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Aspect Power Deltas

Aspects replace a spirit’s Special Rule (and sometimes an Innate). They’re not balanced 1:1 — some are clearly stronger, some weaker, some orthogonal. This chapter catalogues the directional deltas per aspect.

Directional only

Per-aspect × per-spirit × per-adversary × per-level win-rate data is thin. Point estimates are rough; 95% CIs typically span ±10-15%. Take deltas as directional — “Madness is stronger than base Shadows” is robust; “Madness is +3%” is not.

How to read the table

  • +X% = aspect’s win rate is X pp above the base, averaged across matchups.
  • complexity change = whether the aspect adds rules (↑) or simplifies (↓).
  • axis shift = whether it moves the spirit toward a different archetype.

Shadows Flicker Like Flame

AspectExpansionComplexityΔ (est.)Axis shift
BaseLowbaselineFear-rush + Dahan spatial
Reach (JE)JELow ↓~+2%Simpler targeting; no energy tax
Amorphous (Promo 2)Promo 2Mod ↑~+3%Mobility; 2 free presence moves/turn
Madness (JE)JEMod ↑~+5%Strife-adding; fear-per-presence-destroyed
Foreboding (Promo 2)Promo 2Mod ↑~+2%New innate replaces Shadows-of-Dahan
Dark Fire (NI)NIHigh ↑~+7%Moon↔Fire interchangeable

Reading: Dark Fire is Shadows’s strongest aspect — Moon↔Fire swap is load-bearing for Darkness Swallows. Madness is close and offers a meaningfully different style. Reach is the simpler beginner-pick that still beats base.

Other aspects (selected highlights)

SpiritStrongest aspectΔ (est.)Notes
Lightning’s Swift StrikeWind (JE)~+4%More Air access
River Surges in SunlightSunshine (JE)~+3%Extra Sun support
Bringer of DreamsEnticing (JE)~+5%Fear-rush acceleration
ThunderspeakerWarrior (JE)~+6%Dahan damage multiplier
Ocean’s Hungry GraspDeeps (JE)~+4%Deeper-water targeting
Keeper of the WildsHostility (JE)~+3%Land-destruction emphasis
Serpent SlumberingLocus (JE)~+4%Presence-of-self variation
Heart of the WildfireTransforming (JE)~+3%Blight mitigation

What drives a positive delta?

Strong aspects generally:

  1. Reduce an element-access bottleneck (Dark Fire on Shadows; Wind on Lightning).
  2. Add a no-cost mechanic (Reach’s free range ignore; Amorphous’s free presence moves).
  3. Create a new win-condition pathway (Madness’s fear-from-presence-destroyed).
  4. Target a spirit’s weakest matchup-axis (Transforming on Heart mitigates self-Blight hurt).

Weak aspects tend to:

  1. Add complexity without expanding capability.
  2. Replace a mechanic the base spirit used well.
  3. Conflict with the spirit’s existing innate architecture.

When to pick an aspect

  • New to the spirit: play base 2-3 games first. Knowing what the aspect replaces is load-bearing.
  • Want simpler: pick the Low ↓ complexity aspect if one exists.
  • Want stronger in a specific matchup: check the aspect description for obvious fit.
  • Want experimental: pick Mod/High aspect that shifts the strategic axis.

Data sources

  • Deltas are estimates from BGG aspect-tier discussions + mindwanderer where data exists.
  • The Spirit Island Wiki lists every aspect with replacement text (parsed into each spirit chapter’s Aspects section).
  • For 95%-CI-meaningful data you’d need 100+ games per (spirit × aspect × L3 adversary × 1-player). Community data rarely reaches that cell.

See also