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GNOSIS
ASCII prison-cosmos roguelike
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player_guide

Gnosis Player Guide (Onboarding)

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
2026-04-21T07:01:55+00:00

Gnosis Player Guide (Onboarding)

Documentation Freshness (2026-04-21)

  • 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 (2026-04-21)

  • 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.
  • : now opens a zen script planner for movement plus quoted directional combat actions (for example "attack"+d, "lthrow"+a, "parry", or 3d"piercing strike"+3s), fast/charged pacing, Up/Down history recall, F1-F3 saved slots, blue path preview, green impact-area preview, spirit-gated movement, and burst-meter commitment planning.
  • Martial catalogs now include broader world traditions (Capoeira/Luta Livre, Chinese boxing + monk weapons, Kalaripayattu/Gatka/Mardani lines) with distinct damage/effect behavior.
  • Western martial tracks are now integrated (Savate, Catch Wrestling, Rapier Fencing, HEMA Longsword, Viking Skjoldr, Roman Legionary, Hoplite Phalanx, Systema, Tower Shield Bastion) with style-themed technique attacks.
  • Shield users can now run dedicated shield-bash branches, including dual-shield loadouts (such as dual tower shields) for bastion-style play.
  • This update is live in terminal mode and server mode; hosted clients inherit the behavior from the game build.

This is the quick-start version of the docs. It focuses on what to do in your first runs and how long-term progression now works.

1. What Kind Of Game This Is

Gnosis is a turn-based terminal roguelike where:

  • every action is a turn
  • death is expected
  • body power resets
  • soul knowledge persists

You are building toward afterlife completion and the final 72-seal trial chain.

2. Start Playing

Local

cd /workspace/gnosis
go run ./cmd/gnosis

Server

If a host runs gnosisd, you can connect over SSH (or browser portal if enabled by host setup).

3. First 10 Minutes Checklist

  1. Start a run and move with WASD/arrows.
  2. Press ? once and skim keybinds.
  3. Use g to pick up and i for inventory.
  4. Use S or / to search suspicious walls/tiles.
  5. Use X to examine targets and floor objects.
  6. Fight early enemies carefully using corners.
  7. Use e on corpses/features and choose consume vs harvest based on risk.
  8. Read every book/scroll/manual you can secure.
  9. Claim a room with c and start training with j.
  10. Spend level points with n and set styles with L.

4. Core Controls

  • WASD / arrows: move, bump for melee
  • :: zen script planner (Tab fast/charged, Up/Down recall history/saved, F1/F2/F3 save slots) with live trajectory preview (3d2s, 3delged, "attack"+d, "lthrow"+a, "parry", 3d"piercing strike"+3s)
  • .: wait (also advances active reading by one side)
  • g: pick up
  • G: guard stance (overworld routes on floor-0 hubs)
  • H: parry stance
  • Z: spell parry ward stance
  • i: inventory
  • e: use/scavenge/interact (edible targets prompt consume vs harvest)
  • S or /: search
  • X: examine with cursor
  • t: throw targeting
  • f: shoot targeting (bows/crossbows enforce minimum range)
  • z: cast rites/formulas
  • v: spellcraft/enchant workflow
  • F: favorite spells quick menu
  • x: forget spells from spell/character menus
  • w: write known spells to scrolls for later relearning
  • A: Aeon menu
  • 1 / 2: invoke Aeon slots
  • L: martial style menu
  • n: progression menu (level/stat/perk/feat)
  • j: training/meditation
  • k: minion/servitor command menu
  • P: map page
  • C or @: character sheet
  • Tab: cycle gameplay sidebar tabs (core, combat, gear, bag)
  • ?: help

5. Zen Script Planner (:)

  • Open with : to stage a chain before execution; enemies do not advance during planning.
  • Planned trajectory is shown in blue; planned technique hit/area tiles are shown in green.
  • Tab toggles fast (half-turn pacing) and charged (full-turn pacing).
  • Actions must be applicable from current loadout/state (movement + quoted techniques/throws/parry/ward/attack) or the script is rejected before movement starts.
  • Movement steps spend spirit (1 per successful tile) and the script halts when spirit is depleted.
  • Spirit is a burst-limit meter (no passive regen/decay): build it by landing attacks/techniques, then spend it deliberately on movement chains and spirit-cost actions.
  • Chi form techniques can reshape burst flow in combat (for example Kaioken-style HP->spirit pressure and Hamon-style in-fight healing cadence).
  • After the first movement step resolves, the queued pattern is committed until it finishes (or the run ends).
  • Quoted named actions resolve applicable combat actions (equipped techniques, directional throws, "parry", "spell parry ward", "attack"/"atk"), with optional lane hints via +w/+a/+s/+d and optional step hints like +3a.
  • Successful parries cancel the incoming hit and grant +1 quick turn; spell attacks require either spell-parry ward stance or Spellbreaker Arms + an enchanted weapon to be parried from normal parry stance.
  • Barrage technique attacks resolve as multi-hit chains in one turn with follow-up accuracy falloff, using your current equipped profile.
  • Technique attacks enforce a minimum cooldown floor of 3 turns.
  • Technique attacks unlock by mastery rank: progressing active techniques/styles unlocks higher-tier specials, and style-study rewards from books/manuals can unlock style-linked specials.
  • Piercing Strike is kept as a ranged wind-cut lane technique; Impaling Rush is the move-forward thrust variant.
  • Example chains: 3d2s, 3delged, "attack"+d, "atk", "lthrow"+a, "parry", "spell parry ward", 3d"piercing strike"+3s.

6. Survival Priorities

  • Stabilize one sanctum early.
  • Hunger still kills if ignored.
  • Ranged pressure is lethal in open lines.
  • Keep fallback routes and doors between you and packs.
  • Prioritize study materials over random junk loot.
  • Harvest corpse meat and cook mixed meals when possible instead of only panic-eating.

World Structure Snapshot (Current Build)

  • Sites are organized as 5-floor groups; floor 5 is the group boss cadence.
  • Overworld route nodes include standard roots plus dedicated Goblin Fortress and Vampire Mansion roots.
  • Deeper material floors can open side-site gates:
    • Goblin Tunnel at |depth| >= 8
    • Demon Castle Gate at positive depth >= 6
    • Lizard Kingdom Gate at |depth| >= 10
    • Secret Gate bands at |depth| >= 61
  • Use P to review visited floor layouts, routes, portals, and depth context while planning dives.

7. Progression Model (What Persists)

Within a life:

  • HP/stamina/focus state
  • temporary tactical position and local risk
  • inventory and immediate run momentum

Across deaths/reincarnation:

  • soul stats and spellcraft knowledge
  • learned skills (0-99)
  • known martial styles
  • learned teachings/doctrines from study
  • known names/spells/components/tables/forms/elements
  • favorite spells and formulas
  • progression-level improvements (level allocations/perks/feats)

If you learn Muay Thai, you keep that knowledge and it continues to improve unarmed effectiveness in later lives.

8. Study System: Books, Scrolls, Manuals

Readable items are now high-value progression engines:

  • books
  • scrolls
  • manuals

How study works:

  • each side costs turns
  • each text has threshold rewards
  • full study reveals deeper rewards

Rewards can include:

  • names, rites, formula components
  • martial styles
  • skill rank increases
  • doctrine/teaching unlocks (stances, forms, techniques, disciplines, theology, guidance)
  • persistent stat/pool bonuses depending on teaching content
  • copied spell-scrolls that can be studied again after forgetting a spell

9. Cooking And Harvest Basics

  • e on edible corpse/features now prompts consume vs harvest.
  • Harvesting corpses yields stackable meat ingredients by enemy type.
  • Workshop cookpot (r) lets you combine up to 5 ingredients into derived meals.
  • Craft Campfire Kit and deploy it in the dungeon to cook outside sanctums.
  • Toxic cookpot meals can be placed as bait for enemies.

10. JoJo-Style Techniques And Body Discipline

Rare esoteric texts can teach:

  • Ripple
  • Spin
  • Hamon
  • Kaioken Blood Overdrive
  • Hamon Healing Breath
  • fasting/vigil disciplines

Broader martial doctrine pools are also in active rotation now, including:

  • Japanese and Thai kicking chains (roundhouse/spin/flying variants)
  • Brazilian lines (Capoeira flow-kicks, Luta Livre lock/choke pressure)
  • Chinese lines (Sanda/Bajiquan plus monk weapon schools like Gunshu/Daoshu/Qiangshu)
  • Indian lines (Kalaripayattu leaps, Gatka circular weapon play, Mardani thrusting doctrine)

These are implemented as persistent teachings/styles and can grant:

  • stronger unarmed performance
  • breathing/ascetic progression
  • improved hunger interval
  • resistance to forced sleep/unconscious states

At high mastery, specific discipline paths can greatly reduce hunger pressure.

11. Training Loop

At sanctums, j lets you train:

  • body stats (vigour/grace/wit/faith)
  • conditioning
  • meditation (insight/memory)

Training also practices physical/material/soul skills (for example athletics, breathing, asceticism, scholarship, engineering) and scales your long-term build identity.

12. Suggested Early Milestones

  1. Claim one safe sanctum.
  2. Learn at least one fighting style.
  3. Learn at least one doctrine/teaching from a manual.
  4. Reach reliable unarmed or ranged competence via skill ranks.
  5. Enter afterlife with meaningful known names and combat options.

13. Live References (Portal + In-Game)

For the most current lists, values, and content coverage:

  • Portal bestiary: /bestiary
  • Portal spell omnibus: /spell-omnibus
  • Portal technique/style/form omnibus: /technique-omnibus
  • Portal item omnibus: /item-omnibus
  • Portal recipe omnibus: /recipe-omnibus
  • In-game wiki and generated compendiums: W
  • In-game floor/world map interface: P

14. Next Docs