Aeolia Wiki Carrier
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Character

Carrier

The only figure that goes into enemy territory. It takes the fallen Keeper and brings it to your altar.

What it does

The Carrier sets out from your temple alone, as soon as the enemy Keeper is on the ground and there’s a road to it. It walks fast: 1.58 cells per second. It can walk on your cells linked to the temple, on the enemy’s home island and on the enemy’s bridges. One of your bridges hooked head to head onto an enemy bridge opens the road for it. It takes the Keeper, goes back to your Altar and starts the Rite at the altar.

What stops it

  • Enemy towers hit it: it takes 60 damage, then falls. The Keeper goes back as light to the ruins of its temple, still stunned. A new Carrier sets out after 8 s.
  • The bridge collapses under it: it falls the same way.
  • The road is cut for 12 s: it gives up.
  • The Keeper wakes up, or the enemy temple rises again: the Carrier loses it.
  • The altar falls during the rite.

If no bridge touches the enemy island the Carrier waits at the temple: the game tells you. When it walks on a bridge, enemy towers aim at it before anything else, except an altar where the rite is taking place. To stop the enemy Carrier, hit it with your towers.

The Carrier on the bridges toward the enemy island
The Carrier on the bridges toward the enemy island.

See also

Carries off
Keeper
Performs
Rite at the altar
Mentioned here or mentioning this page
Altar · Bridges and landings · Eclipse · First match · Temple · The story of Aeolia

This page on the relation map

What’s new

  • v23 The Veiled, the Keeper and the Carrier walk at less than half their old speed. Nest flyers and Cirro fly at just over half. Their steps are shorter too, so their feet don’t slide.
  • v22 To stop the Carrier you hit the Carrier: it takes 60 damage, then falls and goes back to its temple.
  • v22 On Gale and Tempest, from the tenth minute the computer tries to reach your temple before the late hours: a tower on its row or column, then a bridge for the Carrier. Fewer matches end in a stalemate or a truce.
  • v14 The Veiled, the Keeper and the Carrier are remade with more detail and move more naturally.
  • v11 Sounds no longer break up in crowded matches. The Veiled, the Keeper and the Carrier have a sharper outline, walk without jerking and go around buildings.