 8.
  • Demon Castle Gate entrances can appear from positive depth floors (>= 6).
  • Lizard Kingdom Gate entrances can appear from material floors at |depth| >= 10.
  • Vampire Mansion is also guaranteed as an overworld root site type.

Rare ecology spawns

  • Rare Mimic spawn chance per floor (material only):
    • chance = 28 + danger*3 per 1000 roll (~2.8% + 0.3%*danger)
    • +18 in vaults, +8 in monasteries
  • Spider lairs:
    • First lair chance: 38 + danger*4 percent
    • Additional lair chance: 18% when danger > 5

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 Wretch when player is seen and cooldown allows.
  • Summon cadence is controlled by a fixed cooldown (4 turns 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 Tablet drop (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 72 judges in sequence.

If you know a judge's true name, speaking it dismisses that judge instantly.

Prime Six Noss (fixed)

  1. The Bell-Wife of Ash (Nereth)
  2. The Auditor of Broken Knees (Thamuz)
  3. The Vellum Widow (Saelet)
  4. The Hewer of Nine Steps (Irm)
  5. The Orchard of Teeth (Vocan)
  6. 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):

  1. Censer-Keeper (Aza...)
  2. Ladder-Eater (Bel...)
  3. Keeper of Nails (Cer...)
  4. Mouth Beneath Salt (Dra...)
  5. Archivist (Ere...)
  6. Witness of Bones (Gal...)
  7. Lantern Usurer (Ira...)
  8. Receiver of Knots (Kal...)
  9. Hound of Vellum (Mor...)
  10. Prince of Hinges (Qel...)
  11. Taxer of Breath (Zev...)

Domains (6):

  1. Second Salt (...muth)
  2. Black Apertures (...rael)
  3. Borrowed Tongues (...thes)
  4. Glass Hunger (...nivar)
  5. Misericord Gates (...esh)
  6. The Ninth Refusal (...orim)

Examples:

  • The Censer-Keeper of Second Salt -> Azamuth
  • The Witness of Bones of Glass Hunger -> Galnivar
  • The 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 X often: mimic tells, wound states, and boss details are inspectable.
  • Use T before 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