G
GNOSIS
ASCII prison-cosmos roguelike
Menu
Browse
Home Product Characters Web wiki Bestiary Spell omnibus Technique omnibus Item omnibus Recipe omnibus Leaderboards Steam
Live server
Active characters: 5
Gryphtopher under the Black Bell
Server mode
Access
Log in Register
More
Support Privacy Terms
systems_reference_wiki

Gnosis Systems Reference 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 Systems Reference Wiki

Documentation Freshness (2026-04-21)

  • 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 (2026-04-21)

  • 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, committed sequence execution once movement starts, and burst-meter planning.
  • Combat now includes reactive parry stances (H parry, Z spell-parry ward) plus feat-gated enchanted-weapon spell parry via Spellbreaker Arms.
  • Martial catalogs now include broader world traditions (Capoeira/Luta Livre, Chinese boxing + monk weapons, Kalaripayattu/Gatka/Mardani lines) with distinct style damage conversions and technique riders.
  • Western lineages are now represented in the same catalog model (Savate, Catch Wrestling, Rapier Fencing, HEMA Longsword, Viking Skjoldr, Roman Legionary, Hoplite Phalanx, Systema, Tower Shield Bastion) with style-themed technique attacks and explicit attack metadata.
  • Shield systems now include dual-shield combat loadouts and shield-bash-special branches tied to style/technique progression.
  • This update is live in terminal mode and server mode; hosted clients inherit the behavior from the game build.

This is the system-level reference map for the current Go terminal build.

It is designed to answer one question quickly:

  • what systems currently exist in code
  • where they are implemented
  • where their player-facing docs live

Use this as the top-level index, then jump into deeper wikis for details.

Live Reference Surfaces (Portal + In-Game)

For data that changes as content and tuning evolve, use the generated references:

  • 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/compendiums: W menu

Map note:

  • Floor/world map reference is in-game via P; the website map page is intentionally hidden.

1. Core Runtime And Modes

Primary runtime model:

  • terminal-native, keyboard-only, turn-based
  • local run (go run ./cmd/gnosis) or hosted run (go run ./cmd/gnosisd)
  • persistent campaign save and backups

Primary code modules:

  • internal/game/game.go
  • internal/game/render.go
  • internal/game/save.go
  • internal/game/title.go

2. World Structure And Generation

Implemented structure:

  • persistent multi-site prison graph (roots + linked/sealed branches)
  • depth bands and themed floor groups (floorsPerRegion = 5)
  • guardian boss cadence and hidden-room systems
  • secret dungeon chains and final gate site support
  • overworld root routing for standard sites plus dedicated Goblin Fortress / Vampire Mansion roots
  • depth-gated side-site entrances (Goblin Tunnel, Demon Castle Gate, Lizard Kingdom Gate, Secret Gate)

Primary code modules:

  • internal/game/generate.go
  • internal/game/topology.go
  • internal/game/themes.go
  • internal/game/secret_dungeon.go
  • internal/game/endgame.go

Deep docs:

3. Overworld And Planes

Implemented:

  • floor-0 overworld with destination nodes
  • material / astral / shadow layered maps
  • plane-shift requirements and focus costs
  • cross-plane echoes and remnant interactions

Primary code modules:

  • internal/game/overworld.go
  • internal/game/plane_echo.go
  • internal/game/portal.go

Deep docs:

4. Exploration, Discovery, And Information

Implemented:

  • fog of war and LOS
  • search and hidden door/trap reveal
  • cursor examine
  • tracking signs, spoor direction, target hints
  • map atlas pages and persisted landmarks

Primary code modules:

  • internal/game/game.go
  • internal/game/examine.go
  • internal/game/tracking.go
  • internal/game/maps.go
  • internal/game/senses.go

Deep docs:

5. Combat Stack

Implemented:

  • melee, throw, shoot, targeted consumables
  • ranged splash behavior
  • AI pursuit using LOS + last-known position
  • actor-vs-actor offscreen simulation
  • status and damage-over-time effects
  • technique-attack barrages with multi-hit chains and follow-up accuracy falloff
  • mastery-gated technique attacks (technique/style rank progression), including style-study unlock support through manuals/books
  • reactive defense stances with quick-turn procs (parry/spell-parry ward) and enchanted-weapon spell deflection feat integration

Primary code modules:

  • internal/game/game.go
  • internal/game/targeting.go
  • internal/game/ambient.go

Deep docs:

6. Magic, Rites, And Formula Craft

Implemented:

  • fixed rites (spellLibrary)
  • crafted formulas (table + form + element + school + components)
  • crafted target profiles (self / single / chain)
  • component chaining (left-to-right execution)
  • enchanting/inscription hooks
  • in-game spell and component compendiums via W wiki menu
  • favorite spells quick access via F
  • spell forgetting via x from the spell/character menus
  • spell writing to scrolls via w when a material vessel is present

Primary code modules:

  • internal/game/spellcraft.go
  • internal/game/lore.go
  • internal/game/study.go
  • internal/game/skyrim_magic.go
  • internal/game/wiki.go

Deep docs:

7. Aeons, Names, And Servitors

Implemented:

  • Aeon boss drops and soul-known Aeon list
  • two-slot binding and invoke behavior
  • true-name discovery and named effects
  • speech, interrogation, and servitor summoning pathways

Primary code modules:

  • internal/game/content.go
  • internal/game/game.go
  • internal/game/speech.go
  • internal/game/afterlife.go

Deep docs:

8. Stand System

Implemented:

  • stand menu (U)
  • manifest/recall with committed HP split
  • stand kind/element/range/speed settings
  • bound stand ability call (3)
  • stand XP, levels, and component tier upgrades

Primary code modules:

  • internal/game/stand.go

Deep docs:

9. Progression, Skills, Training, Teachings

Implemented:

  • level/stat/perk/feat allocation
  • skill ranks 0-99
  • sanctum body/soul training loops
  • teachings, doctrines, style unlocks
  • martial style systems and weapon-discipline integrations

Primary code modules:

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

Deep docs:

10. Inventory, Gear, Merchant, Economy

Implemented:

  • paginated category inventory
  • expanded equip slots
  • procedural item generation
  • floor-band merchant routing and stock refresh behavior
  • material/obol economy loops

Primary code modules:

  • internal/game/gear.go
  • internal/game/game.go
  • internal/game/merchant.go

Deep docs:

11. Crafting, Cooking, Alchemy, Farming, Security

Implemented:

  • recipe categories (fieldcraft/security/cooking/alchemy/forge)
  • cookpot composition and bait food
  • crop growth and farming loop
  • trap and threshold security craft + spell security stack

Primary code modules:

  • internal/game/recipes.go
  • internal/game/cooking.go
  • internal/game/farming.go
  • internal/game/security.go
  • internal/game/traps.go

Deep docs:

12. Minions, Commands, Expeditions, Mapping

Implemented:

  • ally command menu (k)
  • equip/train/order flows
  • library sanctum expedition jobs
  • atlas contribution by player and allies
  • map-page persistence and landmark capture

Primary code modules:

  • internal/game/minions.go
  • internal/game/expeditions.go
  • internal/game/maps.go

Deep docs:

13. Senses, Injury, Body-State Simulation

Implemented:

  • sensory summaries per turn
  • blind/deaf/mute/anosmia states
  • bleeding, limb loss, prosthetics
  • sleep, unconscious, crawl constraints

Primary code modules:

  • internal/game/senses.go
  • internal/game/game.go
  • internal/game/injury_blood_test.go

Deep docs:

14. Ecology And Ambient Simulation

Implemented:

  • mold/fungus/water spread and harvest loops
  • rare mimic and ecology interactions
  • spider nests, web logic, brood behavior
  • ambient event table execution per resolved turn

Primary code modules:

  • internal/game/ecology.go
  • internal/game/ambient_events.go
  • internal/game/spiders.go

Deep docs:

15. Death, Reincarnation, Afterlife, Win Condition

Implemented:

  • corpse anchors and recovery
  • soul-side afterlife chain
  • true-name dismiss mechanics
  • final level-9999 Seventy-Two grand trial
  • win by clearing all afterlife trials

Primary code modules:

  • internal/game/game.go
  • internal/game/afterlife.go
  • internal/game/endgame.go

Deep docs:

16. Multiplayer, Server, Portal

Implemented:

  • gnosisd SSH + websocket host
  • observer-based turn synchronization
  • per-user profile saves
  • Laravel portal account + browser terminal integration

Primary code modules:

  • cmd/gnosisd/main.go
  • internal/server/server.go
  • internal/game/turnsync.go

Deep docs:

17. Full Doc Set

Guides:

Deep system wikis:

Specs / setup: