Towering Roots of the Jungle

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THIS PAGE CONTAINS SPOILERS FOR NATURE INCARNATE. DETAILS ARE SUBJECT TO CHANGE.

This Spirit is not yet available. All details here are subject to change. Check back soon for more information on this Nature Incarnate Spirit!

In the meantime, check out its Backerkit update!


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SETUP

Put 3 Presence on your starting board: 1 in the highest-numbered Jungle without Blight, 1 in the highest-numbered Mountain, and 1 in the highest-numbered Wetland. Put Towering Roots of the Jungle, Unempowered (Unempowered Incarna) side up, in the Jungle with your Presence.

You start with your 4 Unique Power Cards and 0 Energy.

PLAY STYLE

Incredibly good at protecting everything at its Towering Roots of the Jungle - and can draw Invaders towards there - but is constrained in when and where it can move its Towering Roots of the Jungle. Has some ability to Remove Invaders (driving them from the island), but starts off vastly better at guarding the land than at smashing things.

COMPLEXITY

MODERATE

Towering Roots of the Jungle.png Towering Roots of the Jungle Official FAQ Entries

Part of the Nature Incarnate Expansion.
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GROWTH (PICK ONE)
Reclaimall.png
Reclaim Cards
+ Presenceicon.png

0
Range

Add a Presence
Gaincardicon.png
Gain Power Card
+ Presenceicon.png

1
Range

Add a Presence
+ Vitalityicon.png
Towering Roots of the Jungle Incarna Icon.png
Add a Vitality at your Incarna
Gaincardicon.png
Gain Power Card
+ Presenceicon.png

3
Range

Add a Presence

You May Replace 1 Presence with Your Incarna
Energy Plus 1.png
Gain 1 Energy
PRESENCE
Energy 1.png

Energy/Turn
Energy 2.png

2
Earthenergy.png

Earth
Energy 4.png

4
Plantenergy.png

Plant
Energy 6.png

6
Cardplay1.png

Card Plays
Cardplay2.png

2
Sunelement.png

Sun
Cardplay3.png

3
Plantelement.png

Plant
Cardplay4.png

4

SPECIAL RULES

ENDURING VITALITY
Some of your Actions Add Vitality Tokens (Vitality). (Each Vitality in a land with no Blight prevents 1 Blight from being added, then is Removed.)

HEART-TREE GUARDS THE LAND
You have an Incarna (Towering Roots of the Jungle).

  • Your Powers get +1
    Range
    if Towering Roots of the Jungle is in the origin land.
  • Invaders/Dahan/Beasts can't be damaged or destroyed at Towering Roots of the Jungle.
  • Empower Towering Roots of the Jungle the first time it's in a land with 3 or more Vitality.
  • Skip all Build Actions at empowered Towering Roots of the Jungle.
SHELTER UNDER TOWERING BRANCHES
SPEED
RANGE
TARGET LAND
Slow
Sacred Site0
Range
ANY
1 Sun 1 Plant Gather up to 1 Dahan.
1 Sun 1 Earth 2 Plant Gather up to 1 Explorericon.png.
2 Sun 1 Earth 3 Plant Gather up to 1 Townicon.png.
3 Sun 2 Earth 4 Plant Gather up to 1 Cityicon.png.
REVOKE SANCTUARY AND CAST OUT
SPEED
RANGE
TARGET LAND
Slow
Sacred Site0
Range
Towering Roots of the Jungle + INVADERS
1 Sun 1 Moon 2 Plant 1 Fear. Remove 1 Explorericon.png/Townicon.png.
2 Sun 1 Moon 3 Plant 1 Fear. Remove 1 Explorericon.png/Townicon.png.
2 Sun 2 Moon 4 Plant 1 Fear. Remove 1 Invader.

SUMMARY OF POWERS

 
         
         
         
         
         
Offense Control Fear Defense Utility
 
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Towering Roots of the Jungle.png

From the Spirit Panel

Towering Roots of the Jungle is a massive, sprawling tree, mighty and ancient. It predates the Dahan, but its history has entwined with theirs ever since they arrived: as part of the terms of the First Reckoning, it served as one place where Dahan might settle freely. It protected the land from any accidental damage done by the Dahan, and the Dahan from Spirits that wished them ill.

It has never before felt the need to reach out through its offshoots and descendants around the island, but the threat of the Invaders and their heedless destruction has motivated it to grow and change in this new way.

Design Lore

When the First Reckoning between the Dahan and the Spirits concluded, the Spirits wanted to keep track of the Dahan and what they were doing…

(…an important digression: I say “the Spirits” as if they were some sort of monolithic, united block.That’s completely untrue: they were (and are) an ecosystem, both figuratively and literally. There were plenty of disagreements among them, plenty of Spirits who took unilateral action according to their natures, plenty of other Spirits who acted to check those Spirits according to their natures, and so on. Many local Spirits never got involved in the first place, not even counting the vast numbers of Spirits who weren’t even close enough to be involved, as initial settlement by the ancestors of the Dahan was mostly confined to one part of the island. Much of this was behind the scenes and not super-evident to the humans involved, and time + the nature of stories have altered the tale enough that most such details wouldn’t have survived anyway.)

With that simplification understood - the Spirits had a variety of desires: to keep track of the Dahan and what they were doing, to understand them better, to support them living on the island, to enforce the terms of the First Reckoning, and more. A number of Spirits got involved in this, and one of the more obvious and prominent ones was Towering Roots of the Jungle.
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Important note: If playing as Towering Roots of the Jungle, you start the game with these Unique Power Cards in your hand.

Blooming of the Rocks and Trees (ni).png Boon of Resilient Power (ni).png Entwine the Fates of All (ni).png Radiant and Hallowed Grove (ni).png


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Gallery


Rulings for Towering Roots of the Jungle

Notes