Flashbang grenade
$20 | |
<00> | |
Tier
|
1 |
Complexity
|
1 |
Tinker Tier
|
A cast iron bulb is clamped by a lever with a pull ring. It's etched with a picture of an eye.
$30 | |
<00> | |
Tier
|
3 |
Complexity
|
1 |
Tinker Tier
|
$40 | |
<001> | |
Tier
|
5 |
Complexity
|
1 |
Tinker Tier
|
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) |
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. |