Flashbang grenade

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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;[1] only a sphynx salt injector can prevent the effect entirely.[2] Instead, there are several (stackable) ways to reduce the duration of confusion:

Source Duration reduction
Different phase 1/3 (rounded up) of base[1]
goggles 6[3]
mirrorshades
Polarized item Tier 1-5 1[4]
Tier 6-8 2[4]

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.

References

This information is reliable as of patch 2.0.204.58.
  1. 1.0 1.1 XRL.World.Parts.FlashbangGrenade, method Flashbang
  2. XRL.World.Parts.SphynxSalt_Tonic, method FireEvent
  3. XRL.World.Parts.FlareCompensation
  4. 4.0 4.1 XRL.World.Parts.ModFlareCompensating, method ApplyModification