Aeolia Wiki Collector
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Building

Collector

You place it on a spring. It gives wind and unlocks the spring’s element as long as it stays linked to the temple.

How to use it

Stretch a bridge out to an island with a spring, then tap the spring. The Collector costs 20 wind and pays for itself quickly. It fills a bundle with wind: 0.43 per second for each unit of the spring’s flow, up to 130. The wind doesn’t arrive by itself. The Veiled go and get it and carry it to the Temple on foot. As long as the Collector is linked to the temple, the spring’s element stays unlocked: you can build its towers. If the link breaks, the element closes, unless another Collector of the same element is still linked. Tap one of your Collectors to choose how many Veiled work for it: More carriers, Normal or None. More carriers sends 2 more than the normal crew.

Strengths and weaknesses

Strong

  • It’s the only way to get a real income: the temple alone gives 0.6 wind per second.
  • It costs little and opens a whole element.

Weak

  • It has only 50 health.
  • It stands far from the temple, at the end of a bridge: if the bridge falls, it goes out.
  • The spring runs dry. When that happens the Collector disappears and a new pair of springs of the same element is born somewhere else, one per side.

Counter

To stop an enemy Collector you don’t need to destroy it. A tower that shoots at its Veiled takes its wind away on the road. If you cut the bridge that links it, with a Thunderstorm, a Deluge or the Landslide, the wind stays put and the element closes. Towers don’t cut bridges: see Bridges and landings. To defend yours, keep your bridges short and covered. See Defending the Veiled.

See also

Wind carried by
The Veiled
Feats
First spring
Mentioned here or mentioning this page
Bridges and landings · Crews and ranks · Defending the Veiled · Deluge · Drifting islands · First match · Island belief · On your phone · Temple · The story of Aeolia · Thunderstorm · Wind, the resource

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What’s new

  • v24 Omens, the “Cross” symmetry, the looks and the Collector’s crews are now in your language. The “End of the route” feat asks for all fifteen worlds.
  • v23.1 The Cart behind the Veiled goes around the Collectors instead of through them.
  • v23 The wind that reaches the temple stays the same. The Veiled come back with fuller bundles. A Collector holds more wind and gathers it a bit faster. The temple starts with 80 wind instead of 50.
  • v22.5 On phones, messages move down one line when the weather tag is showing: “Tailwind” no longer covers “You destroyed a Collector”.
  • v20 Island belief: the nearby lesser islands watch your temple and believe in you a little. Houses, passing Veiled, working Collectors and miracles make them believe. At 100, an island that belongs to nobody becomes yours without a bridge.
  • 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.
  • 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 Who carries the wind: tap a Collector and choose between the Veiled, Wind Runners (fast, carry little), Stonebearers (take a hit and repair the bridge), Sunwings (fly over the sky) and the Cart (slow, carries a lot).
  • v14 When you tap one of your Collectors, the panel explains the three choices: More carriers, Normal, None.
  • v13 The Veiled live at the temple. They go out empty-handed, take the wind at the Collector and bring it back, then set off again. The temple makes a new one now and then, up to a limit that grows with the linked Collectors: the number is next to the wind.
  • v13 The Veiled can be hit, and the stronger enemies do it: whoever carries wind drops it for the one who shot. They pick the path with the least fire, if there is one. Tap one of your Collectors to send it more carriers, the normal ones or none.
  • v13 Gale decides faster and keeps up to six Collectors: now it beats a Wind-level player about six times out of ten.
  • v07 The Veiled carry the wind from each Collector to the temple on foot. If the bridge collapses they fall with it, and if you hit them their load stays there for whoever takes it.
  • v06 After a building, the row of elements closes and you go back to bridges. On phones you aim the Collector and then build it, like towers.