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...
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
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 (2026-04-21)
- 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", or3d"piercing strike"+3s), fast/charged pacing,Up/Downhistory recall,F1-F3saved 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 (
Hparry,Zspell-parry ward) plus feat-gated enchanted-weapon spell parry viaSpellbreaker 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:
Wmenu
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.gointernal/game/render.gointernal/game/save.gointernal/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 Mansionroots - depth-gated side-site entrances (
Goblin Tunnel,Demon Castle Gate,Lizard Kingdom Gate,Secret Gate)
Primary code modules:
internal/game/generate.gointernal/game/topology.gointernal/game/themes.gointernal/game/secret_dungeon.gointernal/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.gointernal/game/plane_echo.gointernal/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.gointernal/game/examine.gointernal/game/tracking.gointernal/game/maps.gointernal/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.gointernal/game/targeting.gointernal/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
Wwiki menu - favorite spells quick access via
F - spell forgetting via
xfrom the spell/character menus - spell writing to scrolls via
wwhen a material vessel is present
Primary code modules:
internal/game/spellcraft.gointernal/game/lore.gointernal/game/study.gointernal/game/skyrim_magic.gointernal/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.gointernal/game/game.gointernal/game/speech.gointernal/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.gointernal/game/training.gointernal/game/teachings.gointernal/game/martial.gointernal/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.gointernal/game/game.gointernal/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.gointernal/game/cooking.gointernal/game/farming.gointernal/game/security.gointernal/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.gointernal/game/expeditions.gointernal/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.gointernal/game/game.gointernal/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.gointernal/game/ambient_events.gointernal/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.gointernal/game/afterlife.gointernal/game/endgame.go
Deep docs:
16. Multiplayer, Server, Portal
Implemented:
gnosisdSSH + websocket host- observer-based turn synchronization
- per-user profile saves
- Laravel portal account + browser terminal integration
Primary code modules:
cmd/gnosisd/main.gointernal/server/server.gointernal/game/turnsync.go
Deep docs:
17. Full Doc Set
Guides:
Deep system wikis:
- combat_systems_wiki.md
- spellcraft_wiki.md
- monster_book_wiki.md
- crafting_scrapping_basebuilding_wiki.md
- cooking_wiki.md
- farming_wiki.md
- tracking_hunting_stealth_wiki.md
- afterlife_reincarnation_wiki.md
- worlds_planes_overworld_wiki.md
- progression_training_skills_wiki.md
- minions_expeditions_maps_wiki.md
- itemization_merchant_economy_wiki.md
- status_senses_injuries_wiki.md
- stand_system_wiki.md
- aeons_true_names_wiki.md
- alchemy_wiki.md
- multiplayer_server_wiki.md
Specs / setup: