Gnosis Status, Senses, and Injury 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 Status, Senses, and Injury 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 perception, condition simulation, and injury tracking.
1. Scope
Primary code:
internal/game/senses.gointernal/game/sound.gointernal/game/game.gointernal/game/character.gointernal/game/injury_blood_test.go
2. Sense Output Model
The game emits sensory narration in two ways:
- per-turn sense summary (
see/hear/smell/feel) - movement-contact sensory description when entering/bumping tiles
This keeps play viable even under sensory impairment states.
3. Spawn Impairment Rolls
Rare vessel flaws can be applied on reincarnation spawn:
- blind:
1/64 - deaf:
1/64 - mute:
1/96 - smell loss (anosmia):
1/80 - missing limb:
1/72
If leg loss is rolled, crawling stance can be forced.
4. Active Conditions (Player)
Key tracked condition groups include:
- bleeding (turns + power)
- blind/deaf/mute/anosmia temporary and permanent forms
- invisibility/muffle/shapeshift timers
- sleep/unconscious states
- toxicity and toxicity overflow damage
- crawling/sneaking stance constraints
- limb loss/prosthetic replacement body states
5. Bleeding and Injury Feedback
Bleeding applies recurring damage per turn until cleared.
The log explicitly reports:
- ongoing blood loss
- stop/clot events
- critical injury events (including maim/loss context)
Healing/bandaging effects can reduce bleed intensity and duration.
6. Limb and Body-State Model
Body tracks part-level states (arms, legs, eye pair, etc.).
Eye loss is tracked per eye. Losing one eye reduces sight and accuracy, but the vessel is only blind when both eyes are gone and no substitute sight is active.
Consequences feed directly into:
- movement capability (crawl/stand constraints)
- throw/shoot effectiveness
- combat efficiency
- condition summary lines and character sheet output
Prosthetics can restore missing parts via inventory install actions.
7. Sleep, Knockout, Dragging
Helpless-state logic includes:
- forced sleep
- unconscious timers
- recovery transitions
- hostile drag behavior when adjacent and conditions permit
Gameplay remains turn-based and playable under these states, but options narrow.
8. Hearing and Audio Cues
Audio is text-cue based (terminal-native), not PCM playback.
System includes:
- hearing radius derived from stats and condition
- directional cue reporting for unseen events
- enemy-family-specific movement/ranged cue strings
Examples:
- goblin knife-patter
- necromancer grave-chains
- skeleton bone rattles
- spider silk hiss
9. Speech Audibility and Stealth
Speech (o) affects the stealth model.
- enemies can hear speech and update last-known player location
- sneaking and muffle reduce hearing chance
- line-of-sight hearing override still applies when directly observed
10. LOS Memory Behavior (Enemy Tracking)
Enemy pursuit model does not use omniscience:
- enemies must see player to get live position
- when LOS breaks, they move toward last-known position
- if last-known expires, they wander/search behavior instead
This is why stealth, corners, and noise discipline matter.
11. Tracking Layer (T)
Tracking reveals nearby spoor metadata:
- likely direction of travel
- broad enemy-type hints
This supplements hearing/sight for hunting or avoidance decisions.
12. Injury Chronicle and In-Game Review
Character sheet tab 7 exposes injury-focused event history:
- timestamp
- turn marker
- region/floor/position when available
- injury summary text
This is the main in-game tool for reviewing when/where injuries happened.
Related pages: