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Volcano Looming High

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
ExpansionJagged Earth
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 5 · Control 1 · Fear 2 · Defense 1 · Utility 3
Primary ElementsFire, Earth, Air (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Benefits more than most Spirits from getting Presence onto the board; in addition to the usual benefits, it can fuel an Explosive Eruption. This can result in a huge turn, but if overdone the following turn or two may be very constrained. Bigger eruptions are extremely powerful, but cause Blight, and the Invaders may not provide the luxury of enough time to build up the desired pressure - judging the timing of when to erupt and for how much is a key part of playing this Spirit.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence and 1 Badlands on your starting board in a mountain of your choice. Push all Dahan from that land.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy3
G2first=addpresence0, second=addpresence0
G3first=gain1p, second=addpresence4, third=new+1cardplay

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, energy2, earth, energy3, energy4, energy5
  • Card-play track: card1, fireX, earthX, card2, airX, card3, fireX, card4

Core Mechanics & Special Rules

Special Rule

MOUNTAIN HOME Your Presence may only be added/moved into Mountains. COLLAPSE IN A BLAST OF LAVA AND STEAM When your Presence is destroyed, in that land, deal 1 Damage per destroyed Presence to both Invaders and to Dahan. VOLCANIC PEAKS TOWER OVER THE LANDSCAPE Your Power Cards gain Range +1 if you have 3 or more Presence in the origin land.

Innate: EXPLOSIVE ERUPTION

  • Speed: fast · Range: 0 · Target: any
LevelThresholdsEffect
1Destroy X (1 or more) of your Presence in target land; {{volcanodestroyedpresence}} checks how many you destroyed. This Power does Damage (separately and equally) to both Invaders and Dahan. Ranges below can’t be increased.
22 Fire Fire + 2 Earth EarthIn one land within Range 1, X Damage.
33 Fire Fire + 3 Earth EarthGenerate X Fear.
44 Fire Fire + 2 Air Air + 4 Earth EarthIn each land within Range 1, 4 Damage. Add 1 Blight Blight to target land; doing so does not Destroy your Presence.
55 Fire Fire + 3 Air Air + 5 Earth EarthIn each land within Range 2, +4 Damage. In each land adjacent to the target, add 1 Blight Blight if it doesn’t have any.

Innate: POWERED BY THE FURNACE OF THE EARTH

  • Speed: slow · Range: 0 · Target: any
LevelThresholdsEffect
13 Earth EarthAdd 1 of your destroyed Presence.
23 Fire FireGain a Power Card.
34 Fire Fire + 4 Earth EarthMove up to 2 of your Presence from other lands to target land.
45 Fire FireReturn up to 2 of your destroyed Presence to your Presence tracks.

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 Volcano Looming High’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/volcano-looming-high.json for full scoring + reasons.

  • Primary elements (innate-weighted): Fire (wt 9.3), Earth (wt 8.7), Air (wt 1.5)
  • Mid-game energy estimate (T3–T5 avg): 4.0E
  • Power summary: Offense 5 · Control 1 · Fear 2 · Defense 1 · Utility 3

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Steam Vents1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.elements air+earth+fire → 19.5
2Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements air+earth+fire → 19.5
3Desiccating Winds1SlowFire, Air, EarthIf target land has Badlands, 1 Damage. Add 1 Badlands.elements air+earth+fire → 19.5
4Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements earth+fire → 18.0
5Treacherous Waterways0FastFire, Water, EarthAdd 1 Wilds. OR Push 1 Explorer Explorer.elements earth+fire → 18.0
6Drought1SlowSun, Fire, EarthDestroy 3 [[Towns]]. 1 Damage to each [[Town]]/[[City]]. Add 1 [[Blight]].elements earth+fire → 18.0
7Rouse the Trees and Stones1SlowFire, Earth, Plant2 Damage. Push 1 Explorer Explorer.elements earth+fire → 18.0
8Unquenchable Flames1SlowMoon, Fire, Earth1 Fear Fear. 1 Damage to Towns/Cities. Invaders do not heal Damage at end of turn.elements earth+fire → 18.0
9Call to Ferocity0SlowSun, Fire, EarthGather up to 3 Dahan Dahan. OR If target land has Dahan, 1 Fear Fear and Push 1 Explorer Explorer and 1 T…elements earth+fire → 18.0
10Gold’s Allure0SlowFire, Earth, AnimalGather 1 Explorer Explorer and 1 Town Town. Add 1 Strife.elements earth+fire → 18.0

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Unlock 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+earth+fire → 19.5
2Pyroclastic Flow3FastFire, Air, Earth2 Damage. Destroy all Explorers. If target land is a Jungle or Wetland, add 1 Blight Blight.elements air+earth+fire → 19.5
3Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements earth+fire → 18.0
4Spill Bitterness Into the Earth5FastFire, Water, Earth6 Damage. Add 2 Badlands/Strife and 1 Blight Blight. In up to 3 adjacent lands with Blight, add …elements earth+fire → 18.0
5Unearth a Beast of Wrathful Stone5FastMoon, Fire, Earth, AnimalAfter the next Invader Phase (on any turn) with no Ravage/Build Actions in target land:</…elements earth+fire → 18.0

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Volcano Looming High 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
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Skies Herald the Season of Returndestroys Presence
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Volcanic Eruptiondestroys Dahan, adds Blight
Pillar of Living Flameadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Insatiable Hunger of the Swarmadds Blight
Draw Towards a Consuming Voiddestroys Presence
The Jungle Hungersdestroys Dahan

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/volcano-looming-high.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 and 1 Badlands on your starting board in a mountain of your choice. Push all Dahan from that land.
  • 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: 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)); energy3 ((+3 Energy this turn — growth effect, not track reveal))
  • G2: addpresence0 (Place 1 Presence from a track (Range 0)); addpresence0 (Place 1 Presence from a track (Range 0))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence4 (Place 1 Presence from a track (Range 4)); new+1cardplay ((spirit-specific: new+1cardplay — 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 · energy2 · earth · energy3 · energy4 · energy5 — income as slots reveal: 1 → 2 → earth → 3 → 4 → 5

Card-play track

card1 · fireX · earthX · card2 · airX · card3 · fireX · card4 — CP as slots reveal: 1 → fireX → earthX → 2 → airX → 3 → fireX → 4

Innate Powers

  • EXPLOSIVE ERUPTION (Speed: Fast · Range: 0 · Target: any)
    • L1 — (no threshold): Destroy X (1 or more) of your Presence in target land; {{volcanodestroyedpresence}} checks how many you destroyed. This Power does Damage (separately and equally) to both Invaders and Dahan. Ranges below can’t be increased.
    • L2 — 2 Fire Fire + 2 Earth Earth: In one land within Range 1, X Damage.
    • L3 — 3 Fire Fire + 3 Earth Earth: Generate X Fear.
    • L4 — 4 Fire Fire + 2 Air Air + 4 Earth Earth: In each land within Range 1, 4 Damage. Add 1 Blight Blight to target land; doing so does not Destroy your Presence.
    • L5 — 5 Fire Fire + 3 Air Air + 5 Earth Earth: In each land within Range 2, +4 Damage. In each land adjacent to the target, add 1 Blight Blight if it doesn’t have any.
  • POWERED BY THE FURNACE OF THE EARTH (Speed: Slow · Range: 0 · Target: any)
    • L1 — 3 Earth Earth: Add 1 of your destroyed Presence.
    • L2 — 3 Fire Fire: Gain a Power Card.
    • L3 — 4 Fire Fire + 4 Earth Earth: Move up to 2 of your Presence from other lands to target land.
    • L4 — 5 Fire Fire: Return up to 2 of your destroyed Presence to your Presence tracks.

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 sufficient — you can fire L1 T1 without drafting (play enough Fast Uniques to meet the threshold).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First 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

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. 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).
  4. 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.
  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 Volcano Looming High’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 Volcano Looming High’s profile (Fear 2, Offense 5, Control 1, Defense 1, 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 Volcano Looming High: 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 Volcano Looming High: Front-load coastal defense or disruption before T3’s first Ravage.

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 Volcano Looming High: 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

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.