ZAPM items
Contents
List of Items in ZAPM
This page gives a list of items found in ZAPM and some minimal information about them, including base prices.
In ZAPM, price offered is not influenced by charisma - you can't charm a robot, after all. Selling prices are always 1/10 of base prices, and buying prices are always base prices.
One convenient feature is that unlike nethack, any type of shop will buy any item. So you can price ID your canisters in a computer shop, for instance.
Caveat: the ZAPM items do not necessarily behave exactly like the "Nethack Analogs" given below.
Table of floppy disks
Floppy disks in ZAPM appear as ? and are roughly analogous to nethack scrolls. They are unusable without a computer. If the computer is buggy, it may eat the disks. Like nethack, some floppy disks have different effects according to "BUC" status and if the hero is confused.
Floppy disks may be reused; under normal circumstances there is a chance of the "license expiring" and the disk disappearing, otherwise it stays in inventory and may be reused.
Floppy Disk | Cost | Nethack analog | Effects | While confused | |
---|---|---|---|---|---|
Bug Detection | 25 | n/a | buggy: reveals itself to be buggy; debugged: reveals items in inventory which are buggy; optimized: reveals bugginess status of every item in inventory | reveals insects on the level | |
Spam | 25 | n/a | scams you out of up to thousand buckazoids if you have at least fifty. Unless it's buggy it prompts first and you can deny. | n/a | |
Identify | 25 | Scroll of identify | identifies objects in inventory (1-5 if optimized) | n/a | |
Blank Floppy Disk | 50 | Scroll of blank paper | requires programming skill to "write" | successfully creates a random disk (no programming skill needed) | |
Object Detection | 50 | Potion of object detection | detects objects on the level | n/a | |
Lifeform Detection | 50 | Potion of monster detection | buggy: detects yourself; nonbuggy: detects lifeforms on the level | buggy: gives YAFM; nonbuggy: detects droids on the level | |
Mapping | 50 | Scroll of magic mapping | Maps the level | Reveals traps on the level | |
Diagnostics | 50 | Potion of enlightenment | gives status info on the hero | n/a | |
Debugging | 100 | Scroll of remove curse | any: if your computer is buggy it is debugged, no other action this run; buggy/debugged: debugs weapon and worn items, optimized: pick an item to debug if bugged, or optimize if debugged | debugs the floppy disk itself if buggy, or optimizes if debugged, debugs every buggy item in pack when optimized | |
Enhance Armor | 100 | Scroll of enchant armor | buggy: "enhances" worn armor by -1 without bottom; debugged: enhances worn armor by +1 up to +3 and debugs armor if buggy; optimized: enhances worn armor up to +5, may do so by several points and also optimizes armor | fooproofs worn armor, repairs damage | |
Enhance Weapon | 100 | Scroll of enchant weapon | buggy: "enhances" wielded weapon by -1 without bottom; debugged: enhances wielded weapon by +1 up to +3 and debugs weapon if buggy; optimized: enhances wielded weapon up to +5, may do so by several points and also optimizes weapon | fooproofs wielded weapon, repairs damage | |
Enhance Implant | 100 | n/a | buggy: "enhances" installed implant by -1 without bottom; debugged: enhances installed implant by +1 up to +3; optimized: enhances installed implant up to +5, may do so by several points | n/a | |
Transportation | 100 | Scroll of teleportation | buggy: teleport unsafely, possibly resulting in instant death debugged: teleport relatively safely, optimized: controlled teleport | will never give a controlled teleport | |
Hypnosis | 100 | Potion of sleep | puts hero to sleep for a while not blind with duration dependent on status. buggy: 10d12 turns; debugged: 6d10 turns; optimized: 4d6 turns | n/a | |
Hacking | 300 | n/a | attempts to "crack" a floppy disk, which if successful gives unlimited usage with a risk of summoning a lawyer (L). Cracking hacking requires excessive leveling (25+), programming skill, intelligence and luck. | n/a |
Table of canisters
Canisters appear as ! and are roughly equivalent to nethack potions. However, ZAPM canisters have no effect when thrown. Some may be applied as well as quaffed. If you have a canister of superglue stuck to your tongue you are unable to quaff anything.
A useful observation is that all canisters worth 50 buckazoids have positive effects. Also, any canister costing 75 buckazoids will help you with alien impregnation.
Canister | Cost | Nethack analog | Effects | ||
---|---|---|---|---|---|
Beer | 5 | Potion of booze | confusion for 2d50 turns; cures fright and grants fear immunity while character stays confused | ||
Super Glue | 5 | n/a | Sticks to your tongue and makes you look ridiculous (-4 charisma). If this gets you cha stat to zero or worse you die by embarrassment. Eventually falls off. Apply to repair items or robots. | ||
Nano-Cola | 5 | Potion of gain energy | Temporarily boosts charisma by 1d6 points (used for mutant powers) | ||
Water | 5 | uncursed Potion of water | Contains water, essentially does nothing. (no equivalent of holy/unholy water) | ||
Rad-Away | 50 | n/a | reduces hero's radiation contamination by 100-300 rads | ||
Restoration | 50 | Potion of restore ability | restores hero's lost abilities, maybe partially. Note that there is no unicorn horn equivalent in ZAPM | ||
Healing | 50 | Potion of healing | Restores up to 4d8 hit points. If this would bring health over maximum grants 1d3 maximum hit points. Cures sickening, stunning, confusion and soreness. Closes brain incision. | ||
Liquid Nitrogen | 75 | n/a | Causes 4d6 freezing damage to hero. Is not destroyed by freezing damage. Aborts alien baby. | ||
Napalm | 75 | Scroll of fire | Causes 4d6 burning damage to hero. Aborts alien baby. | ||
Universal Solvent | 100 | Potion of acid | Causes 2d6 corrosive damage to hero. Can be applied to dissolve a glued canister. Aborts alien baby. | ||
Speed | 100 | Potion of speed | Speeds up hero for 12d20 turns (4d20 if buggy, 20d20 if optimised.) Cures hosing. | ||
Poison | 100 | Potion of sickness | Causes 1d3 poison damage to hero. Aborts alien baby. | ||
Plasma | 100 | n/a | Causes 4d6 electrical damage to hero. Aborts alien baby. | ||
Mutagen | 200 | n/a | Exposure to a great deal of radiation. Gain random mutant power. | ||
Full Healing | 200 | Potion of full healing | Restores up to 4d8 hit points. If this would bring health over maximum grants 2d6 maximum hit points. Cures sickening, stunning, confusion and soreness. Closes brain incision. | ||
Gain Ability | 200 | Potion of gain ability | +1 to one random ability if debugged, +1 to all if optimized | ||
Spice | 200 | n/a | You fold space, transporting immediately. Chances for transportation death are equal to debugged transportation floppy disk. | ||
Brain Cylinder | 1000 | mind flayer corpse | Gain +1 Intelligence if it is below 25. | ||
Antimatter | 1000 | n/a | total annihilation |
Table of armor
Types of armor in ZAPM are: jumpsuit, body armor, helmet, belt, goggles.
Armor class works differently than nethack. 10 is naked and worn armor increases this number, so equipping something with armor class 1 results in character AC of 11. As in nethack, armor can be enhanced (enchanted), and enhancement may be negative.
Powered armor carries its own weight, and is effectively weightless when worn (but not when carried.)
Although belts have randomized appearance, there is currently only one type implemented (shield belt.)
Psionic modifier affects chance of mutant power use. This is analog to NetHack's metal armor spellcasting penalty.
Armor | Cost | Weight | Appearance | Armor Class | Psionic modifier | Effects |
---|---|---|---|---|---|---|
Stormtrooper Helmet | 50 | 1000 | plastic helmet | 1 | -5% | air supply; -2 to hit |
Space Helmet | 100 | 2000 | sealed helmet | 1 | -5% | air supply |
Football Helmet | 25 | 4000 | padded helmet | 1 | 0 | none |
Energy Dome | 25 | 25 | flowerpot | 1 | +20% | unusually high psionic aura modifier |
Brain Shield | 25 | 25 | tinfoil hat | 0 | -100% | reflection, brain shield |
Sunglasses | 50 | 50 | pair of goggles | 0 | 0% | blindness protection |
Peril-sensitive Sunglasses | 50 | 50 | pair of goggles | 0 | 0% | usually buggy, blinds when peril is nigh (which means monsters or traps in sight) |
Blindfold | 50 | 50 | blindfold | 0 | 0% | blinding |
X-ray Goggles | 100 | 50 | pair of goggles | 0 | 0% | X-ray vision |
Targeter Goggles | 100 | 50 | pair of goggles | 0 | 0% | +2 to hit; +2 damage |
Night Vision Goggles | 100 | 50 | pair of goggles | 0 | 0% | Night vision |
Shield Belt | 300 | 100 | {random} belt | 0 | 0% | Energy shield |
Ordinary Jumpsuit | 25 | 400 | {colour} jumpsuit | 1 | 0% | none |
Radiation Suit | 100 | 400 | {colour} jumpsuit | 1 | 0% | radiation protection |
Janitor Uniform | 25 | 400 | {colour} jumpsuit | 1 | 0% | none |
Chameleon Suit | 500 | 400 | {colour} jumpsuit | 1 | 0% | 20% concealment |
Elven Jumpsuit | 25 | 400 | pink jumpsuit | 2 | 0% | none |
Reflec Armor | 100 | 400 | shiny armor | 1 | 0% | reflection |
Football Pads | 100 | 5000 | padded uniform | 3 | 0% | none |
Flak Jacket | 75 | 2500 | flak jacket | 3 | -5% | none |
Stormtrooper suit | 400 | 10000 | plastic armor | 4 | -10% | none |
Aquamarine Power Armor | 1500 | 15000 | aqua mechanical armor | 7 | -10% | powered |
Mean Green Power Armor | 1500 | 15000 | green mechanical armor | 7 | -10% | powered |
Space Suit | 800 | 18000 | space suit | 4 | -10% | powered |
Elven Space Suit | 1500 | 10000 | pink space suit | 5 | 0% | powered |
Table of weapons
Weapon | Cost | Weight | Appearance | Hit | Damage | Ammo | Comments |
---|---|---|---|---|---|---|---|
elven dagger | 10 | 400 | wooden dagger | +0 | 1d4 piercing | - | Although wooden in appearance this item is actually made of steel. |
anal probe | 10 | 400 | anal probe | +0 | 10d10 violating | - | Little gray aliens' all time favorite toy. |
club | 1 | 1200 | club | +0 | 1d6 concussive | - | Wooden. |
cattle prod | 50 | 400 | cattle prod | +0 | 1d4 electrical, 1d6 stunning | 5 energy cells | - |
mop | 5 | 900 | mop | +0 | 1d8 concussive | - | - |
pair of nunchucks | 200 | 500 | pair of nunchucks | +0 | 2d4 concussive | - | - |
chainsaw | 500 | 1200 | chainsaw | -2 | 2d6 slashing | 0 energy cells | Oddly, this item does not require energy. |
bat'leth | 1200 | 1000 | bat'leth | -1 | 2d6 slashing | - | This is not a sword although Klingon lore would have it classified as one. |
katana | 1000 | 600 | antique sword | +0 | 1d10 slashing | - | - |
light saber | 1500 | 600 | energy sword | +1 | 2d6 slashing, 1d6 burning | - | Will frequently destroy floppy disks on struck monsters. Grants better form of reflection. You can deflect blaster bolts and peas in addition to lasers. |
concussion grenade | 25 | 300 | grenade | 0 | 3d6 concussive | - | Radius 1. |
frag grenade | 25 | 400 | grenade | 0 | 2d6 concussive | - | Radius 1. |
stun grenade | 25 | 400 | grenade | 0 | 3d6 stunning | - | Radius 1. |
rad grenade | 25 | 400 | grenade | 0 | 4d8 radiological | - | Radius 3. |
football | 25 | 400 | prolate spheroid | 0 | 1d6 concussive | - | Reusable, radius zero. This item is classified as a grenade and if found while blind it will be described as such. |
pea shooter | 50 | 800 | wimpy pistol | 0 | 1d4 force | - | Only gun not to require ammunition. |
laser pistol | 50 | 800 | laser pistol | -1 | 1d8 laser, 2d6 blinding | 5 energy cells | - |
blaster | 50 | 800 | blaster | -2 | 1d8 force | 5 energy cells | - |
phaser | 50 | 800 | ergonomic energy pistol | +1 | 1d8 laser, 2d6 blinding | 5 energy cells | - |
pistol | 50 | 800 | pistol | -1 | 1d8 piercing | bullet | - |
assault pistol | 100 | 800 | assault pistol | -1 | 1d8 piercing | bullet | Shoots twice. |
laser rifle | 200 | 1200 | laser rifle | +1 | 1d12 laser, 3d6 blinding | 8 energy cells | - |
shotgun | 150 | 1200 | shotgun | +1 | 4d6 concussive | shell | Has special accuracy mechanics. Over distance its damage falls but its accuracy rises. |
sniper rifle | 300 | 1200 | telescoped rifle | +3 | 1d10 piercing | bullet | - |
pulse rifle | 400 | 3000 | assault rifle | +0 | 1d8 piercing | bullet | Apply to switch between single and triple fire modes. |
railgun | 800 | 2000 | railgun | +0 | 3d10 piercing | slug | Shot costs one and a half turns. |
chaingun | 800 | 3000 | heavy cannon | +0 | 1d10 piercing | bullet | Shoots six bullet per volley. |
laser cannon | 800 | 3000 | laser cannon | +1 | 4d12 piercing | 35 energy cells | Obscenely power hungry and typically an overkill. |
Table of bionic implants
A novel approach to rings, ZapM allows you to have five implants in your skull. You can also have implants in ear and eye.
Implant | Location | Cost | Psionic modifier | Effects\comments | |
---|---|---|---|---|---|
Health monitor | cranium | 300 | -15% | Grants low hit point warning, colors hit points display. Purely UI effect. | |
Radiation processor | cranium | 300 | -15% | Reduces radiation contamination over time. Does not stack. | |
Poison resistor | cranium | 300 | -15% | Grants immunity to poison. Technically 10 points of resistance but nothing in game can out-damage that. Stacks, but what is the point of doing so. | |
Babel fish | ear | 300 | 0% | Grants translation intrinsic. | |
Cerebral coprocessor | cranium | 300 | -15% | Affects intelligence by its enhancement. Stacks. | |
Reflex coordinator | cranium | 300 | -15% | Affects dexterity by its enhancement. Stacks. | |
Adrenaline generator | cranium | 300 | -15% | Affects strength by its enhancement. Stacks. | |
Cortex crossover | cranium | 400 | -15% | Inverts movement keys. Purely UI effect. Pairs of this implant cancel each other. | |
Narcoleptor | cranium | 400 | -15% | Grants narcolepsy. A direct equivalent of amulet of restful sleep. | |
Tissue regenerator | cranium | 400 | -15% | Grants regeneration. Does not stack. | |
Psionic amplifier | cranium | 400 | varies | Modifies psionic aura by 5% per enhancement point. Stacks. | |
Eye of the BOFH | eye | 1000 | 0% | Grants night vision, allows free passage through retina scanner door. Unique item. |
Table of ray guns
In ZapM you can apply empty ray gun to fill it with canister and create a ray gun having 2d6 charges (bugginess or type of fuel does not matter). If a canister is not listed here it will ruin a ray gun.
All ray guns except disintegration and empty cost 800 buckazoids. Empty guns cost 200, disintegration cost 2000. All ray gun are {color} ray gun when unidentified.
Ray gun | Loaded with | Zap effect | Comments | ||
---|---|---|---|---|---|
empty ray gun | - | nothing | N/A | ||
freeze ray gun | canister of liquid nitrogen | 4d8 freezing damage | N/A | ||
heat ray gun | canister of napalm | 4d8 burning damage | N/A | ||
gamma ray gun | canister of mutagen | 4d8 radiological damage | radioactive item! | ||
gauss ray gun | canister of plasma | 4d8 magnetic damage | only effective against robots or programs | ||
healing ray gun | canister of (full) healing | 4d8 healing "damage" | angers monsters like everything else, canister of full healing is not any better than regular healing | ||
poison ray gun | canister of poison | 1d4 poison damage to hero, twice this amount damage of health to monsters | N/A | ||
restoration ray gun | canister of restoration | 4d8 restoring "damage" | damage does not matter - it always triggers regular restoration effect | ||
stasis ray gun | canister of super glue | 1d6 paralyzing damage | by far best use for your canister of super glue | ||
transporter ray gun | canister of spice melange | transports everything it hits | N/A | ||
disintegration ray gun | cansiter of antimatter | disintegration ray destroys almost everything on its path | rough equivalent to a black dragon's disintegration breath |
Table of tools
Tool | Cost | Nethack analog | Effects | ||
---|---|---|---|---|---|
energy cell | 1 | n/a | Your power source. | ||
fission power plant | 1000 | n/a | Stores and regenerates energy for you. Has 100 units of capacity. | ||
fusion power plant | 1000 | n/a | Stores and regenerates energy for you. Has 100 units of capacity. Faster than fission plant. | ||
roll of duct tape | 5 | n/a | Universal repair tool. One use but works at +2 to repair skill. | ||
monkey wrench | 10 | n/a | Universal repair tool. Unlimited uses. | ||
flashlight | 10 | brass lantern | Provides light as long as you supply it with power. | ||
Geiger counter | 400 | n/a | Will click in presence of radiation. Requires power. | ||
motion tracker | 400 | ring of warning | Detects most moving objects in an area. | ||
droid caller | 400 | magic whistle | Summons your pet droids. If buggy will summon all robots on level and turn them hostile. | ||
tricorder | 200 | wand of probing | Reveals AC and HP of whomever it is targeted at. | ||
portable hole | 200 | n/a | A hole you can lay on the floor. Wile E. Coyote would be proud. | ||
restraining bolt | 200 | scroll of taming | When attached to a bot will attempt to make them a pet. Does not work on clerkbots. | ||
rabbit's foot | 400 | blessed luckstone | Grants you ZapM's form of luck while carried. | ||
heap of space junk | 5 | iron chain maybe? | It is really junk. Duh. | ||
red keycard | 20 | limited skeleton key | Works on red locks. | ||
green keycard | 20 | limited skeleton key | Works on green locks. | ||
blue keycard | 20 | limited skeleton key | Works on blue locks. | ||
orange keycard | 20 | limited skeleton key | Works on orange locks. | ||
master keycard | 20 | skeleton key | Works on all keycard locks. | ||
lock pick | 200 | lock pick | Will work on any lock (keycard or not) but requires pick lock skill to work reliably. | ||
mini computer | 500 | n/a | Allows you to execute floppy disks. | ||
mega computer | 1000 | n/a | Allows you to execute floppy disks also while blind. |