More actions
m (→Involvement) |
|||
(One intermediate revision by the same user not shown) | |||
Line 7: | Line 7: | ||
== Involvement == | == Involvement == | ||
Vents encountered throughout the game may generally come in either of two types: | Vents encountered throughout the game may generally come in either of two types: | ||
* ''Triggerable Vent.'' Triggerable Vents work upon stepping on them (or close to them), or upon interacting with trigger element nearby, as long as the trap is not disarmed. The effect of triggering this kind of Vents is various, too, but most common | * ''Triggerable Vent.'' Triggerable Vents work upon stepping on them (or close to them), or upon interacting with trigger element nearby, as long as the trap is not disarmed. The effect of triggering this kind of Vents is various, too, but most common ones are spilling around [[Simple Toxin (surface)|toxin]], [[Grease (surface)|grease]] or issuing [[Poison Cloud]]. | ||
* ''Constantly issuing Vent.'' Constantly issuing Vents produce in the surrounding area clouds of various damaging substances, for example, hot steam or poisonous gas. Often combined with any fire-issuing traps, these vents might have the effect of a fuel-air explosion if triggered together. | * ''Constantly issuing Vent.'' Constantly issuing Vents produce in the surrounding area clouds of various damaging substances, for example, hot steam or poisonous gas. Often combined with any fire-issuing traps, these vents might have the effect of a fuel-air explosion if triggered together. | ||
Line 24: | Line 24: | ||
File:GasVentWyrm.png|A Stunner Vent (Rooftop of the Wyrm's Rock Fortress). | File:GasVentWyrm.png|A Stunner Vent (Rooftop of the Wyrm's Rock Fortress). | ||
File:VoidVent.png|A Vent issuing a Void Cloud (Gauntlet of Shar). | File:VoidVent.png|A Vent issuing a Void Cloud (Gauntlet of Shar). | ||
File:SanguineVent.png|A Vent | File:SanguineVent.png|A Sanguine Vent issues puddles of Unstable Blood (Undercity Ruins). | ||
</gallery> | </gallery> | ||
}} | }} | ||
[[Category:Environmental objects]] | [[Category:Environmental objects]] | ||
[[Category:Traps]] | [[Category:Traps]] |
Latest revision as of 14:32, 21 November 2024
This page is in the process of being constructed or reformatted. You are welcome to contribute as well. Last edited on 2024-11-21. If multiple days have passed since, this template should be removed. |
A Vent is a common type of a Trap that might be encountered almost in every location of the game.
A Vent is a mechanism hidden within the ground. It is implied to cause continuous damage to a trespasser who proceeds into locations where their presence is obviously unwanted.
Involvement[edit | edit source]
Vents encountered throughout the game may generally come in either of two types:
- Triggerable Vent. Triggerable Vents work upon stepping on them (or close to them), or upon interacting with trigger element nearby, as long as the trap is not disarmed. The effect of triggering this kind of Vents is various, too, but most common ones are spilling around toxin, grease or issuing Poison Cloud.
- Constantly issuing Vent. Constantly issuing Vents produce in the surrounding area clouds of various damaging substances, for example, hot steam or poisonous gas. Often combined with any fire-issuing traps, these vents might have the effect of a fuel-air explosion if triggered together.
A Vent can be disarmed with the help of skill, but the interacting party member must have a Trap Disarm Toolkit in their inventory. Minimal requirement is a DC 10 Sleight of Hand check roll, but the Difficulty Class may vary depending on circumstances.
Apart from disarming, there is another way to stop the harmful effect of a constantly issuing Vent. To do this, a party member must place (or throw) on-top the Vent any object massive enough to "fother the leak". Doing so will remove at once the harmful cloud from the space above the trap, but it is actually a half-way measure. Removing placed/thrown object without disarming the trap first will lead to activating the Vent anew. Besides, to do this, any party member must first make a successful Perception roll to detect the exact place of the issuing aperture, otherwise it won't be possible to interact with it.
After disarming, a Vent will be pictured almost same as a newly spotted one, but if it was previously triggered, the depiction of its effect will disappear. For example, part of the floor around toxin-spilling vent will change to a clear one after disarming the trap.