Difference between revisions of "ZAPM items"

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(List psionic modifier for armor. Buggy X-ray goggles radiate user in PRIME, not in ZapM.)
(Add ray guns. Some detail to canisters.)
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|Beer ||  5|| [[Potion of booze]] ||  confusion for 2d50 turns; cures fright and grants fear immunity while character stays confused
 
|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
+
|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)
 
|Nano-Cola||  5|| [[Potion of gain energy]] || Temporarily boosts charisma by 1d6 points (used for mutant powers)
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|colspan="6"|
 
|colspan="6"|
 
|-
 
|-
|Liquid Nitrogen||  75|| n/a ||  Causes 4d6 freezing damage to hero. Abortifacient
+
|Liquid Nitrogen||  75|| n/a ||  Causes 4d6 freezing damage to hero. Is not destroyed by freezing damage. Abortifacient
 
|-
 
|-
 
|Napalm||  75|| [[Scroll of fire]] ||  Causes 4d6 burning damage to hero. Abortifacient
 
|Napalm||  75|| [[Scroll of fire]] ||  Causes 4d6 burning damage to hero. Abortifacient
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|-
 
|-
 
|Elven Space Suit||  1500|| 10000|| pink space suit || 5 || 0% || powered
 
|Elven Space Suit||  1500|| 10000|| pink space suit || 5 || 0% || powered
 +
|}
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== Table of ray guns ==
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 +
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.
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{|class="prettytable sortable striped"
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!Ray gun!!Loaded with!!Zap effect!!Comments
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|-
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|empty ray gun|| - || nothing || N/A
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|-
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|freeze ray gun|| canister of liquid nitrogen || 4d8 freezing damage || N/A
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|-
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|heat ray gun|| canister of napalm || 4d8 burning damage || N/A
 +
|-
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|gamma ray gun|| canister of mutagen || 4d8 radiological damage || radioactive item!
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|-
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|gauss ray gun|| canister of plasma || 4d8 magnetic damage || only effective against robots or programs
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|-
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|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
 +
|-
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|poison ray gun|| canister of poison || 1d4 poison damage to hero, twice this amount damage of health to monsters || N/A
 +
|-
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|restoration ray gun|| canister of restoration || 4d8 restoring "damage" || damage does not matter - it always triggers regular restoration effect
 +
|-
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|stasis ray gun|| canister of super glue || 1d6 paralyzing damage || by far best use for your canister of super glue
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|-
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|transporter ray gun|| canister of spice melange || transports everything it hits || N/A
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|-
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|colspan="6"|
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|-
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|disintegration ray gun|| cansiter of antimatter|| disintegration ray destroys almost everything on its path || rough equivalent to a [[black dragon]]'s [[disintegration]] breath
 
|}
 
|}

Revision as of 10:05, 24 October 2017

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. Cracking hacking requires excessive leveling (25+), programming skill and intelligence. n/a

Table of Canisters

Canisters appear as ! and are roughly equivalent to nethack potions. However, ZAPM canisters cannot be 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. Abortifacient
Napalm 75 Scroll of fire Causes 4d6 burning damage to hero. Abortifacient
Universal Solvent 100 Potion of acid Causes 2d6 corrosive damage to hero. Can be applied to dissolve a glued canister. Abortifacient
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. Abortifacient
Plasma 100 n/a Causes 4d6 electrical damage to hero. Abortifacient
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 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