Aeolia Wiki Steles and light
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Rule

Steles and light

The buildings of an element can be placed only in the light of that element. The light comes from the temple and from the Steles.

The two lights

  • The standing Temple lights all four elements in a circle with a radius of 8.25 cells.
  • Every connected Stele lights its element in a circle with a radius of 6.75 cells.

A normal building needs at least one light of its element. A special needs two that cross: temple and Stele, or two Steles.

The light is always checked

The rule does not apply only when you place. If a Stele falls, the buildings of its element that stood only in its light go dark. If the temple falls, its light goes out too. When you place a building, the light of its element shows as a tint on your islands. The minimap can show the light zones: see Minimap.

The Steles

Stele of Wind · Stele of Lightning · Stele of Rain · Stele of Sun

See also

Mentioned here or mentioning this page
First match · Great miracles · Island belief · Minimap · Miracles · Specials · Stele of Lightning · Stele of Rain · Stele of Sun · Stele of Wind · Temple · The story of Aeolia · Thunderstorm · Visits of the gods · Vortex

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What’s new

  • v24.3 All the icons of the bar, the drawer and the round buttons are painted in the same style as the bridge pieces: a dark outline, colour lit from above, counters on small brass plates. Towers are in warm stone, with their element's colour as a glow. Rotate has two arrows.
  • v24.3 The cards in the bar no longer have a frame each: the chosen card stands out by its light and the line under it.
  • v23.3 Sterpa’s people have a rim of light and stand out in the dust; his banner is woven cloth, with the sign of a dry branch.
  • v23.2 The tale that opens the game has a real sky: clouds with depth and light, clouds piled up on the horizon, the moon and stars at night, other islands far away.
  • v22.2 Tutorial, lesson 7: around your Stele you can see the circle of its light, pulsing. It stays on while you place a Wind tower too.
  • v20 An island that believes in you can hold Collectors and Steles and opens its landings. Towers can go there once a bridge links it to the temple, and only then do the Veiled go and fetch its wind.
  • v18 Saetto sends one lightning bolt per second (a Lightning Rod catches it), Nembra makes the springs in the circle give more, Lucerno gives light of every element and repairs, and a golden bubble falls from Volana’s dream.
  • v18 In four-player matches the messages follow the story: the enemy Keeper brought to your altar turns to light and rises to the gods. The route says fifteen worlds in the Feats too.
  • v17.3 The Route of the Winds has fifteen worlds in six chapters, and each world gives you just one new thing. You start with bridges, Collectors, Gusts and Steles; then, one world at a time, come the Wall, the four elements, the specials, faith and miracles, the crews, the nests and the truce.
  • v17.1 Painted graphics: brushstroke outlines, warm and violet light in layers, rock roots under the islands, a path from the temple to the landing, a sunset in the late hours. With “Graphics quality: Low” you get the old simple look back.
  • v16 A Stele holds the rock around it in place: put one down fast against an enemy Landslide or Current.
  • v12 Fewer circles on the screen. While you place a building you see its range, the light of its element as a tint on your islands, and at most three enemy towers that can reach that spot, with a thin dashed outline. When you’re not building, no circles. Icons above buildings only stay on enemy buildings near the center of the view.
  • v11 More base light. Rain stays darker.
  • v09 Each element has its own Stele, which lights a circle of light: buildings of an element can only be placed in its light, and specials need two.