Improved ADOM Guidebook

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Air Temple

Color map

The Air Temple is found on a level ranging from D: 38-42, below the Casino. The right side of the level is random. Note that the temple itself is disconnected. Entry must be made by digging. Teleportation is not allowed on the level. There are several traps, two secret passages and chaotic elemental altar where the orb guardian is found (at least until he is disturbed and moves). The elemental altars are very dangerous. The air demons (or Yulgash himself) will sacrifice the PC instantly should she step on it. The elemental altars can only be converted by champions of Balance or Order, which means PCs going for an ultra ending cannot convert them early in the game, before retrieving the Medal of Chaos.

The Air Temple level features intermittent electrical discharges which will destroy both worn items and those in the pack, as well as damaging PCs without good shock resistance or immunity. It is highly advisable to leave precious non-artifact items on the level above or below the Air Temple.

3.17.1 Air Temple Monsters

vapor ratair demon air grueair elemental chaos servantfemale chaos servant
r - vapor rats - Level: 1, DV: 18, PV: 0, Hits: 1, Attacks: 1, Damage: 1d3, Speed: 100.
& - air demons - Level: 1, DV: 46, PV: 2, Hits: 118, Attacks: 1, Damage: 2d12+10, Speed: 100.
x - air grues - Level: 1, DV: 48, PV: 2, Hits: 151, Attacks: 2, Damage: 2d10+5, Speed: 100.
E - air elementals - Level: 1, DV: 50, PV: 0, Hits: 165, Attacks: 4, Damage: 5d6+6, Speed: 100.
C - chaos servants - Level: 1, DV: 13, PV: 4, Hits: 52, Attacks: 2, Damage: 2d6+5, Speed: 100.
To attack the temple, the PC must dig in then attack the monsters. The presence of the secret doors is actually helpful, since ideally the PC can take on the monsters outside of the temple first, without alerting the air elementals and grues. The air elementals are very tough with many hitpoints and the ability to breathe lightning bolts, which are another way the PC's equipment can be destroyed. The grues and demons are troublesome because they have a corrupting melee attack that has a very high to-hit. Even PCs with very good DV will be hit by them eventually - a good reason to develop the PC's missile weapon skills. Invisibility is tremendously useful. Only the chaos servants and Yulgash see invisible.

3.17.2 Yulgash, the Master Summoner @

Yulgash, the Master Summoner
Level: 1, DV: 24, PV: 8, Hits: 600, Attacks: 1, Damage: 1d50, Speed: 100.
Level: 1, DV: 32, PV: 10, Hits: 700, Attacks: 1, Damage: 1d80, Speed: 100.

As befits his name, Yulgash is liable to summon anything up to and including great wyrms and ancient karmic dragons. Killing him as soon as he is aware of the PCs presence is therefore a top priority. Yulgash is able to teleport if not on a level that prohibits it (such as the Air Temple itself), is immune to lightning, has a corrupting melee attack, but otherwise he is NOT a spellcaster. He is vulnerable to humanoid slayers. He is immune to shock, stunning, and poison.

Yulgash holds the Chaos Orb of Elemental Air, greater identified as follows:
------------------ Chaos Orb of Elemental Air {Dx+10} -------------------------

Weight: 100s

When used in melee combat it grants a +3 bonus to hit and causes 2d9+3 points
of damage. When used as a missile it grants a +3 bonus to hit and causes 1d10+3
points of damage.

It modifies your dexterity attribute by +10.

(air elemental pet + corruption when Used)

Updated March 10th, 2013