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player_wiki

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

Gnosis Player Wiki

Documentation Freshness (2026-04-20)

  • 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 (2026-04-20)

  • 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.
  • This update is live in terminal mode and server mode; hosted clients inherit the behavior from the game build.

This is the detailed player reference for the current codebase.

1. Game Loop

Core loop:

  1. Spawn in a vessel.
  2. Explore, fight, scavenge, study, and train.
  3. Die and enter afterlife chain encounters.
  4. Reincarnate into a new vessel.
  5. Continue with persistent soul knowledge and progression.

The game is turn-based and terminal-native. Every meaningful action advances time.

2. Long-Term Objective

Primary long-term objective:

  • unlock and clear the full afterlife end-chain (72 seals / Noss sequence)

Depth and loot matter, but the real win condition is afterlife completion.

Live Reference Surfaces (Portal + In-Game)

For exact live catalogs and recent balance/content details:

  • 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

3. Controls

Movement and exploration

  • WASD / arrows: move
  • :: 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 (or advance one reading side if currently reading)
  • B: open full scrollable message log ([/] pages, b back)
  • S or /: search seams/hidden content
  • T: tracking signs
  • < / >: ascend/descend stairs
  • [ / ]: plane shift
  • O: enter overworld (contextual)
  • G: overworld travel menu on floor-0 hubs (otherwise guard stance)

Zen script planner quick rules

  • Plan first, then commit: opening : freezes world advancement until you submit or cancel.
  • Blue tiles show the planned path; green tiles show planned melee technique hit/area coverage.
  • Tab toggles fast (half-turn pacing) and charged (full-turn pacing).
  • Scripts only allow movement plus quoted applicable actions (equipped techniques, directional throws, parry/ward stances, and "attack"/"atk"); inapplicable scripts are rejected before movement begins.
  • Movement spends 1 spirit per successful step and halts when spirit is exhausted.
  • Spirit now runs as a burst-limit meter (no passive regen/decay): it builds through successful combat pressure and is spent on planned movement/technique commitments.
  • Active chi forms can change burst flow in combat, including high-risk HP->spirit conversion and breath-driven in-fight recovery patterns.
  • Once movement starts, the queued pattern commits until completion (or run-ending interruption).
  • Quoted named actions execute applicable techniques/throws/parry/ward/attack, not spell casts.
  • Successful parries cancel incoming hits and grant +1 quick turn. Spell hits require spell-parry ward or Spellbreaker Arms with an enchanted weapon while parrying.
  • Barrage-class technique attacks execute multi-hit chains in one turn, with accuracy reduced on each follow-up strike.
  • Technique attacks enforce a minimum cooldown floor of 3 turns.
  • Technique attacks now ladder across the full 1-99 mastery arc (including late-tier unlocks in the 70-99 range), instead of chaining every rank in early game.
  • Manuals/books remain a discovery route: study rewards can grant teachings or style progression that unlocks technique-attack branches once their mastery gates are met.
  • Piercing Strike stays as a ranged wind-cut line attack; Impaling Rush is the forward-moving line commit option.

Combat and targeting

  • melee: bump into adjacent enemy
  • t: throw targeting mode
  • f: shoot targeting mode (bows/crossbows enforce minimum range)
  • z: cast rite/formula
  • F: favorite spells quick menu
  • x: forget known spells from the spell/character menus
  • w: write known spells to scrolls for later relearning
  • A: Aeon menu
  • 1 / 2: invoke bound Aeon slots
  • X: examine targeting mode

Targeting controls:

  • WASD/arrows: move cursor
  • Enter or Space: confirm target
  • Tab or f: cycle targets
  • .: snap to self
  • Esc: cancel

Management and progression

  • g: pick up
  • G: guard stance
  • H: parry stance
  • Z: spell parry ward stance
  • i (or u): inventory
  • inventory tabs: 1-0
  • inventory pages: [ / ]
  • e: use/scavenge/interact (edible targets now prompt consume vs harvest)
  • c: claim/rest sanctum
  • b: barricade
  • r: craft/workshop/cookpot (sanctum, forge, or campfire context)
  • v: spellcraft/enchant menu
  • F: favorite spells menu
  • x: forget spells menu
  • w: write known spells to scrolls for later relearning
  • m: merchant
  • j: training/meditation
  • n: progression menu (level/stat/perk/feat)
  • L: martial style menu
  • k: minion/servitor commands
  • P: map page
  • C or @: character sheet
  • o: speak
  • p: toggle sneaking
  • V: toggle crawling
  • h: sleep
  • x: route marker toggle
  • y: grapple/interrogate/rob
  • ?: help
  • Esc: pause/close depending on mode

4. Turn Economy

Actions that consume turns include:

  • movement
  • attacks
  • item use
  • spell casts
  • reading/study
  • training and meditation

Important timing mechanic:

  • Quick Turns can negate upcoming world/enemy advancement for part of your action sequence.

5. Core Resources and Conditions

Primary vessel resources:

  • HP
  • Stamina
  • Focus
  • Hunger
  • Ward
  • Quick Turns

Condition systems include:

  • blind/deaf/mute/anosmic
  • sleep/unconscious
  • limb damage/loss/prosthetics
  • stance constraints (sneaking/crawling)

6. Progression Layers

Leveling / points

You gain XP, level up, and spend:

  • stat points
  • perk points
  • feat points

This is managed through n progression menu.

Skills (0-99 mastery)

Skills increase through:

  • repeated practical use
  • study rewards from readable items

Ranks cap at 99 (mastery).

Persistence across reincarnation

Persistent progression includes:

  • skill ranks/knowledge
  • learned teachings/doctrines
  • known martial styles
  • known spellcraft knowledge
  • favorite spells/formulas pinned in the quick menu
  • soul progression and name knowledge
  • level/perk/feat-driven build growth

7. Skill Families

Combat/body skills

  • unarmed, blade, blunt, throwing, marksmanship
  • polearms, shieldwork, grappling
  • athletics, acrobatics, endurance
  • breathing, asceticism

Utility/material skills

  • search, tracking, sneaking
  • blacksmithing, tailoring, trinketry, alchemy
  • cooking, herbalism, medicine, engineering, enchanting
  • carpentry, leatherworking, mining, lockpicking, scribing

Knowledge/soul skills

  • scholarship
  • spellcraft

8. Study System (Books, Scrolls, Manuals)

Readable items:

  • books
  • scrolls
  • manuals

Study behavior:

  • each side costs turns
  • each item has hidden threshold rewards
  • full study reveals deeper reward entries
  • known spells can be copied into scrolls and relearned later after being forgotten

Possible rewards:

  • hints
  • rites/spellcraft pieces
  • true-name clues (where applicable)
  • martial style unlocks
  • direct skill-rank gains
  • teachings/doctrine unlocks
  • insight/memory/echo-related progression

Libraries and shelf-heavy sanctums are premium strategic locations.

9. Teachings and Doctrines

Teachings are persistent doctrinal unlocks from study rewards.

Current teaching categories include:

  • stances
  • forms
  • techniques
  • weapon disciplines
  • counter doctrines
  • breathing techniques
  • Buddhist guidance
  • spiritual guidance
  • styles
  • theology

Teachings can grant:

  • persistent stat allocation bonuses
  • max HP/stamina/focus bonuses
  • skill-rank boosts
  • style unlocks
  • passive combat/survival modifiers

10. JoJo-Style Technique Path

Rare esoteric texts can unlock technique lines such as:

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

Gameplay effects from these teachings/styles include:

  • stronger unarmed damage/accuracy profiles
  • breathing/ascetic mastery growth paths
  • higher hunger interval (slower hunger drain)
  • resistance to forced sleep/unconscious effects

At high mastery, specific ascetic doctrine combinations can suppress normal hunger drain.

11. Martial Styles

Styles are learned and persistent once discovered.

Examples include:

  • real-world styles (Boxing, Muay Thai, Judo, Kenjutsu, Kyudo, etc.)
  • JoJo-inspired additions (Ripple Boxing, Spin Technique, Hamon Breath Style)

Style usage:

  • set active style with L
  • active style modifies combat profiles
  • known-style knowledge also contributes persistent unarmed effectiveness

12. Combat Model

Combat paths:

  • melee
  • thrown weapons
  • shooting/ranged
  • targeted consumables and splash effects
  • rites and crafted formulas
  • Aeon invocation

Tactical model:

  • line of sight matters
  • ranged spacing matters
  • corners/chokepoints are high value
  • stamina/focus costs constrain overextension

13. Spellcraft and Enchanting

Crafted formulas combine:

  • table
  • form
  • element
  • components

Core component examples:

  • Haste
  • Pull
  • Teleport
  • Detonate
  • Shape
  • Conjure
  • Anchor

Enchanting/inscription is available from spellcraft workflow and can imprint gear or vessel marks.

Full spellcraft reference: spellcraft_wiki.md

14. Inventory and Gear

Inventory is paginated and categorized:

  • all, equipped, weapons, clothing, charms, consumables, texts, materials, prosthetics, other
  • selecting an equipable item toggles equip/unequip

Equipment slots:

  • right hand
  • left hand
  • head
  • body
  • arms
  • legs
  • feet
  • charm

Generated gear uses combinatorial item generation with quality/enchantment variation.

Food behavior:

  • edible corpses and edible features prompt consume-vs-harvest when used with e
  • corpse harvest yields stackable meat ingredients by enemy type
  • toxic meals can be placed from inventory as bait for NPC feeding/poisoning

15. Sanctums, Training, and Base Value

Sanctums support:

  • safer rest/logistics
  • barricading
  • crafting and study
  • training and meditation
  • minion staging

Training (j) advances body/soul progression and now also feeds multiple skill tracks, including athletics, breathing, asceticism, and related disciplines.

Farming is also sanctum-based through workshop (r) actions and feeds long-run cooking/alchemy sustain. Full farming reference: farming_wiki.md Full cooking reference: cooking_wiki.md Full crafting/base-building reference: crafting_scrapping_basebuilding_wiki.md

Cooking expansion:

  • workshop cookpot now supports BOTW/TOTK-style ingredient mixing (up to 5 ingredients)
  • campfires can be deployed with crafted Campfire Kit items for remote cooking outside sanctums
  • mixed meals derive effects from composition (sustain, recovery, buffs, toxicity)

16. Speech, Grapple, Interrogation, Servitors

Speech (o):

  • logs spoken text into world history
  • enemies can hear and react
  • sneaking reduces hearing effectiveness

Grapple/interrogate/rob (y):

  • restraint and extraction interactions
  • can reveal intelligence and names
  • can lead to servitor-binding opportunities in some cases

17. Minions and Expeditions

Minion systems support:

  • follow/guard/scout/seek commands
  • equipment and training interactions
  • expedition jobs (notably strong from library sanctums)

Expeditions consume turns and can return reports, loot, injuries, and map value.

18. Death, Reincarnation, and Afterlife

On death:

  • body remains in-world
  • inventory context may be recoverable later
  • soul enters afterlife phase

Afterlife:

  • chain encounters
  • known names can dismiss matching entities
  • otherwise resolved through combat/soul actions

Reincarnation:

  • new body, persistent soul-side progression
  • supports run archaeology and long-term build continuity

19. Overworld, Planes, and World Evolution

World features include:

  • floor-0 overworld routing
  • 5-floor site groups with boss cadence on floor 5
  • material/astral/shadow plane traversal
  • side-site expansion via depth-gated entrances:
    • Goblin Tunnel at |depth| >= 8
    • Demon Castle Gate at positive depth >= 6
    • Lizard Kingdom Gate at |depth| >= 10
    • Secret Gate bands at |depth| >= 61
  • dedicated root destinations for Goblin Fortress and Vampire Mansion
  • persistent floor simulation and ambient evolution

Loaded floors continue evolving through actor/ecology/event simulation.

20. Multiplayer Observer Synchronization

On server (gnosisd):

  • mutually observing players become turn-synchronized
  • UI may show waiting state until both resolve actions
  • non-observing players continue independently

21. Troubleshooting

If input feels wrong:

  • check mode (menu, targeting, normal)
  • press ? for active key list

If you cannot act:

  • open character sheet and check sleep/unconscious/helpless conditions

If progression stalls:

  • prioritize manuals/books/scrolls
  • push skill practice intentionally
  • train in sanctums, not only in transit
  • stabilize one library-capable base

22. Related Docs