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progression_training_skills_wiki

Gnosis Progression, Training, and Skills 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 Progression, Training, and Skills 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 page documents the implemented progression stack and training loops.

1. Scope

Primary code:

  • internal/game/progression.go
  • internal/game/training.go
  • internal/game/teachings.go
  • internal/game/martial.go
  • internal/game/weapon_plans.go
  • internal/game/study.go

2. Progression Layers

Current build uses multiple overlapping layers:

  • vessel stats and condition (run-state)
  • level/stat/perk/feat progression
  • skill ranks (0..99)
  • study knowledge (spells, teachings, recipes, plans, names)
  • style mastery (martial style-specific rank track)
  • soul stats (Insight, Memory, Echo, etc.)

3. Leveling and Point Economy

Level XP requirement:

  • 24 + level*12 + level*level*2

On level-up, the build gains point pools used in n menu:

  • stat points
  • perk points
  • feat points

4. Perks and Feats (Current Catalog)

Perks:

  • Stalwart Frame
  • Wind Runner
  • Deep Mind
  • Iron Body
  • Quickstep Doctrine
  • Occult Scholar
  • Votive Soul
  • Quick Learner

Feats:

  • Weapon Specialist
  • Pugilist
  • Sharpshooter
  • Throw Savant
  • Arcane Conduit
  • Master Artisan

5. Skill System

Skill cap:

  • hard cap 99

Practice-to-rank threshold:

  • 8 + current_rank

Skills increase through:

  • direct action use
  • training menu drills
  • text study rewards
  • some crafting/security loops

Families implemented in code include:

  • combat/body (unarmed, blade, blunt, throwing, marksmanship, grappling, athletics, etc.)
  • utility/craft (search, tracking, sneaking, blacksmithing, alchemy, cooking, farming, engineering, security, warding, etc.)
  • knowledge (spellcraft, scholarship)

6. Sanctum Training (j)

Training actions are sanctum-gated.

Body drill constants:

  • base turns: 5
  • base stamina cost: 8
  • training gain step: 3

Conditioning:

  • base turns: 6
  • base stamina cost: 9
  • gain step: 3

Meditation:

  • base turns: 5
  • base focus cost: 7
  • gain step: 3

Training thresholds:

  • body stat raise: 6 + stat*2
  • conditioning raise: 8 + conditioning*3
  • soul stat raise: 8 + soul_stat*3

7. Resource Interaction

Training costs are modified by build:

  • physical costs reduced by conditioning
  • focus costs reduced by memory + active attunement + Arcane Conduit

Hunger pressure matters:

  • low hunger can block hard drills/meditation unless hunger suppression doctrine mastery is present.

8. Teachings and Manuals

Texts can unlock persistent teachings:

  • stances, forms, techniques
  • weapon disciplines
  • counter doctrines
  • breathing/ascetic doctrine
  • spiritual/theological guidance

Teachings can grant:

  • direct stat allocation boosts
  • pool bonuses
  • passive combat/survival effects
  • style unlock paths

9. Martial Style Stack

Styles are discovered, persisted, then practiced.

  • active style set via L
  • style rank is separate from generic skill ranks
  • style domain bonuses apply to melee/throw/shoot/grapple depending on style profile
  • unarmed doctrine and style mastery stack with skill ranks

10. Recipes and Weapon Plans

Progression is not only combat XP:

  • recipes unlock from books/manuals/loot systems
  • weapon plans gate forge recipes
  • artisan skill + Master Artisan feat improve crafted outputs

This supports specialized build identities (combat, scholar, alchemist, crafter, hybrid).

11. Reincarnation Persistence

Persistent across lives:

  • soul skill ranks/xp
  • learned teachings and known styles
  • known spells/tables/forms/elements/components
  • known recipes/plans
  • level/perk/feat progression and allocations
  • stand configuration and stand progression values

Mostly reset across lives:

  • temporary vessel combat state
  • current position/depth momentum
  • immediate material stock in-hand

12. Character Sheet Tie-In

Use C/@ and tabs 1..7 to audit progression:

  • Vessel
  • Combat
  • Soul
  • Knowledge
  • Chronicle
  • Maps
  • Injuries

This is the fastest in-game way to verify current build, training thresholds, and persistent progression.

Related pages: