Keeper
The one who watches over the temple. If the temple falls the Keeper stays on the ground, and whoever brings it to their own altar wins: there it turns to light and rises to the gods.
What it does
The Keeper lives in the Temple and goes back and forth to the Altar: it stays 8 s at the altar and 14 s at the temple. It walks slowly, 0.47 cells per second. Inside a standing temple it’s safe. Outside, on the path and at the altar, it can be hit. It has 800 health and takes only 60% of the damage. If nobody hits it for 4 s it heals 10 per second.
When it falls
The Keeper falls to the ground, stunned, in two cases:
- its temple collapses;
- it’s hit down to zero while it’s outside.
Stunned, it stays on the ground for 28 s, but the time only runs while the temple is standing. Meanwhile the enemy Carrier can come and take it. This means you can win even without bringing the temple down: a Keeper hit on the path to the altar is already a chance. The computer knows this from level Wind up.
How to defend it
Keep a few towers covering the stretch between temple and altar. Enemy towers pick it as a target as soon as they see it.
The rite, in the story
Brought to the enemy altar, the Keeper turns to light. It doesn’t die: it rises to the gods, and for a Keeper that’s an honor. Its fallen temple rests, and the sky stays with the other temple. See Rite at the altar and The story of Aeolia.






See also
- Tends
- Altar
- Lives in
- Temple
- Carried off by
- Carrier
- Mentioned here or mentioning this page
- First Flight · First match · How to win · Rite at the altar · The story of Aeolia · Wind (level)
What’s new
- v23.1 The Keeper no longer walks through the little pillars of the temple yard.
- 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.
- v22.5 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.
- 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.
- 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 At Crowstone, when Volana wakes up, a line says what kind of God you became along the route: Guardian God, Storm God or still a young God.
- 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.
- v17.1 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 Element study: whoever offers a Keeper studies the element the fallen side built with most, and can place its study building, even without that spring: Arch of High Winds, Thunder Well, Cistern, Twin Mirror.
- 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.
- 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.
- 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 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.