Gnosis Survivalist Wiki (Tracking, Hunting, Gathering, Stealth)
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 Survivalist Wiki (Tracking, Hunting, Gathering, Stealth)
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 is the implementation-level survival reference for:
- tracking (
T) - hunting loop (track -> locate -> kill -> harvest)
- gathering loop (feature harvest + corpse processing)
- sneaking posture (
p) - crawling posture (
V) - line-of-sight and sound-driven stealth play
All details below reflect the current Go terminal implementation.
1. Core Controls
T: track signsX: examine tile (includes revealed spoor details)p: toggle sneaking stanceV: toggle crawling stanceo: speak (can alert enemies)e: scavenge nearby features/corpses.: wait one turn
2. Tracking System
How tracks are created
- Hostile, non-merchant movers leave tracks on the tile they move from.
- A track records enemy family (
TrackKind), direction of travel (TrackDir), and freshness (TrackAge). - Freshness starts at
18and decays each turn.
Track reveal rules
- Hidden tracks are not auto-readable.
Treveals tracks only on currently visible tiles.- Revealed tracks can be inspected with
X.
Tracking radius formula
tracking radius = 2 + Wit/2 + Memory/2 + PassiveReveal/2 + trackingRank/20
3. Survival Loop (Hunt + Gather)
Practical loop:
- reveal spoor with
T - route with LoS/audio lanes
- engage with posture control
- secure kill site
- harvest corpses/features into craft materials
- convert materials via cooking/alchemy/security crafting
4. Harvest-First Field Resources
Natural resource features are now survival resources, not flavor pickups.
Fungus patch
Harvest yields:
Fungal Cap- chance for
Fungal Spores
Harvest reasons:
- cookpot meals and rations
- alchemy/potion substrate
- seed stock for sanctum farming
Mold mat
Harvest yields:
Mold Filament- high chance of
Adhesive Paste - chance for
Herb Seeds
Harvest reasons:
- medicine and salve crafting
- adhesive binder for trap/security kits
- alchemy oils, bombs, and decoctions
Mold is no longer a direct “eat this” resource for the player loop. It is treated as a gather-and-craft input.
Water source
Harvest yields:
Water Flask- chance for
Ashroot Seeds
Harvest reasons:
- broths/teas/cooking carrier
- potion and reagent dilution
- paste and binder mixing for survival craft
5. Corpse Harvesting
Using e on a corpse opens a choice:
- eat now (immediate hunger recovery)
- harvest for ingredients
Harvest output:
- species-specific raw meat stacks
- occasional
Bone Shardsfrom larger corpses
Harvest reasons:
- cookpot and campfire food chain
- bait and poisoned bait setups
- salvage input for rigging and defensive craft loops
Corpses persist until consumed/harvested.
6. Sneaking and Crawling
Sneak stance (p)
- costs 1 turn to toggle
- cannot toggle while helpless
- cannot use while crawling/forced crawl
- movement while sneaking trains sneaking skill
- reduces enemy chance to hear speech/noise
Crawl stance (V)
- costs 1 turn to toggle
- forced if legs are sufficiently damaged/missing
- entering crawl disables sneaking
- increases movement turn cost
7. Sound and LoS Rules
Enemies are not omniscient.
- with LoS: they update
LastKnownand pursue - after LoS break: they move toward
LastKnown - if they fail to reacquire: they drop the track and wander/search
Speech (o) can still alert enemies through hearing checks. Sneaking and muffle reduce that chance.
8. High-Value Survival Tactics
- break LoS after contact to reset pressure
- harvest immediately after safe clears to convert risk into supply
- prioritize mold/water/fungus zones near sanctums as renewable survival lanes
- treat meat + fungus + herbs + water as your baseline expedition economy
- use adhesive/bone salvage to transition from survival into security fortification
9. Troubleshooting
T finds nothing:
- no fresh tracks in visible tiles, or spoor decayed.
Cannot use mold as direct food:
- intended; mold is now a gather-to-craft input.
Cannot stand from crawl:
- body state still requires crawling.
10. Related Docs
- onboarding guide: player_guide.md
- full player wiki: player_wiki.md
- farming wiki: farming_wiki.md
- cooking wiki: cooking_wiki.md
- crafting/scrapping/base-building wiki: crafting_scrapping_basebuilding_wiki.md
- spellcraft wiki: spellcraft_wiki.md