Aeolia Wiki The Veiled
Back to the game

Character

The Veiled

Hooded figures who live at the temple. They go out empty-handed, take the wind from the Collectors and carry it home.

How they live

The Veiled live in the Temple. At the start there are 3 of them. The temple brings a new one to life every so often, more often when it has many followers: every 28 s with 12 followers. The maximum is 3 plus a number that grows with your followers (one every 4), up to 2 for each linked Collector plus 2. They cost no wind: a lost Veiled one is a gap the temple fills, slowly. They come out one at a time, every 1.5 s, toward the Collector that has been waiting longest. They walk empty-handed to the Collector, pick up the bundle and bring it back. If the Collector still wants them they set out again, otherwise they go back to the door.

A Collector’s crew

A Collector wants 2 Veiled, or 3 if it’s very far from the temple. Tap it to choose: More carriers adds 2, None stops them.

How they walk

  • Loaded, they move 0.83 cells per second.
  • They pick the shortest road, but they avoid cells under fire from enemy towers when there’s another way.
  • On a bridge cell there can be 2 of them at most: the others wait in line.
  • Next to a building placed on a bridge they squeeze past and slow down.

Dangers

  • A hit of at least 5 damage on their cell knocks them down. The bundle they were carrying flies toward whoever shot: only the enemy can take it.
  • If the bridge collapses, they fall with it.
  • If the road home is cut, they go back the way they came. Stuck for 25 s, they get lost.

Since v17 a Collector can send other crews (Wind Runners, Stonebearers, Sunwings, Cart) and the Veiled rank up: see Crews and ranks. At the First Flight and Breeze levels the enemy doesn’t shoot at bridges where the Veiled are walking. From Wind up it goes after them. How to protect them: Defending the Veiled.

Veiled at the temple door, waiting to go out
The Veiled wait for their turn at the temple door.

See also

Carry the wind of
Collector
Live in
Temple
Feats
A hundred loads · A thousand loads · Nobody left behind
Mentioned here or mentioning this page
Breeze · Bridges and landings · Crews and ranks · Defending the Veiled · Faith and followers · First Flight · First match · Island belief · The hand · The story of Aeolia · Villages · Wind (level) · Wind, the resource

This page on the relation map

What’s new

  • v24.6 Every world has its own sky. On the route it follows the story: clear and windy in Volana's worlds, veiled with rain in Nembra's, warm with sunset in Lucerno's, dark in the last ones. Other worlds have a fixed sky: same world, same sky.
  • v24.2 The end of a challenge tells you how it went: the time, the temple stage, the village points, the islands that believe in you, the bubbles taken by Cirro and the Veiled ones lost. If the challenge failed, the God’s line comes back.
  • v23.1 The Cart behind the Veiled goes around the Collectors instead of through them.
  • 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.
  • 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 The Veiled, Carriers, waiting worshippers and village people walk around the temple, altar, houses, towers, trees and rocks instead of through them. Waiting worshippers no longer stand inside each other.
  • v21 Cirro, the guardian: every temple has a cloud bird with a heart of stone. He flies on his own and does one thing at a time: he repairs your buildings and bridges, escorts one of the Veiled, throws a rock at the nearest enemy building, or grabs a wind bubble over your lands.
  • 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.
  • v20 What kind of God you are: repairing, protecting and raising rock make you a Guardian God; killing Veiled, breaking houses and making islands crumble make you a Storm God. Fighting between towers doesn’t count. Each one pays less for two miracles and has a different village.
  • v17 Flying units: each element has its own nest. The Kite Nest steals bundles from enemy Veiled, the Spark Nest burns enemy buildings, the Cloud Nest blinds towers, the Lantern Nest repairs bridges and buildings.
  • 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).
  • v17 The Veiled rank up with the loads they bring to the temple: at rank 2 they walk faster and the Cart arrives, at rank 3 each of them can take a hit.
  • v16 Followers: every temple has its followers. The number is under the wind and their figures stand in front of the temple. They come when you link springs and hold islands; if you lose bridges or Veiled, some of them leave.
  • v16 The more followers you have, the more Veiled the temple can have and the faster they’re born.
  • v16 Faith: it comes from the Veiled praying at the altar and from your followers, up to 100. If the temple is under fire or the Keeper is far away, less of it comes. You need it for miracles.
  • v14 The Veiled, the Keeper and the Carrier are remade with more detail and move more naturally.
  • 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.
  • v12 The Veiled line up on narrow bridges and slow down next to a building.
  • 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.
  • 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.