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Finder of Paths Unseen

Mechanics Wiki-verified

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).

At a Glance

FieldValue
ExpansionPromotional Pack 2
ComplexityVery High
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense -1 · Control 5 · Fear 1 · Defense 2 · Utility 2
Primary ElementsAir, Moon, Sun, Water (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

All about moving the Invaders - and Dahan/Presence/Beast from time to time. Good at creating Invader-free “safe-zones,” due to its many movement Powers and its capacity to Isolate. Can’t afford to Destroy Invaders too often without a way to re-add Destroyed Presence, so either needs a big-hammer Major Power or to rely on its teammates for offense. Changes the topology of the board, which increases complexity for all players - particularly in larger games!

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence on your starting board in land #3. Put 1 Presence on any board in land #1. Note that you have 6 Unique Power Cards.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=ignorerange
G2first=addpresence1, second=new+1cardplay
G3first=gain1p, second=addpresence2
G4first=addpresence, second=energy2

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: (unknown)
  • Card-play track: blank, blank, energy1moon, blank, movepresair, blank, energy+1range+1, energy+1range+1text

Core Mechanics & Special Rules

Special Rule

RESPONSIBILITIES TO THE DEAD After one of your Actions Destroys 1 or more Dahan/Invaders, or directly triggers their Destruction by moving them, Destroy 1 of your Presence and lose 1 Energy. If you have no Energy to lose, Destroy another Presence. OPEN THE WAYS You may make up to two of your lands adjacent at a time. You may change which lands are adjacent once between Actions.

Innate: LAY PATHS THEY CANNOT HELP BUT WALK

  • Speed: fast · Range: 0 · Target: any
LevelThresholdsEffect
12 Moon Moon + 2 Air AirPush up to half (rounded down) of Invaders from target land. Do likewise for Dahan, Presence, and Beast (each separately).
22 Sun Sun + 2 Air AirPush up to 1 Invader/Dahan/Presence/Beast.
32 Moon Moon + 4 Air Air + 3 Water WaterRepeat this Power.

Innate: CLOSE THE WAYS

  • Speed: fast · Range: 1 · Target: any

(no thresholds listed in Wiki)

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Finder of Paths Unseen’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/finder-of-paths-unseen.json for full scoring + reasons.

  • Primary elements (innate-weighted): Air (wt 4.2), Moon (wt 2.4), Sun (wt 1.2)
  • Mid-game energy estimate (T3–T5 avg): 0.0E
  • Power summary: Offense -1 · Control 5 · Fear 1 · Defense 2 · Utility 2

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+moon+sun+water → 8.7
2Portents of Disaster0FastSun, Moon, Air2 Fear Fear. The next time an Invader is Destroyed in target land this turn, 1 Fear Fear.elements air+moon+sun → 7.8
3Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+moon+sun → 7.8
4Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+moon → 6.6
5Entrancing Apparitions1FastMoon, Air, WaterDefend 2. If no Invaders are present, Gather up to 2 Explorers Explorer.elements air+moon+water → 7.5
6Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.elements air+moon → 6.6
7Terror Turns to Madness0SlowMoon, Air, WaterIf the Terror Level is… Terror Level 1: 3 Fear Fear. Terror Level 2: 2 Fear Fear or add 1 Strife.…elements air+moon+water → 7.5
8Disorienting Landscape1FastMoon, Air, PlantPush 1 [[Explorer]]. If target land is a Mountain or Jungle, add 1 [[Wilds]].elements air+moon → 6.6
9Land of Haunts and Embers0FastMoon, Fire, Air2 Fear Fear. Push up to 2 Explorers Explorer/Towns. If Blight is present, 2 Fear Fear and Push up to 2 Explo…elements air+moon → 6.6
10Veil the Night’s Hunt1FastMoon, Air, AnimalFor each Dahan present, choose a different Invader. 1 Damage to each of those Invaders. *…elements air+moon → 6.6

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Bargain of Coursing Paths2FastMoon, Air, Water, EarthBargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w…elements air+moon+water → 7.5
2Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+moon+sun+water → 8.7
3Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+moon+sun+water → 8.7
4Terrifying Nightmares4FastMoon, Air2 Fear Fear. Push up to 4 Explorers Explorer/Towns.elements air+moon → 6.6
5Sleep and Never Waken3FastMoon, Air, Earth, AnimalInvaders skip all Actions in target land. 1 Fear Fear per 2 Explorers Explorer this Power Removes. Remo…elements air+moon → 6.6

Remove ≠ Destroy — Finder-specific draft priority

Element-affinity scoring can undersell Powers that use the Remove keyword. Finder’s Responsibilities to the Dead penalty triggers on your Actions that Destroy (or move-to-destruction) Dahan/Invaders — it does not trigger on Remove. So Remove-based clears sidestep Finder’s structural downside entirely (no presence destroyed, no energy lost).

Tradeoff: Remove doesn’t generate Fear on its own (only Destroy does). You’re trading Fear for board-state without the self-damage tax — pair with a fear-generating teammate when possible.

Flag as “better than the element-score suggests” for Finder drafts:

  • Vanish Softly Away, Forgotten by All (Major, 3, Slow, Range 2, Moon/Air, JE) — “Remove 1 Invader and 1 Explorer/Town. OR Remove all Damaged Invaders. Adversary or Scenario rules that prevent or alter Removal do not affect this Power.” Threshold 3 Moon / 3 Air: in any 2 lands with 4+ Invaders, Remove 1 Invader. Moon/air aligns with Finder’s track; the adversary-proof clause is a bonus against Removal-blocking rules.
  • Sleep and Never Waken (already listed above; its Explorer/Town Remove half is the same interaction).

Any Major that says “Remove” instead of “Destroy” deserves a second look in a Finder draft.

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Finder of Paths Unseen 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)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Skies Herald the Season of Returndestroys Presence
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pyroclastic Flowadds Blight
The Jungle Hungersdestroys Dahan
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

  1. Remove, don’t Destroy. Responsibilities to the Dead penalises Destruction, not Removal. Prefer Powers whose text says Remove — Vanish Softly Away, Sleep and Never Waken’s Explorer/Town half, Push-to-ocean/off-board effects — when you need to clear a land. Save Destroy-based clears for when a teammate can cover the fear gap.
  2. Push is your native offense. Lay Paths They Cannot Help But Walk and Close the Ways are both Push-centric. Pushing Invaders into teammate lands, into ocean, or into Dahan counter-attacks kills without tripping the penalty.
  3. Open the Ways is a range multiplier. Connecting two of your lands as adjacent stretches every Range-1/Range-2 Power — including drafted Majors. Plan the adjacency before you commit your Actions for the turn (you can change it once between Actions).
  4. Element thresholds gate the innates — moon/air is the primary axis (Lay Paths L1, Close the Ways, and Vanish Softly all key off it). Draft to stack moon + air first; sun and water are secondary.
  5. Don’t sit on the starting board alone. Setup puts presence on two separate boards; Open the Ways wants you bridging them. Fold early presence into the “bridge” land pair so adjacency has reach.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/finder-of-paths-unseen.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 1 Presence on your starting board in land #3. Put 1 Presence on any board in land #1. Note that you have 6 Unique Power Cards.
  • Starting income (from presence_energy_track[0] = —, presence_cardplay_track[0] = blank): 0 Energy · 1 Card Play
  • Hand at start: 6 Unique Power Cards (see Element math below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); ignorerange ((spirit-specific: ignorerange — consult spirit panel))
  • G2: addpresence1 (Place 1 Presence from a track (Range 1)); new+1cardplay ((spirit-specific: new+1cardplay — consult spirit panel))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence2 (Place 1 Presence from a track (Range 2))
  • G4: addpresence ((spirit-specific: addpresence — consult spirit panel)); energy2 ((track slot showing 2 Energy))

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

(not parsed)

Card-play track

blank · blank · energy1moon · blank · movepresair · blank · energy+1range+1 · energy+1range+1text — CP as slots reveal: blank → blank → energy1moon → blank → movepresair → blank → energy+1range+1 → energy+1range+1text

Innate Powers

  • LAY PATHS THEY CANNOT HELP BUT WALK (Speed: Fast · Range: 0 · Target: any)
    • L1 — 2 Moon Moon + 2 Air Air: Push up to half (rounded down) of Invaders from target land. Do likewise for Dahan, Presence, and Beast (each separately).
    • L2 — 2 Sun Sun + 2 Air Air: Push up to 1 Invader/Dahan/Presence/Beast.
    • L3 — 2 Moon Moon + 4 Air Air + 3 Water Water: Repeat this Power.
  • CLOSE THE WAYS (Speed: Fast · Range: 1 · Target: any)

Element math from Uniques — every played card counts

Both innates are Fast (engine spirits.json). Their thresholds check every Element you have this turn: each card played in the Spirit Phase grants its Elements from the moment it’s played, Fast or Slow, and uncovered Presence-track Element spaces count too (Core rulebook pp.14, 16; data/references/rules/open-questions.md Q10). So Slow Uniques feed the Fast innates on the turn you play them.

The Wiki parse below missed the Uniques. The engine (power_cards.json) lists six:

UniqueCostSpeedElements
A Circuitous and Wending Journey0SlowMoon, Air
Aid from the Spirit-Speakers2FastSun, Fire, Air, Animal
Offer Passage Between Worlds1FastSun, Moon, Air
Paths Tied by Nature0SlowSun, Air, Earth, Plant
Traveler’s Boon0FastMoon, Air, Water
Ways of Shore and Heartland1SlowAir, Water, Earth

Close the Ways thresholds (engine; each level is a separate Power, “Isolate target land”): 2 Water Water + 1 Air Air · 2 Earth + 2 Air · 2 Plant + 3 Air.

Reach from Uniques alone (every Unique carries Air; no card lists an Element twice):

  • Lay Paths L1 (2 Moon + 2 Air): any two of Circuitous / Offer Passage / Traveler’s Boon. Cheapest: Circuitous (Slow) + Traveler’s Boon → 0E, 2 Card Plays.
  • Lay Paths L2 (2 Sun + 2 Air): any two of Aid / Offer Passage / Paths Tied. Cheapest: Paths Tied (Slow) + Offer Passage → 1E, 2 Card Plays.
  • Lay Paths L3 (2 Moon + 4 Air + 3 Water): only Traveler’s Boon and Ways carry Water among the Uniques, so the third Water must come from a Presence-track Water space or a drafted card.
  • Close the Ways: Water level — Traveler’s Boon + Ways (1E). Earth level — Paths Tied + Ways (1E). Plant level — Paths Tied is the only Plant Unique, so the second Plant must come from a drafted card.
  • 1-Card-Play turns: no Unique gives 2 of any Element, so on 1 CP no innate level fires from Uniques alone unless Presence-track Elements make up the gap. You start at 1 CP; G2’s “+1 Card Play this turn” makes T1 a 2-play turn at 0E — enough for Circuitous + Traveler’s Boon (Lay Paths L1).
  • Presence-track Elements (engine presenceTrackNodes): Finder’s tracks include Sun, Earth, Moon, Water, and Air spaces; each uncovered one adds its Element every turn. The first spaces off the starting slots give Sun (top) or Earth (bottom).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1✓✓—Ravage-protection effects are dormant T1. First Build (Setup’s Explore card).
2✓✓✓First Ravage (Setup’s card); Ravage-protection becomes material.
3✓✓✓Ravage continues.
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

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Total the turn’s Elements — when claiming an innate fires, count every card played this turn, Fast or Slow, plus uncovered Presence-track Elements. A Slow card’s Elements count toward a Fast innate (Core rulebook p.16; open-questions.md Q10).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1 in base play (the first Ravage is T2). Only cite them as opener value when the trigger actually occurs that turn.
  5. 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.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Finder of Paths Unseen’s math

Cliffs to watch

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 Finder of Paths Unseen’s profile (Fear 1, Offense -1, Control 5, Defense 2, Utility 2).

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 Finder of Paths Unseen: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

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

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


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.