Flashbang grenade

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Revision as of 05:38, 19 August 2023 by Tomsod (talk | contribs) (explain polarized etc. items)
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$20

<00>

Tier

1

Complexity

1

Tinker Tier

Tinker I

flashbang grenade

A cast iron bulb is clamped by a lever with a pull ring. It's etched with a picture of an eye.

Perfect

$30

<00>

Tier

3

Complexity

1

Tinker Tier

Tinker I

$40

<001>

Tier

5

Complexity

1

Tinker Tier

Tinker I


A flashbang grenade is a throwable weapon that explodes when thrown, confusing anything within a radius and duration based on the mark number.

A flashbang grenade is a component of the cure for monochrome.

Grenade Radius Confusion Level Confusion Duration
flashbang grenade mk I 2 10 1d4+45-8 (Avg: 6.5)
flashbang grenade mk II 3 15 2d4+46-12 (Avg: 9)
flashbang grenade mk III 4 20 3d4+47-16 (Avg: 11.5)

Mechanics

This article has information that is missing or not up to par.
Reason: Based on a rather old game version, things could've changed since (e.g. mental shield offered protection back then)

Unlike most other sources of confused, the flashbang grenade allows no save; only a sphynx salt injector can prevent the effect entirely. Instead, there are several (stackable) ways to reduce the duration of confusion:

Source Duration reduction
Different phase 1/3 of base
goggles 6
mirrorshades
Polarized item Tier 1-5 1
Tier 6-8 2

Reducing the duration to or below zero this way will, of course, preclude the confused effect.

Tips

  • While any flashbang can cure monochrome, the mk I is both the easiest of the three to come by and the least valuable for other uses.
  • Flashbangs are a way to confuse creatures like oozes and robots that are immune to other sources of confuse.