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...
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
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 (2026-04-20)
- 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", or3d"piercing strike"+3s), fast/charged pacing,Up/Downhistory recall,F1-F3saved 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:
- Spawn in a vessel.
- Explore, fight, scavenge, study, and train.
- Die and enter afterlife chain encounters.
- Reincarnate into a new vessel.
- 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 (
72seals / 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 (Tabfast/charged,Up/Downrecall history/saved,F1/F2/F3save 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,bback)Sor/: search seams/hidden contentT: tracking signs</>: ascend/descend stairs[/]: plane shiftO: 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.
Tabtogglesfast(half-turn pacing) andcharged(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
1spirit 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
+1quick turn. Spell hits require spell-parry ward orSpellbreaker Armswith 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
3turns. - Technique attacks now ladder across the full
1-99mastery arc (including late-tier unlocks in the70-99range), 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 Strikestays as a ranged wind-cut line attack;Impaling Rushis the forward-moving line commit option.
Combat and targeting
- melee: bump into adjacent enemy
t: throw targeting modef: shoot targeting mode (bows/crossbows enforce minimum range)z: cast rite/formulaF: favorite spells quick menux: forget known spells from the spell/character menusw: write known spells to scrolls for later relearningA: Aeon menu1/2: invoke bound Aeon slotsX: examine targeting mode
Targeting controls:
WASD/arrows: move cursorEnterorSpace: confirm targetTaborf: cycle targets.: snap to selfEsc: cancel
Management and progression
g: pick upG: guard stanceH: parry stanceZ: spell parry ward stancei(oru): inventory- inventory tabs:
1-0 - inventory pages:
[/] e: use/scavenge/interact (edible targets now prompt consume vs harvest)c: claim/rest sanctumb: barricader: craft/workshop/cookpot (sanctum, forge, or campfire context)v: spellcraft/enchant menuF: favorite spells menux: forget spells menuw: write known spells to scrolls for later relearningm: merchantj: training/meditationn: progression menu (level/stat/perk/feat)L: martial style menuk: minion/servitor commandsP: map pageCor@: character sheeto: speakp: toggle sneakingV: toggle crawlingh: sleepx: route marker toggley: grapple/interrogate/rob?: helpEsc: 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 Kititems 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 Tunnelat|depth| >= 8Demon Castle Gateat positive depth>= 6Lizard Kingdom Gateat|depth| >= 10Secret Gatebands at|depth| >= 61
- dedicated root destinations for
Goblin FortressandVampire 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
- Systems reference index: systems_reference_wiki.md
- Onboarding: player_guide.md
- Combat systems wiki: combat_systems_wiki.md
- Monster book wiki: monster_book_wiki.md
- Farming deep wiki: farming_wiki.md
- Tracking/hunting/stealth wiki: tracking_hunting_stealth_wiki.md
- Cooking deep wiki: cooking_wiki.md
- Alchemy wiki: alchemy_wiki.md
- Crafting/scrapping/base-building wiki: crafting_scrapping_basebuilding_wiki.md
- Spellcraft deep wiki: spellcraft_wiki.md
- Worlds/planes/overworld wiki: worlds_planes_overworld_wiki.md
- Progression/training/skills wiki: progression_training_skills_wiki.md
- Minions/expeditions/maps wiki: minions_expeditions_maps_wiki.md
- Itemization/merchant/economy wiki: itemization_merchant_economy_wiki.md
- Status/senses/injuries wiki: status_senses_injuries_wiki.md
- Stand system wiki: stand_system_wiki.md
- Aeons and true names wiki: aeons_true_names_wiki.md
- Multiplayer/server wiki: multiplayer_server_wiki.md
- Systems spec: core_systems_spec.md
- Server/browser setup: server_portal_setup.md