Aeolia Wiki Temple
Back to the game

Building

Temple

The heart of each side. It gives a bit of wind, lights all four elements and shelters the Keeper. If it falls, the enemy can win.

How to use it

You don’t build the temple: each side has one on its home island. It has 3000 health. By itself it gives 0.6 wind per second and holds 400 at most. It lights all four elements in a circle with a radius of 8.25 cells: there you can build towers of every element you’ve unlocked. The temple stands in the middle of its courtyard, the temple yard, 3 cells by 3, which always stays free. A cross tower hits the temple if its row or its column passes over the temple yard. The temple can’t be repaired by hand: only a nearby Light Shield slowly puts it back together.

When it falls

When its health reaches zero the temple collapses. The Keeper falls stunned, the temple’s light goes out and the enemy Carrier can set out to fetch it. If nobody takes the Keeper away, after 90 s the temple rises again with 35% of its health. In the Late hours, though, it no longer rises.

Strengths and weaknesses

Strong

  • Lots of health and an income that can’t be cut.

Weak

  • It doesn’t move and can’t be repaired by hand.
  • In the late hours the sky wears it down, faster and faster.

Counter

No tower reaches the enemy temple from the middle of the map. Stretch a bridge out to the row or the column of its temple yard and put a cross tower there, or bring a circle tower close to its island. Then cover the Carrier’s road. See How to win.

See also

Omens that change it
Fragile Temple
Home of
Keeper · The Veiled
Mentioned here or mentioning this page
Carrier · Collector · First match · How to win · Late hours · Light Shield · Steles and light · The story of Aeolia · Wind, the resource

This page on the relation map

What’s new

  • v24.2 In the “Sterpa’s Sky” challenge, Sterpa’s temple in the top bar has an ally’s colour, not the enemy’s red.
  • 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.
  • v24 The temple grows with the village: from the first stage it rises to the second at 8 points, the third at 14, the fourth at 20. Each new stage gives 300 more health and you can see it: columns, then towers, then a crown. From the second, faith can go up to 120 instead of 100. At the fourth Cirro looks bigger, though no stronger.
  • v24 Four great miracles, one per God: Cloud Tide, Night of Bolts, Joining Vortex, Long Noon. You get only one per match, from the fifteenth minute, with the temple at the third stage. Everyone sees them coming 20 seconds early. They are in the miracles panel, under the others.
  • v24 Nothing changes on the Route of the Winds or in the tutorial: changing lands, the temple in stages and great miracles are in the other matches.
  • 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.
  • v23 The village grows more slowly, one step every 40 seconds instead of every 15, so it keeps growing until the end of the match. It enlarges the oldest house first: that’s how great houses appear, and they repair the temple a little. Tap the drop at the top to see the village points (one per hut, two per house, three per great house).
  • v22.5 The Keeper waits in the temple yard, at the foot of the temple steps, not inside the wall. Anyone going to the temple climbs the steps.
  • 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.
  • v22.5 When a building appears on top of a tree or a rock, the tree or rock disappears. Flyers land on top of the nest and fly over the temple dome, and Cirro flies over the towers.
  • v22.1 The Gust Tower’s cross shows in full even when it crosses a higher terrace, like the temple’s. Before, the arm going up onto the terrace ended up under the ground and disappeared.
  • v22 A match now lasts 20-30 minutes. Wind comes in more slowly, buildings cost more, the rack refills in 7 seconds, and a fallen temple rises again after 90 seconds. The late hours start at minute 22, and you can offer a truce from minute 15. Night, visits of the gods, prayers, drifting islands and Siege waves come later.
  • v22 Ranges are about a third shorter: the Gust reaches 7 cells, the Mortar 8, the Pylon 4 and a half. No tower can hit a temple from halfway across the map anymore. A cross tower hits the temple if its row or column crosses the temple yard, the 3-by-3 courtyard around the temple.
  • v22 Towers don’t break bridges anymore. A shot on a bridge hurts whoever is on it, but the plank holds. A bridge now falls in just three ways: cut off from the temple for a while, hit by the sky (the Gust on the tips, storm lightning, Saetto’s Wrath), or hit by the powers made for it: Thunderstorm, Deluge, Cistern, Landslide and the Blaze weave. The Landslide now also drags down nearby enemy planks.
  • 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.
  • v22 The tutorial teaches the cross: the first Gust and the enemy one are on the same row, and a bridge takes the last Gust onto the enemy temple’s row.
  • v22 On phones the map is clear again. At the top there’s a single bar: wind, the two temples with the clock, a drop with your faith, and the menu. Tap the drop to open faith and followers, the God, Cirro, “Tend the village” and the minimap; when a prayer arrives, the drop lights up.
  • 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 Villages: around the temple, your followers’ homes appear and grow on their own, from hut to great house. They give faith and followers, and great houses repair the temple. With “Village” you choose which way they grow. Enemy towers can hit them.
  • v20 Prayers: about every minute and a half, a God brings a request from the followers, the same for every temple. Granting it gives faith and followers; letting it drop makes two of them leave.
  • v20 In the Sky Diary, after Crowstone, you are “the God of the first spring”: “Keeper” is now only the one who watches over the temple.
  • v20 Above the enemy temple it says what kind of God it is: “enemy: Storm God 47”.
  • v18 Visits of the gods: about every two minutes Volana, Saetto, Nembra or Lucerno pass over the sky. Twenty seconds before, the map marks a circle for each temple, at the same distance, with the God’s name and the seconds left.
  • v18 Drifting islands: an islet from a dry sky floats over the battle with the last spring of its sky, which gives three times the wind of a normal spring. It stops for a minute near each temple, at the marked spot. When it moves on, whatever you had built on it turns back into wind.
  • v17.3 The story has its gods: Volana of the Wind, Saetto of the Lightning, Nembra of the Rain and Lucerno of the Sun. Each chapter is a meeting with one of them. Volana sleeps in the first spring, at Crowstone, and Sterpa, the spirit of a temple in the south, is racing to wake her before you.
  • 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.
  • v17.1 When a Keeper is offered, its side leaves the match: its buildings go dark and its bridges give way. The team that’s left wins, or the last temple standing.
  • v17.1 The four temples are at the top, each with its color and its sign (circle, square, triangle, diamond): you can tell them apart even without the colors. The minimap colors each side’s bridges.
  • 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.
  • v17 Late hours: an hourglass replaces the symbol of the temple that is wearing down. On First Flight and Breeze, the message also says when yours begins. If a temple collapses because of the late hours, the message says so.
  • 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.
  • v15.1 Under the bars of the two temples, health is shown in numbers: how much is left and how much there was at the start, for example 2141/3000.
  • v14 At the top there’s only the wind, the two temples with the clock, and the menu. Everything else shows up when you need it.
  • v14 After a drag the view keeps sliding a little and stops with a tap. On computers: arrows or WASD, middle mouse button, Space to go back to the temple, U for the last event. Take down from the keyboard is now Delete.
  • v14 New music, recorded in layers: it builds up with the battle, has a theme for the temple under attack and for the rite, and the weather has its own sounds. If it doesn’t load, the old music plays.
  • v13 Looks: banner colors, seals, sky tints and temple decorations, won along the route. They only change how your side looks, never the game.
  • v13 Each element now has two springs per side: one near and poor, one farther and rich. A pair of rich springs sits halfway between the two temples, and both sides fight over it. If you lose a spring but another one of the same element is still linked, the element stays yours.
  • 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 A stretch of bridge cut off from the temple doesn’t fall right away: it gives way slowly and collapses after about twenty seconds. If you link it again before that, it goes back to normal.
  • v12 On First Flight and Breeze the enemy temple is smaller and the late hours hit it before yours. On First Flight you also start with more wind.
  • v12 Matches usually last between 8 and 15 minutes. The late hours start earlier and wear down the temples faster.
  • v12 In the late hours the towers of a fallen temple go quiet. If both temples stay down for two minutes and nobody carries off a Keeper, whoever held out longer wins.
  • 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.
  • v07 The Keeper walks between the temple and a separate altar and has its own health. When it comes out you can hit it, and under fire it stops.
  • v06 The temple holds out longer and gives wind even to whoever is shut out, so you can come back. On Wind level a match lasts 7 to 10 minutes.