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tracking_hunting_stealth_wiki

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...

Updated
2026-04-19T11:06:55+00:00

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 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 (2026-04-19)

  • 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 signs
  • X: examine tile (includes revealed spoor details)
  • p: toggle sneaking stance
  • V: toggle crawling stance
  • o: 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 18 and decays each turn.

Track reveal rules

  • Hidden tracks are not auto-readable.
  • T reveals 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:

  1. reveal spoor with T
  2. route with LoS/audio lanes
  3. engage with posture control
  4. secure kill site
  5. harvest corpses/features into craft materials
  6. 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 Shards from 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 LastKnown and 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