Gnosis Stand System 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 Stand System 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
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 (2026-04-19)
- 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 Stand system.
1. Scope
Primary code:
internal/game/stand.gointernal/game/types.gointernal/game/progression.go(persistence carry)
2. Core Controls
U: open Stand menu3: invoke Stand bound ability (requires manifested stand)
Stand menu includes:
- manifest/recall
- rename stand (before lock)
- rename ability call phrase (before lock)
- bind rite/formula to ability (before lock)
- cycle stand kind/element and range/move/attack (before lock)
- sync stand components from bound ability (before lock)
- awaken Requiem (
q) when unlocked and dormant
3. Stand Kinds
Kinds:
- Close
- Guard
- Remote
Kind affects defaults/caps:
- range
- movement speed baseline
- attack speed baseline
- remote behavior flag
4. Manifestation and Life Split
Manifest rules:
- cannot manifest if already active
- requires enough HP to split
- commits roughly half current HP into stand HP pool
- committed HP is removed from vessel on manifest
- first manifestation in a life seals the stand profile for that life
Recall rules:
- stand is removed
- remaining stand HP is returned to vessel
- committed pool resets
If stand is destroyed, committed life is lost.
Lock behavior:
- after lock, stand profile editing is disabled
- profile lock clears on reincarnation
- you can still manifest/recall/invoke while locked
5. Speech Integration
When manifesting:
- vessel speaks stand name call phrase
When invoking stand ability:
- vessel speaks configured ability call phrase
Speech still interacts with hearing/stealth systems.
6. Stand Ability Binding
Stand ability can bind to:
- known rite
- crafted formula
Component behavior:
- stand can carry component tier map
- component tiers apply to stand combat/ability effects
- tier notation is roman I..IV
Tier caps:
- max component tier:
IV
7. Stand Progression
Stand progression is independent from base character level.
- stand level cap:
99 - stand XP accrues from stand combat/actions
- level-up raises stand combat stats and can refine component tiers
XP requirement:
14 + level*10 + (level*level)/3
8. Requiem Unlock Path
Requiem is now tied to a rare secret-dungeon reward.
- hidden-chain final bosses can rarely drop a
Stand Arrow - using
Stand Arrowunlocks Requiem potential - Requiem can then be awakened (and re-awakened in later lives) via stand systems
Requiem effects:
- stronger stand combat profile
- stronger stand component tier interpretation
- dedicated status line in stand menu (
dormant/unlocked/awakened)
9. Stand Combat Role
Manifested stands are allied actors with:
- own HP pool (committed life)
- own attack/move cadence
- kind/range constraints
- element-aligned damage bonuses
- component-driven rider effects (bleed, infect, ward, etc.)
10. Persistence Across Reincarnation
Stand progression/state is carried by progression persistence:
- stand name and ability name
- bound ability spell reference
- stand kind/element/range/speed config
- stand level/xp
- component selection and component tiers
Transient state does not persist:
- manifested actor instance
- committed HP in-flight
- profile lock state
- active Requiem state for the current vessel
11. Practical Build Notes
- Remote stands trade immediate body safety for coordination complexity.
- Close stands are best when you can commit to short-range pressure.
- Component tier upgrades are high leverage; bind formulas worth scaling.
- Recall before risky plane/world transitions to avoid avoidable committed-life loss.
Related pages: