Relentless Gaze of the Sun
Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).
| Field | Value |
|---|---|
| Expansion | Nature Incarnate |
| Complexity | High |
| Play Difficulty | [VERIFY from spirit panel] |
| Growth type | “always” — see Growth Options below |
| Power summary (1–5) | Offense 5 · Control 1 · Fear 3 · Defense 2 · Utility 3 |
| Primary Elements | Sun, Fire, Air, Water (derived from innates + uniques) |
| Aspects | [VERIFY from physical aspect panels] |
Spirit Overview — Framing
Wiki-printed playstyle note:
Uses stacks of 3 Presence and high Energy income to hammer the same lands with repeated Power Cards. Because of its single-mindedness, is better at dealing with large problems than smaller ones. Harms the land and Dahan while smiting Invaders unless it successfully changes its nature (by expanding into new Elements), which may mean partially foregoing the Sun and Fire that form the core of its initial strength.
Strategic framing [VERIFY: enhance with play experience].
Starting Setup
Put 2 Presence and 1 Badlands on your starting board, in the lowest-numbered Sands. You start with your 4 Unique Power Cards and 0 Energy.
Growth Options (always)
| Growth | Effects |
|---|---|
| G1 | first=Gaze |
| G2 | first=reclaim, second=add3destroyedpresencetogether |
| G3 | first=gain1p |
| G4 | first=gaindoubleenergy, second=move3presencetogether |
Growth token reference (Wiki shorthand):
reclaim— Reclaim all discarded Power Cards.gain1p/gain2p— Gain 1 or 2 Power Cards (Minor).addpresence1/addpresence2/addpresence3— Add 1 Presence from track, Range N.energy1/energy2/energy3— +1/+2/+3 Energy.card1/card2— +1/+2 Card Plays this turn.- (Other tokens documented on Wiki Spirit template reference pages.)
Presence Tracks
As Presence leaves each track, these values are revealed:
- Energy track: energy1, energy2sun, energy3fire, sun, energy4any, energy5,
- Card-play track: card1, card1, card2, sunX, card3, reclaim1, card4
Core Mechanics & Special Rules
Special Rule
RELENTLESS PUNISHMENT After using a Power Card, if you had at least 3 Presence in the origin land, you may Repeat it any number of times on the same target land(s) (ignoring origin, Range, and target requirements) by paying both: * the Energy cost of the Power, and * 1 Energy per previous use of the Power this turn each time you Repeat the Power. (You may Repeat each Power Card multiple times, but its 1st Repeat costs 1 extra, its 2nd Repeat costs 2 extra, etc. Check if the origin has at least 3 Presence when you target it the first time.)
Innate: SCORCHING CONVERGENCE
- Speed: slow · Range: 1 (optionally from a sacred site) · Target: any
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 2 | Move all of your Presence from origin land directly to target land. 1 Damage, to Town/City only. |
| 2 | 3 | 3 Damage to Invaders. 3 Damage to Dahan. Add 1 Blight |
| 3 | 4 | 3 Fear |
| 4 | 5 | 1 Damage per remaining Presence of yours in target land. |
Innate: CONSIDER A HARMONIOUS NATURE
- Speed: fast · Range: None · Target: yourself
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 3 | When your Powers would Add Blight, you may Destroy 1 Presence instead (there or elsewhere). |
| 2 | 3 | Your Powers don’t damage or destroy Dahan. |
| 3 | 3 | Choose another Spirit. They Add 1 {{destroyedpresence}} to one of your lands. |
| 4 | 3 | Give up to 3 of your Energy to the chosen Spirit. |
Unique Cards (all, Wiki-verified)
Card Priority Ratings
Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Relentless Gaze of the Sun’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/relentless-gaze-of-the-sun.json for full scoring + reasons.
- Primary elements (innate-weighted): Sun (wt 12.6), Fire (wt 2.1), Air (wt 0.9)
- Mid-game energy estimate (T3–T5 avg): 4.0E
- Power summary: Offense 5 · Control 1 · Fear 3 · Defense 2 · Utility 3
Uniques
No Unique cards listed.
Top 10 Minor Draft Picks (from full pool)
| # | Card | Cost | Speed | Elements | Effect (truncated) | Why this pick |
|---|---|---|---|---|---|---|
| 1 | Sunset’s Fire Flows Across the Land | 1 | Slow | Sun, Moon, Fire, Water | 1 Fear | elements fire+moon+sun+water → 16.5 |
| 2 | Purifying Flame | 1 | Slow | Sun, Fire, Air, Plant | 1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig… | elements air+fire+plant+sun → 16.2 |
| 3 | Sear Anger Into the Wild Lands | 0 | Slow | Sun, Fire, Plant | Add 1 Badlands. OR If Wilds and Invaders are present, 1 Fear | elements fire+plant+sun → 15.3 |
| 4 | Twilight Fog Brings Madness | 0 | Slow | Sun, Moon, Air, Water | Add 1 Strife. Push 1 Dahan | elements air+moon+sun+water → 15.3 |
| 5 | Territorial Strife | 0 | Slow | Sun, Fire, Animal | 3 Damage to Explorers/Towns. OR Add 1 Strife. | elements fire+sun → 14.7 |
| 6 | Blood Draws Predators | 1 | Fast | Sun, Fire, Water, Animal | After the next time Invaders are Destroyed in target land: Add 1 Beasts, then 1 Damage pe… | elements fire+sun+water → 15.6 |
| 7 | Elusive Ambushes | 1 | Fast | Sun, Fire, Water | 1 Damage. OR Defend 4. | elements fire+sun+water → 15.6 |
| 8 | Call to Bloodshed | 1 | Slow | Sun, Fire, Animal | 1 Damage per Dahan. OR Gather up to 3 Dahan | elements fire+sun → 14.7 |
| 9 | Drought | 1 | Slow | Sun, Fire, Earth | Destroy 3 [[Towns]]. 1 Damage to each [[Town]]/[[City]]. Add 1 [[Blight]]. | elements fire+sun → 14.7 |
| 10 | Call to Ferocity | 0 | Slow | Sun, Fire, Earth | Gather up to 3 Dahan | elements fire+sun → 14.7 |
Top 5 Major Draft Picks (from full pool)
| # | Card | Cost | Speed | Elements | Effect (truncated) | Why this pick |
|---|---|---|---|---|---|---|
| 1 | Unlock the Gates of Deepest Power | 4 | Fast | Sun, Moon, Fire, Air, Water, Earth, Plant, Animal | Target Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an… | elements air+fire+moon+plant+sun+water → 18.0 |
| 2 | Exaltation of the Incandescent Sky | 7 | Fast | Sun, Fire, Air, Water | Target Spirit may play 1 Power Card by paying its cost, make up to 2 of their Powers Fast… | elements air+fire+sun+water → 16.5 |
| 3 | Forests of Living Obsidian | 4 | Slow | Sun, Fire, Earth, Plant | Add 1 Badlands. Push all Dahan. 1 Damage to each Invader. If the origin land is your Sacr… | elements fire+plant+sun → 15.3 |
| 4 | Twisted Flowers Murmur Ultimatums | 5 | Slow | Sun, Moon, Air, Earth, Plant | 4 Fear | elements air+moon+plant+sun → 15.0 |
| 5 | Unrelenting Growth | 4 | Slow | Sun, Fire, Water, Plant | Target Spirit adds 2 Presence and 1 Wilds to a land at Range 1 of their Presence. | elements fire+plant+sun+water → 16.2 |
HoSI Beginner Deck Bundle — for reference only
These are the cards shipped with Relentless Gaze of the Sun in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.
No HoSI beginner-deck bundle for this spirit.
Cards to Avoid (anti-synergy flagged)
| Card | Reason(s) |
|---|---|
| Skies Herald the Season of Return | destroys Presence |
| Renewing Boon | destroys Presence |
| Devouring Ants | destroys Dahan |
| Land of Haunts and Embers | adds Blight |
| Scour the Land | adds Blight |
| Solidify Echoes of Majesty Past | destroys Presence |
| Pyroclastic Flow | adds Blight |
| Pillar of Living Flame | adds Blight |
| Insatiable Hunger of the Swarm | adds Blight |
| Blazing Renewal | destroys Presence |
| The Jungle Hungers | destroys Dahan |
| Tsunami | destroys Dahan |
| Volcanic Eruption | destroys Dahan, adds Blight |
| Draw Towards a Consuming Void | destroys Presence |
| Poisoned Land | destroys Dahan, adds Blight |
Key Strategic Principles
[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.
- Use the Special Rule to its fullest (see above for exact text).
- Element thresholds drive innate firing — see the innate tables above.
- Suggested draft cards are Wiki-recommended; pattern-match to your matchup.
Opener Mechanics — starter reference
Auto-derived from data/references/wiki/relentless-gaze-of-the-sun.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.
Starting state
- Setup: Put 2 Presence and 1 Badlands on your starting board, in the lowest-numbered Sands. You start with your 4 Unique Power Cards and 0 Energy.
- Starting income (from
presence_energy_track[0]=energy1,presence_cardplay_track[0]=card1): 1 Energy · 1 Card Play - Hand at start: 4 Unique Power Cards (listed below)
- Growth type:
always— (see spirit panel)
Growth options
- G1: Gaze ((spirit-specific:
Gaze— consult spirit panel)) - G2: reclaim (Reclaim all discarded+played Power Cards); add3destroyedpresencetogether ((spirit-specific:
add3destroyedpresencetogether— consult spirit panel)) - G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted))
- G4: gaindoubleenergy ((spirit-specific:
gaindoubleenergy— consult spirit panel)); move3presencetogether ((spirit-specific:move3presencetogether— consult spirit panel))
Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.
Energy track
energy1 · energy2sun · energy3fire · sun · energy4any · energy5 · — income as slots reveal: 1 → 2 → 3 → sun → 4 → 5 →
Card-play track
card1 · card1 · card2 · sunX · card3 · reclaim1 · card4 — CP as slots reveal: 1 → 1 → 2 → sunX → 3 → reclaim1 → 4
Innate Powers
- SCORCHING CONVERGENCE (Speed: Slow · Range: 1 · Target: any)
- L1 — 2
Sun: Move all of your Presence from origin land directly to target land. 1 Damage, to Town/City only. - L2 — 3
Sun + 1
Fire: 3 Damage to Invaders. 3 Damage to Dahan. Add 1 Blight without cascading.
- L3 — 4
Sun + 2
Fire + 1
Air: 3 Fear if this Power destroyed any Invaders.
- L4 — 5
Sun + 3
Fire + 2
Air: 1 Damage per remaining Presence of yours in target land.
- L1 — 2
- CONSIDER A HARMONIOUS NATURE (Speed: Fast · Range: ? · Target: yourself)
- L1 — 3
Sun + 1
Moon: When your Powers would Add Blight, you may Destroy 1 Presence instead (there or elsewhere). - L2 — 3
Sun + 1
Water: Your Powers don’t damage or destroy Dahan. - L3 — 3
Sun + 1
Plant: Choose another Spirit. They Add 1 {{destroyedpresence}} to one of your lands. - L4 — 3
Sun + 1
Water + 1
Plant: Give up to 3 of your Energy to the chosen Spirit.
- L1 — 3
Fast-phase element ceiling from Uniques
Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:
- Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
Unique Power Cards
No Unique cards parsed.
Invader phase by turn (base deck)
| Turn | Explore | Build | Ravage | Notes |
|---|---|---|---|---|
| 1 | ✓ | — | — | Ravage-protection effects are dormant T1. |
| 2 | ✓ | ✓ | — | First Build; Ravage-protection still dormant. |
| 3 | ✓ | ✓ | ✓ | First Ravage; Ravage-protection becomes material. |
| 4+ | ✓ | ✓ | ✓ | Full cycle continues. |
Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).
Pause-point before writing T1 prose
- Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
- Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
- Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
- Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
- State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.
Adversary Matchup Matrix
[VERIFY all grades] — template only; fill in per-adversary notes after play.
| Adversary | L0 | L3 | L5 | L6 | Notes [VERIFY] |
|---|---|---|---|---|---|
| England | ? | ? | ? | ? | |
| Brandenburg-Prussia | ? | ? | ? | ? | |
| Sweden | ? | ? | ? | ? | |
| France (Plantation) | ? | ? | ? | ? | |
| Habsburg Mining | ? | ? | ? | ? | |
| Russia | ? | ? | ? | ? | |
| Scotland | ? | ? | ? | ? | |
| Habsburg Livestock | ? | ? | ? | ? |
Strategy Cliffs — per-adversary-level shifts that change Relentless Gaze of the Sun’s math
Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Relentless Gaze of the Sun’s profile (Fear 3, Offense 5, Control 1, Defense 2, Utility 3).
England L5 — Buildings +1 HP
What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.
Mitigation for Relentless Gaze of the Sun: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.
England L3 — Coastal Lands build faster
What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.
Mitigation for Relentless Gaze of the Sun: Front-load coastal defense or disruption before T3’s first Ravage.
Russia L3+ — Dahan under pressure + fear suppression
What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.
Mitigation for Relentless Gaze of the Sun: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.
Habsburg Mining L5+ — Explorer/Town scaling
What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.
Mitigation for Relentless Gaze of the Sun: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.
France (Plantation) — Dahan capture threatens your Dahan engine
What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.
Mitigation for Relentless Gaze of the Sun: Play Defend Powers on Dahan lands; accept loss of range-extension budget.
Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)
What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.
Mitigation for Relentless Gaze of the Sun: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.
Board / Map Configuration
[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.
Game-Phase Strategy
[VERIFY: needs play data].
Synergy Partners (Multiplayer)
[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.
Common Mistakes
[VERIFY: collect from play].
Tempo Profile
[VERIFY: per-round targets need playtest].
Expansion Sensitivity
- Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
- + Branch & Claw: events + blight deck introduce variance.
- + Jagged Earth: Major/Minor pool deepens.
- + Nature Incarnate: additional aspects may unlock; check the aspect column above.
Per-expansion specifics [VERIFY].
Stat Snapshot
[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.
Source Notes
- Authoritative mechanics (this chapter):
data/references/wiki/relentless-gaze-of-the-sun.json— parsed viascripts/wiki-fetch.py. - Spirit Island Wiki — Relentless Gaze of the Sun.
- Cross-reference: Archetype Index.
- Related skill: si-wiki-fetch.
Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.