Elements
Elements:
- are gained from a Power Card immediately after playing (regardless of Fast or Slow)
- are not "used up"; they exist for the whole turn
- do not carry over from turn to turn
- are lost as soon as the Power Card leaves play (usually at the end of the round during Time Passes)

(1) Elements: granted by the Power Card to a Spirit while that card is in play.
(2) Elemental Thresholds: the listed Elements are needed to resolve the threshold.
(3) Threshold Effects: additional or different effect(s) of a Power.

(2) Elemental Thresholds. Each line in an Innate Power is resolved separately, so you do not need 4


(3) Threshold Effects. Resolve the base effect and all threshold effects that you meet, in order from top to bottom. Exception: if a threshold says “Instead”, it replaces the effects of previous levels.
Reminder: any Power (including Innate) can only target ONE land, unless otherwise stated.
Sun
The first element. Sun represents day, light, heat, dominance, command, and constancy. Sun shares the trait of constancy with Earth.
Moon
The second element. Moon represents night, cycles, darkness, dreams, and transformation.
Fire
The third element. Fire represents heat, anger, destruction, desire, and violent change.
Air
The fourth element. Air represents wind, sky, sound, distance, speed, trickery, and thought.
Water
The fifth element. Water represents rivers, fluidity, fertility, empathy, healing, and disease.
Earth
The sixth element. Earth represents the land, strength, constancy, stasis, and resilience. Earth shares the trait of constancy with Sun.
Plant
The seventh element. Plant represents verdancy, growth, entwining, and regeneration.
Animal
The eighth and final element. Animal represents beasts, humans, blood, the body, life, and death.
Related Glossary Entries
Elemental Thresholds (see 2 in pic): Optional effects which may only be used if the Spirit has gained certain Elements this turn. The required Elements are not “used up”; the threshold is simply a check to see if they are in play. For instance, a Spirit with 2 Water in play could meet any number of thresholds requiring 2 Water. You may always resolve a Power as if you had fewer Elements than you actually do. Resolve the base effect and all threshold effects that you meet, in order from top to bottom. Exception: if a threshold says “Instead”, it replaces the effects of previous levels.
Permanent Element: An element shown on a Presence Track, or an element given to a Spirit by a certain effect that lasts for the rest of the game.[2] While uncovered on a Presence Track, it gives an Element of that type.
+Any: Any one element, chosen anew each turn. Once set for a turn, cannot be changed until the next turn.
Repeat: Use the text effects of a Power again. Doesn't grant additional Elements.
Aided by (Element): The Energy cost of a Choice Event is reduced by
- 1 for having this Element,
- 2 for Discarding a Power Card from hand which grants this Element, or
- 4 for Forgetting a Power Card (from hand, play, or discard) which grants this Element.
External Resources
FAQ: https://querki.net/u/darker/spirit-island-faq/#!Elements