Finder of Paths Unseen
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 | Promotional Pack 2 |
| Complexity | Very 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 Elements | Air, 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)
| Growth | Effects |
|---|---|
| G1 | first=reclaim, second=gain1p, third=ignorerange |
| G2 | first=addpresence1, second=new+1cardplay |
| G3 | first=gain1p, second=addpresence2 |
| G4 | first=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
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 2 | Push up to half (rounded down) of Invaders from target land. Do likewise for Dahan, Presence, and Beast (each separately). |
| 2 | 2 | Push up to 1 Invader/Dahan/Presence/Beast. |
| 3 | 2 | Repeat 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
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)
| # | Card | Cost | Speed | Elements | Effect (truncated) | Why this pick |
|---|---|---|---|---|---|---|
| 1 | Twilight Fog Brings Madness | 0 | Slow | Sun, Moon, Air, Water | Add 1 Strife. Push 1 Dahan | elements air+moon+sun+water → 8.7 |
| 2 | Portents of Disaster | 0 | Fast | Sun, Moon, Air | 2 Fear | elements air+moon+sun → 7.8 |
| 3 | Delusions of Danger | 1 | Fast | Sun, Moon, Air | Push 1 Explorer | elements air+moon+sun → 7.8 |
| 4 | Lure of the Unknown | 0 | Fast | Moon, Fire, Air, Plant | Gather 1 Explorer | elements air+moon → 6.6 |
| 5 | Entrancing Apparitions | 1 | Fast | Moon, Air, Water | Defend 2. If no Invaders are present, Gather up to 2 Explorers | elements air+moon+water → 7.5 |
| 6 | Here There Be Monsters | 0 | Slow | Moon, Air, Animal | You may Push 1 Explorer | elements air+moon → 6.6 |
| 7 | Terror Turns to Madness | 0 | Slow | Moon, Air, Water | If the Terror Level is… Terror Level 1: 3 Fear | elements air+moon+water → 7.5 |
| 8 | Disorienting Landscape | 1 | Fast | Moon, Air, Plant | Push 1 [[Explorer]]. If target land is a Mountain or Jungle, add 1 [[Wilds]]. | elements air+moon → 6.6 |
| 9 | Land of Haunts and Embers | 0 | Fast | Moon, Fire, Air | 2 Fear | elements air+moon → 6.6 |
| 10 | Veil the Night’s Hunt | 1 | Fast | Moon, Air, Animal | For 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)
| # | Card | Cost | Speed | Elements | Effect (truncated) | Why this pick |
|---|---|---|---|---|---|---|
| 1 | Bargain of Coursing Paths | 2 | Fast | Moon, Air, Water, Earth | Bargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w… | elements air+moon+water → 7.5 |
| 2 | 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+moon+sun+water → 8.7 |
| 3 | Weave Together the Fabric of Place | 4 | Fast | Sun, Moon, Air, Water, Earth | Target 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 |
| 4 | Terrifying Nightmares | 4 | Fast | Moon, Air | 2 Fear | elements air+moon → 6.6 |
| 5 | Sleep and Never Waken | 3 | Fast | Moon, Air, Earth, Animal | Invaders skip all Actions in target land. 1 Fear | elements air+moon → 6.6 |
HoSI Beginner Deck Bundle — for reference only
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)
| Card | Reason(s) |
|---|---|
| Land of Haunts and Embers | adds Blight |
| Scour the Land | adds Blight |
| Skies Herald the Season of Return | destroys Presence |
| Renewing Boon | destroys Presence |
| Devouring Ants | destroys Dahan |
| Solidify Echoes of Majesty Past | destroys Presence |
| Insatiable Hunger of the Swarm | adds Blight |
| Pyroclastic Flow | adds Blight |
| The Jungle Hungers | destroys Dahan |
| Pillar of Living Flame | adds Blight |
| Blazing Renewal | destroys Presence |
| Draw Towards a Consuming Void | destroys Presence |
| Tsunami | destroys Dahan |
| Poisoned Land | destroys Dahan, adds Blight |
| Volcanic Eruption | 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/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: 4 Unique Power Cards (listed 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 + 2
Air: Push up to half (rounded down) of Invaders from target land. Do likewise for Dahan, Presence, and Beast (each separately). - L2 — 2
Sun + 2
Air: Push up to 1 Invader/Dahan/Presence/Beast. - L3 — 2
Moon + 4
Air + 3
Water: Repeat this Power.
- L1 — 2
- CLOSE THE WAYS (Speed: Fast · Range: 1 · Target: any)
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)
- Fast-phase L1 ceiling from Uniques alone is insufficient — need 2
Moon, Uniques give 0; need 2
Air, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).
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 Finder of Paths Unseen’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 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
[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/finder-of-paths-unseen.json— parsed viascripts/wiki-fetch.py. - Spirit Island Wiki — Finder of Paths Unseen.
- 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.