Difference between revisions of "ZAPM items"

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{{DISPLAYTITLE:''ZAPM'' items}}
 +
This page gives a list of items found in ''[[ZAPM]]'' and some minimal information about them, including base prices.
  
=List of Items in ZAPM=
+
In ''ZAPM'', price offered is not influenced by charisma—you can't charm a robot, after all. Selling prices are always {{frac|10}} of base prices, and buying prices are always base prices.
  
This page gives a list of items found in [[ZAPM]] and some minimal information about them, including base prices.
+
Unlike ''NetHack'', any type of shop will buy any item. So you can price-ID your canisters in a computer shop, for instance.
  
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.
+
The ''ZAPM'' items do not necessarily behave exactly like the "''NetHack'' analogs" given below.
  
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.
+
== Floppy disks ==
  
Caveat: the ZAPM items do not necessarily behave exactly like the "Nethack Analogs" given below.
+
Floppy disks appear as {{white|?}} and are roughly analogous to ''NetHack'''s [[scroll]]s. 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.
  
== Table of floppy disks ==
+
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 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.
 
  
 
{|class="prettytable sortable striped"
 
{|class="prettytable sortable striped"
!Floppy Disk!!Cost!!Nethack analog!!Effects!!While confused
+
!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
 
 
|-
 
|-
|colspan="6"|
+
|bug detection || 25 || — || If buggy, reveals itself to be buggy; if debugged, reveals items in inventory which are buggy; if optimized, reveals bugginess status of every item in inventory. || Reveals insects on the level.
 
|-
 
|-
|Blank Floppy Disk || 50|| [[Scroll of blank paper]] || requires programming skill to "write" || successfully creates a random disk (no programming skill needed)
+
|spam || 25 || — || Scams you out of up to 1000 buckazoids if you have at least 50. Unless it's buggy, it prompts first and you can deny. || —
 
|-
 
|-
|Object Detection|| 50|| [[Potion of object detection]] || detects objects on the level || n/a
+
|identify || 25 || [[scroll of identify]] || Identifies objects in inventory (1–5 if optimized). || —
 
|-
 
|-
|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
+
|blank floppy disk || 50 || [[scroll of blank paper]] || Requires programming skill to "write". || Successfully creates a random disk (no programming skill needed).
 
|-
 
|-
|Mapping|| 50|| [[Scroll of magic mapping]] || Maps the level || Reveals traps on the level
+
|object detection || 50 || [[potion of object detection]] || Detects objects on the level. || —
 
|-
 
|-
|Diagnostics|| 50|| [[Potion of enlightenment]] || gives status info on the hero ||  n/a
+
|lifeform detection || 50 || [[potion of monster detection]] || If buggy, detects yourself; if nonbuggy, detects lifeforms on the level. ||  If buggy, gives YAFM; if nonbuggy, detects droids on the level.
 
|-
 
|-
|colspan="6"|
+
|mapping || 50 || [[scroll of magic mapping]] || Maps the level. || Reveals traps on the level.
 
|-
 
|-
|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
+
|diagnostics || 50 || [[potion of enlightenment]] || Gives information about the hero's status. || —
 
|-
 
|-
|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 || [[fooproof]]s worn armor, repairs damage
+
|debugging || 100 || [[scroll of remove curse]] || If your computer is buggy, it is debugged. Otherwise, if the disk is buggy or debugged, it debugs wielded and worn items; if optimized, you pick an item to debug if bugged, or optimize if debugged. || If buggy, debugs itself; if debugged, optimizes itself; if optimized, debugs every buggy item in pack.
 
|-
 
|-
|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 || [[fooproof]]s wielded weapon, repairs damage
+
|enhance armor || 100 || [[scroll of enchant armor]] || If buggy, "enhances" worn armor by −1 with no minimum; if debugged, debugs worn armor and enhances it by +1, to a maximum of +3; if optimized, optimizes worn armor and enhances it—possibly by several points—to a maximum of +5. || [[Fooproof]]s worn armor and 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
+
|enhance weapon || 100 || [[scroll of enchant weapon]] || If buggy, "enhances" wielded weapon by −1 with no minimum; if debugged, debugs wielded weapon and enhances it by +1, to a maximum of +3; if optimized, optimizes wielded weapon and enhances it—possibly by several points—to a maximum of +5. || [[Fooproof]]s wielded weapon and repairs damage.
 
|-
 
|-
|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
+
|enhance implant || 100 || [[scroll of charging]] (for rings) || If buggy, "enhances" installed implant by −1 with no minimum; if debugged, enhances installed implant by +1, to a maximum of +3; if optimized, enhances installed implant—possibly by several points—to a maximum of +5. || —
 
|-
 
|-
|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
+
|transportation || 100 || [[scroll of teleportation]] || If buggy, teleports you unsafely, possibly resulting in instant death; if debugged, teleports you relatively safely; if optimized, you make a [[Teleport control|controlled]] teleport. || Same as normal, but will never give a controlled teleport.
 
|-
 
|-
|colspan="6"|
+
|hypnosis || 100 || [[potion of sleep]] || If you are not blind, you fall asleep for 10d12 (buggy), 6d10 (debugged), or 4d6 (optimized) turns. || —
 
|-
 
|-
|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
+
|hacking || 300 || — || Attempts to "crack" a floppy disk, which if successful gives unlimited usage with a risk of summoning a lawyer (L). Cracking requires excessive leveling (25+), programming skill, intelligence, and luck. || —
 
|}
 
|}
  
== Table of canisters ==
+
== 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.
+
Canisters appear as {{white|!}} and are roughly equivalent to ''NetHack'''s [[potion]]s. However, canisters have no effect when thrown. Some may be applied as well as quaffed. If you have a canister of super glue 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.
+
All canisters worth 50 buckazoids have positive effects. Also, any canister costing 75 buckazoids will help you with alien impregnation.
  
 
{|class="prettytable sortable striped"
 
{|class="prettytable sortable striped"
!Canister!!Cost!!Nethack analog!!Effects
+
!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)
+
|beer || 5 || [[potion of booze]] || Confuses you for 2d50 turns, cures fright, and grants fear immunity while character stays confused.
 
|-
 
|-
|Water|| 5|| uncursed [[Potion of water]] || Contains water, essentially does nothing. (no equivalent of holy/unholy water)
+
|super glue || 5 || — || Sticks to your tongue, causing a −4 charisma penalty until it falls off. If charisma falls below 1, you die by embarrassment. Apply to repair items or robots.
 
|-
 
|-
|colspan="6"|
+
|Nano-Cola || 5 || [[potion of gain energy]] || Temporarily boosts charisma by 1d6 points (used for mutant powers).
 
|-
 
|-
|Rad-Away|| 50|| n/a || reduces hero's radiation contamination by 100-300 rads
+
|water || 5 || uncursed [[potion of water]] || Contains water, which does nothing. (There is no equivalent of ''NetHack'''s [[Potion of holy water|holy]] and [[Potion of unholy water|unholy]] water.)
 
|-
 
|-
|Restoration|| 50|| [[Potion of restore ability]] || restores hero's lost abilities, maybe partially. Note that there is no unicorn horn equivalent in ZAPM
+
|Rad-Away || 50 || — || Reduces hero's radiation contamination by 100–300 rads
 
|-
 
|-
|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.
+
|restoration || 50 || [[potion of restore ability]] || Restores hero's lost abilities, maybe partially. (There is no [[unicorn horn]] equivalent in ''ZAPM''.)
 
|-
 
|-
|colspan="6"|
+
|healing|| 50 || [[potion of healing]] || Restores up to 4d8 hit points. If this would bring health over maximum, the maximum is raised by 1d3 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.
+
|liquid nitrogen || 75 || — || Deals 4d6 freezing damage and aborts alien baby. This canister cannot be destroyed by freezing damage.
 
|-
 
|-
|Napalm|| 75|| [[Scroll of fire]] || Causes 4d6 burning damage to hero. Aborts alien baby.
+
|napalm || 75 || [[scroll of fire]] || Deals 4d6 burning damage and aborts alien baby.
 
|-
 
|-
|colspan="6"|
+
|universal solvent || 100 || [[potion of acid]] || Deals 2d6 corrosive damage and aborts alien baby. Can be applied to dissolve a glued canister.
 
|-
 
|-
|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 4d20 (buggy), 12d20 (debugged), or 20d20 (optimized) turns. Cures hosing.
 
|-
 
|-
|Speed|| 100|| [[Potion of speed]] || Speeds up hero for 12d20 turns (4d20 if buggy, 20d20 if optimised.) Cures hosing.
+
|Poison || 100 || [[potion of sickness]] || Deals 1d3 poison damage and aborts alien baby.
 
|-
 
|-
|Poison|| 100|| [[Potion of sickness]] || Causes 1d3 poison damage to hero. Aborts alien baby.
+
|Plasma || 100 || — || Deals 4d6 electrical damage and aborts alien baby.
 
|-
 
|-
|Plasma|| 100|| n/a || Causes 4d6 electrical damage to hero. Aborts alien baby.
+
|mutagen || 200 || — || Exposure to a great deal of radiation. Gain random mutant power. This item is radioactive, so unless you're protected you should stash unidentified canisters as quickly as possible. Easily identified with a geiger counter.
 
|-
 
|-
|colspan="6"|
+
|full healing || 200 || [[potion of full healing]] || Restores up to 4d8 hit points. If this would bring your HP above maximum, your maximum is raised by 2d6 points. Cures sickening, stunning, confusion and soreness. Closes brain incision.
 
|-
 
|-
|Mutagen|| 200|| n/a || Exposure to a great deal of radiation.  Gain random mutant power.
+
|gain ability || 200 || [[potion of gain ability]] || Gain +1 to one random ability if debugged, or +1 to all abilities if optimized.
 
|-
 
|-
|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.
+
|spice || 200 || — || You fold space, teleporting immediately. Chances for transportation death are equal to debugged transportation floppy disk.
 
|-
 
|-
|Gain Ability|| 200|| [[Potion of gain ability]] || +1 to one random ability if debugged, +1 to all if optimized
+
|brain cylinder || 1000 || [[mind flayer]] corpse || Gain +1 intelligence, to a maximum of 25.
 
|-
 
|-
|Spice|| 200|| n/a || You fold space, transporting immediately. Chances for transportation death are equal to debugged transportation floppy disk.
+
|antimatter || 1000 || — || You die instantly.
|-
 
|colspan="6"|
 
|-
 
|Brain Cylinder||  1000|| [[mind flayer]] corpse ||  Gain +1 Intelligence if it is below 25.
 
|-
 
|Antimatter||  1000|| n/a || total annihilation
 
 
|}
 
|}
  
== Table of armor ==
+
== Armor ==
  
Types of armor in ZAPM are: jumpsuit, body armor, helmet, belt, goggles.  
+
''ZAPM'' has five armor slots: jumpsuit, body armor, helmet, belt, and 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.
+
Armor class works differently than ''NetHack''. 10 is still the base, but the value is increased with worn armor, 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.)
+
Powered armor carries its own weight, so it is effectively weightless when worn (but not when carried).
  
Although belts have randomized appearance, there is currently only one type implemented (shield belt.)
+
Although belts have [[randomized appearance]], the shield belt is the only type currently implemented.
  
Psionic modifier affects chance of mutant power use. This is analog to NetHack's metal armor spellcasting penalty.
+
Psionic modifier affects the chance of mutant power use. This is analogous to ''NetHack'''s metal armor spellcasting penalty.
 
   
 
   
 
{|class="prettytable sortable striped"
 
{|class="prettytable sortable striped"
!Armor!!Cost!!Weight!!Appearance!!Armor Class!!Psionic modifier!!Effects
+
!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
+
|stormtrooper helmet || 50 || 1000 || plastic helmet || 1 || −5% || air supply; −2 to hit
 
|-
 
|-
|Football Helmet|| 25|| 4000 || padded helmet || 1 || 0 || none
+
|space helmet || 100 || 2000 || sealed helmet || 1 || −5% || air supply
 
|-
 
|-
|Energy Dome|| 25|| 25 || flowerpot || 1 || +20% || unusually high psionic aura modifier
+
|football helmet || 25 || 4000 || padded helmet || 1 || 0 || —
 
|-
 
|-
|Brain Shield|| 25|| 25|| tinfoil hat || 0 || -100% || reflection, brain shield
+
|energy dome || 25 || 25 || flowerpot || 1 || +20% || unusually high psionic aura modifier
 
|-
 
|-
|colspan="6"|
+
|brain shield || 25 || 25 || tinfoil hat || 0 || −100% || reflection, brain shield
 
|-
 
|-
|Sunglasses|| 50|| 50|| pair of goggles || 0 || 0% || blindness protection
+
|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)
+
|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
+
|blindfold || 50 || 50 || blindfold || 0 || 0% || blinding
 
|-
 
|-
|X-ray Goggles|| 100|| 50|| pair of goggles || 0 || 0% || X-ray vision
+
|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
+
|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
+
|night vision goggles || 100 || 50 || pair of goggles || 0 || 0% || night vision
 
|-
 
|-
|colspan="6"|
+
|shield belt || 300 || 100 || [random] belt || 0 || 0% || energy shield
 
|-
 
|-
|Shield Belt|| 300|| 100|| {random} belt || 0 || 0% || Energy shield
+
|ordinary jumpsuit || 25 || 400 || [color] jumpsuit || 1 || 0% || —
 
|-
 
|-
|colspan="6"|
+
|radiation suit || 100 || 400 || [color] jumpsuit || 1 || 0% || radiation protection
 
|-
 
|-
|Ordinary Jumpsuit|| 25|| 400|| {colour} jumpsuit || 1 || 0% || none
+
|janitor uniform || 25 || 400 || [color] jumpsuit || 1 || 0% || —
 
|-
 
|-
|Radiation Suit|| 100|| 400|| {colour} jumpsuit || 1 || 0% || radiation protection
+
|chameleon suit || 500 || 400 || [color] jumpsuit || 1 || 0% || enemies will miss you 20% of the time
 
|-
 
|-
|Janitor Uniform|| 25|| 400 || {colour} jumpsuit|| 1 || 0% || none
+
|elven jumpsuit || 25 || 400 || pink jumpsuit || 2 || 0% || —
 
|-
 
|-
|Chameleon Suit|| 500|| 400|| {colour} jumpsuit|| 1 || 0% || 20% concealment
+
|reflec armor || 100 || 400 || shiny armor || 1 || 0% || reflection
 
|-
 
|-
|Elven Jumpsuit|| 25|| 400|| pink jumpsuit || 2 || 0% || none
+
|football pads || 100 || 5000 || padded uniform || 3 || 0% || —
 
|-
 
|-
|colspan="6"|
+
|flak jacket || 75 || 2500 || flak jacket || 3 || −5% || —
 
|-
 
|-
|Reflec Armor|| 100|| 400|| shiny armor || 1 || 0% || reflection
+
|stormtrooper suit || 400 || 10000 || plastic armor || 4 || −10% || —
 
|-
 
|-
|Football Pads|| 100|| 5000|| padded uniform || 3 || 0% || none
+
|aquamarine power armor || 1500 || 15000 || aqua mechanical armor || 7 || −10% || powered
 
|-
 
|-
|Flak Jacket|| 75|| 2500|| flak jacket || 3|| -5% || none
+
|mean green power armor || 1500 || 15000 || green mechanical armor || 7|| −10% || powered
 
|-
 
|-
|Stormtrooper suit|| 400|| 10000|| plastic armor || 4|| -10% || none
+
|space suit || 800 || 18000 || space suit || 4 || −10% || powered
 
|-
 
|-
|Aquamarine Power Armor||  1500|| 15000|| aqua mechanical armor || 7|| -10% || powered
+
|elven space suit || 1500 || 10000 || pink space suit || 5 || 0% || 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 ==
+
== Weapons ==
+
 
 
{|class="prettytable sortable striped"
 
{|class="prettytable sortable striped"
!Weapon!!Cost!!Weight!!Appearance!!Hit!!Damage!!Ammo||Comments
+
!Weapon !! Cost !! Weight !! Appearance !! Hit !! Damage !! Ammo || Notes
|-
 
|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 || - || -
+
|elven dagger || 10|| 400 || wooden dagger || +0 || 1d4 piercing || — || Although wooden in appearance, this item is actually made of steel.
 
|-
 
|-
|chainsaw|| 500|| 1200 || chainsaw || -2 || 2d6 slashing || 0 energy cells || Oddly, this item does not require energy.
+
|anal probe || 10 || 400 || anal probe || +0 || 10d10 violating || — || Little gray aliens' all-time favorite toy.
 
|-
 
|-
|bat'leth|| 1200|| 1000 || bat'leth || -1 || 2d6 slashing || - || This is not a sword although Klingon lore would have it classified as one.
+
|club || 1 || 1200 || club || +0 || 1d6 concussive || — || Wooden.
 
|-
 
|-
|colspan="6"|
+
|cattle prod || 50 || 400 || cattle prod || +0 || 1d4 electrical, 1d6 stunning || 5 energy cells || Useful to keep alien warriors out of melee range.
 
|-
 
|-
|katana|| 1000|| 600 || antique sword || +0 || 1d10 slashing || - || -
+
|mop || 5 || 900 || mop || +0 || 1d8 concussive || — ||  
 
|-
 
|-
|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.
+
|pair of nunchucks || 200 || 500 || pair of nunchucks || +0 || 2d4 concussive || — ||  
 
|-
 
|-
|colspan="6"|
+
|chainsaw || 500 || 1200 || chainsaw || −2 || 2d6 slashing || 0 energy cells || Oddly, this item does not use up energy.
 
|-
 
|-
|concussion grenade|| 25|| 300 || grenade || 0 || 3d6 concussive || - || Radius 1.
+
|bat'leth || 1200 || 1000 || bat'leth || −1 || 2d6 slashing || — || This is not a sword, although Klingon lore would have it classified as one.
 
|-
 
|-
|frag grenade|| 25|| 400 || grenade || 0 || 2d6 concussive || - || Radius 1.
+
|katana || 1000 || 600 || antique sword || +0 || 1d10 slashing || — ||  
 
|-
 
|-
|stun grenade|| 25|| 400 || grenade || 0 || 3d6 stunning || - || Radius 1.
+
|light saber || 1500 || 600 || energy sword || +1 || 2d6 slashing, 1d6 burning || — || Will frequently destroy floppy disks on struck monsters. Grants a better form of reflection, deflecting blaster bolts and peas in addition to lasers.
 
|-
 
|-
|rad grenade|| 25|| 400 || grenade || 0 || 4d8 radiological || - || Radius 3.
+
|concussion grenade || 25 || 300 || grenade || 0 || 3d6 concussive || — || Radius 1.
 
|-
 
|-
|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.
+
|frag grenade || 25 || 400 || grenade || 0 || 2d6 concussive || — || Radius 1.
 
|-
 
|-
|colspan="6"|
+
|stun grenade || 25 || 400 || grenade || 0 || 3d6 stunning || — || Radius 1.
 
|-
 
|-
|pea shooter|| 50|| 800 || wimpy pistol || 0 || 1d4 force || - || Only gun not to require ammunition.
+
|rad grenade || 25 || 400 || grenade || 0 || 4d8 radiological || — || Radius 3.
 
|-
 
|-
|laser pistol|| 50|| 800 || laser pistol || -1 || 1d8 laser, 2d6 blinding || 5 energy cells || -
+
|football || 25 || 400 || prolate spheroid || 0 || 1d6 concussive || — || Reusable, radius 0. This item is classified as a grenade and, if found while blind, will be described as such.
 
|-
 
|-
|blaster|| 50|| 800 || blaster || -2 || 1d8 force || 5 energy cells || -
+
|pea shooter || 50 || 800 || wimpy pistol || 0 || 1d4 force || — || The only gun that does not require ammunition.
 
|-
 
|-
|phaser|| 50|| 800 || ergonomic energy pistol || +1 || 1d8 laser, 2d6 blinding || 5 energy cells || -
+
|laser pistol || 50 || 800 || laser pistol || −1 || 1d8 laser, 2d6 blinding || 5 energy cells ||  
 
|-
 
|-
|pistol|| 50|| 800 || pistol || -1 || 1d8 piercing || bullet || -
+
|blaster || 50 || 800 || blaster || −2 || 1d8 force || 5 energy cells ||  
 
|-
 
|-
|assault pistol|| 100|| 800 || assault pistol || -1 || 1d8 piercing || bullet || Shoots twice.
+
|phaser || 50 || 800 || ergonomic energy pistol || +1 || 1d8 laser, 2d6 blinding || 5 energy cells ||  
 
|-
 
|-
|colspan="6"|
+
|pistol || 50 || 800 || pistol || −1 || 1d8 piercing || bullet || -
 
|-
 
|-
|laser rifle|| 200|| 1200 || laser rifle || +1 || 1d12 laser, 3d6 blinding || 8 energy cells || -
+
|assault pistol || 100 || 800 || assault pistol || −1 || 1d8 piercing || bullet || Shoots twice.
 
|-
 
|-
|shotgun|| 150|| 1200 || shotgun || +1 || 4d6 concussive || shell || Has special accuracy mechanics. Over distance its damage falls but its accuracy rises.
+
|laser rifle || 200 || 1200 || laser rifle || +1 || 1d12 laser, 3d6 blinding || 8 energy cells ||  
 
|-
 
|-
|sniper rifle|| 300|| 1200 || telescoped rifle || +3 || 1d10 piercing || bullet || -
+
|shotgun || 150 || 1200 || shotgun || +1 || 4d6 concussive || shell || Has special accuracy mechanics. Over distance its damage falls but its accuracy rises.
 
|-
 
|-
|colspan="6"|
+
|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.
+
|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.
+
|railgun || 800 || 2000 || railgun || +0 || 3d10 piercing || slug || Takes one and a half turns to fire. Ammo is hard to come by.
 
|-
 
|-
|chaingun|| 800|| 3000 || heavy cannon || +0 || 1d10 piercing || bullet || Shoots six bullet per volley.
+
|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.
+
|laser cannon || 800 || 3000 || laser cannon || +1 || 4d12 piercing || 35 energy cells || Very power-hungry and usually overkill.
 
|}
 
|}
  
== Table of bionic implants ==
+
== Bionic implants ==
  
A novel approach to [[ring]]s, ZapM allows you to have five implants in your skull. You can also have implants in ear and eye.
+
Roughly analogous to ''NetHack'''s [[ring]]s, ''ZAPM'' allows you to have five implants in your skull. You can also have implants in your ear and eye.
  
 
{|class="prettytable sortable striped"
 
{|class="prettytable sortable striped"
!Implant!!Location!!Cost!!Psionic modifier!!Effects\comments
+
!Implant !! Location !! Cost !! Psionic modifier !! Effects
|-
 
|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.
+
|health monitor || cranium || 300 || −15% || Grants low hit point warning, colors hit points display. Purely UI effect.
 
|-
 
|-
|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.
+
|radiation processor || cranium || 300 || −15% || Reduces radiation contamination over time. Does not stack.
 
|-
 
|-
|Babel fish|| ear || 300 || 0% || Grants translation intrinsic.
+
|poison resistor || cranium || 300 || −15% || Grants 10 points of poison resistance, and the effect stacks, but 10 points is enough to negate all poison damage in the game. Very important to have.
 
|-
 
|-
|Cerebral coprocessor|| cranium || 300 || -15% || Affects intelligence by its enhancement. Stacks.
+
|babel fish || ear || 300 || 0% || Grants translation intrinsic.
 
|-
 
|-
|Reflex coordinator|| cranium || 300 || -15% || Affects dexterity by its enhancement. Stacks.
+
|cerebral coprocessor || cranium || 300 || −15% || Affects intelligence by its enhancement. Stacks.
 
|-
 
|-
|Adrenaline generator|| cranium || 300 || -15% || Affects strength by its enhancement. Stacks.
+
|reflex coordinator || cranium || 300 || −15% || Affects agility by its enhancement. Stacks.
 
|-
 
|-
|colspan="6"|
+
|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.
+
|cortex crossover || cranium || 400 || −15% || Inverts movement keys. Purely UI effect. Pairs of this implant cancel each other out.
 
|-
 
|-
|Narcoleptor|| cranium || 400 || -15% || Grants narcolepsy. A direct equivalent of [[amulet of restful sleep]].
+
|narcoleptor || cranium || 400 || −15% || Grants narcolepsy, similar to an [[amulet of restful sleep]].
 
|-
 
|-
|Tissue regenerator|| cranium || 400 || -15% || Grants regeneration. Does not stack.
+
|tissue regenerator || cranium || 400 || −15% || Grants regeneration. Does not stack.
 
|-
 
|-
|Psionic amplifier|| cranium || 400 || varies || Modifies psionic aura by 5% per enhancement point. Stacks.
+
|psionic amplifier || cranium || 400 || varies || Modifies psionic aura by 5% per enhancement point. Stacks.
|-
 
|colspan="6"|
 
 
|-
 
|-
 
|Eye of the BOFH|| eye || 1000 || 0% || Grants night vision, allows free passage through retina scanner door. Unique item.
 
|Eye of the BOFH|| eye || 1000 || 0% || Grants night vision, allows free passage through retina scanner door. Unique item.
 
|}
 
|}
  
== Table of ray guns ==
+
== 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.
+
Applying an empty ray gun fills it from a canister, giving the gun 2d6 charges. (Bugginess and fuel type do not matter.) If a canister is not listed here, it will ruin a ray gun.
 +
 
 +
Empty ray guns cost 200 buckazoids, disintegration costs 2000, and all others cost 800. All ray guns appear as "[color] ray gun" when unidentified. They auto-identify upon use.
  
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.
 
 
 
{|class="prettytable sortable striped"
 
{|class="prettytable sortable striped"
!Ray gun!!Loaded with!!Zap effect!!Comments
+
!Ray gun !! Loaded with !! Zap effect !! Notes
|-
 
|empty ray gun|| - || nothing || N/A
 
 
|-
 
|-
|freeze ray gun|| canister of liquid nitrogen || 4d8 freezing damage || N/A
+
|empty ray gun || — || nothing ||  
 
|-
 
|-
|heat ray gun|| canister of napalm || 4d8 burning damage || N/A
+
|freeze ray gun || canister of liquid nitrogen || 4d8 freezing damage ||  
 
|-
 
|-
|gamma ray gun|| canister of mutagen || 4d8 radiological damage || radioactive item!
+
|heat ray gun || canister of napalm || 4d8 burning damage ||  
 
|-
 
|-
|gauss ray gun|| canister of plasma || 4d8 magnetic damage || only effective against robots or programs
+
|gamma ray gun || canister of mutagen || 4d8 radiological damage || Not effective against bots, programs, or radioactive vermin. This item is radioactive, so don't carry around when unprotected.
 
|-
 
|-
|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
+
|gauss ray gun || canister of plasma || 4d8 magnetic damage || Only effective against robots or programs.  Acts like [[cancellation]] on items.
 
|-
 
|-
|poison ray gun|| canister of poison || 1d4 poison damage to hero, twice this amount damage of health to monsters || N/A
+
|healing ray gun || canister of (full) healing || 4d8 healing "damage" || Angers monsters as if you attacked them. A canister of full healing is not any better than regular healing.
 
|-
 
|-
|restoration ray gun|| canister of restoration || 4d8 restoring "damage" || damage does not matter - it always triggers regular restoration effect
+
|poison ray gun || canister of poison || 1d4 poison damage to hero, twice this amount to monsters ||  
 
|-
 
|-
|stasis ray gun|| canister of super glue || 1d6 paralyzing damage || by far best use for your canister of super glue
+
|restoration ray gun || canister of restoration || 4d8 restoring "damage" || Damage does not matter—it always triggers regular restoration effect
 
|-
 
|-
|transporter ray gun|| canister of spice melange || transports everything it hits || N/A
+
|stasis ray gun || canister of super glue || 1d6 paralyzing damage || By far best use for your canister of super glue.
 
|-
 
|-
|colspan="6"|
+
|transporter ray gun || canister of spice melange || transports everything it hits ||  
 
|-
 
|-
|disintegration ray gun|| cansiter of antimatter|| disintegration ray destroys almost everything on its path || rough equivalent to a [[black dragon]]'s [[disintegration]] breath
+
|disintegration ray gun || canister of antimatter || disintegration ray destroys almost everything on its path || Rough equivalent to a [[black dragon]]'s [[disintegration]] breath.
 
|}
 
|}
  
== Table of tools ==
+
== Tools ==
  
 
{|class="prettytable sortable striped"
 
{|class="prettytable sortable striped"
!Tool!!Cost!!Nethack analog!!Effects
+
!Tool !! Cost !! ''NetHack'' analog !! Effects
 
|-
 
|-
|energy cell || 1|| n/a || Your power source.
+
|energy cell || 1 || — || Your power source.
 
|-
 
|-
|fission power plant || 1000|| n/a || Stores and regenerates energy for you. Has 100 units of capacity.
+
|fission power plant || 1000 || — || Stores up to 100 units of energy and regenerates 0.2 per turn.
 
|-
 
|-
|fusion power plant || 1000|| n/a || Stores and regenerates energy for you. Has 100 units of capacity. Faster than fission plant.
+
|fusion power plant || 1000 || — || Stores up to 100 units of energy and regenerates 0.4 per turn.
 
|-
 
|-
|colspan="6"|
+
|roll of duct tape || 5 || — || Single-use universal repair tool for droids or doors. Works at +2 to repair skill.
 
|-
 
|-
|roll of duct tape|| 5|| n/a || Universal repair tool. One use but works at +2 to repair skill.
+
|monkey wrench || 10 || — || Universal repair tool.
 
|-
 
|-
|monkey wrench|| 10|| n/a || Universal repair tool. Unlimited uses.
+
|flashlight || 10 || [[brass lantern]] || Provides light as long as you supply it with power.
 
|-
 
|-
|flashlight|| 10|| [[brass lantern]] || Provides light as long as you supply it with power.
+
|Geiger counter || 300 || — || Clicks in the presence of radiation. Requires 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. 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, summons all robots on level and turn them hostile, so don't test in Robot Town.
 
|-
 
|-
|droid caller|| 400|| [[magic whistle]] || Summons your pet droids. If buggy will summon all robots on level and turn them hostile.
+
|tricorder || 200 || [[stethoscope]] || Reveals the target's [[AC]] and [[HP]]. Doesn't use a turn.
 
|-
 
|-
|tricorder|| 200|| [[wand of probing]] || Reveals [[AC]] and [[HP]] of whomever it is targeted at.
+
|portable hole || 200 || — || A single-use hole you can lay on the floor.
 
|-
 
|-
|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]] || Attach it to a bot to attempt to make them a pet. Does not work on clerkbots. Sometimes drops again if pet bot gets destroyed.
 
|-
 
|-
|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.
 
|-
 
|-
|rabbit's foot|| 400|| blessed [[luckstone]] || Grants you ZapM's form of [[luck]] while carried.
+
|heap of space junk || 5 || [[iron chain]] perhaps || No use.
 
|-
 
|-
|heap of space junk|| 5|| [[iron chain]] maybe? || It is really junk. Duh.
+
|red keycard || 20 || limited [[skeleton key]] || Works on red locks.
 
|-
 
|-
|colspan="6"|
+
|green keycard || 20 || limited [[skeleton key]] || Works on green locks.
 
|-
 
|-
|red keycard|| 20|| limited [[skeleton key]] || Works on red locks.
+
|blue keycard || 20 || limited [[skeleton key]] || Works on blue locks.
 
|-
 
|-
|green keycard|| 20|| limited [[skeleton key]] || Works on green locks.
+
|orange keycard || 20 || limited [[skeleton key]] || Works on orange locks.
 
|-
 
|-
|blue keycard|| 20|| limited [[skeleton key]] || Works on blue locks.
+
|master keycard || 20|| [[skeleton key]] || Works on all keycard locks. Appears as a purple keycard.
 
|-
 
|-
|orange keycard|| 20|| limited [[skeleton key]] || Works on orange locks.
+
|lock pick || 200 || [[lock pick]] || Works on any lock (keycard or not) but requires pick lock skill to work reliably.
 
|-
 
|-
|master keycard|| 20|| [[skeleton key]] || Works on all keycard locks.
+
|mini computer || 500 || — || Allows you to execute floppy disks.
 
|-
 
|-
|lock pick|| 200|| [[lock pick]] || Will work on any lock (keycard or not) but requires pick lock skill to work reliably.
+
|mega computer || 1000 || — || Allows you to execute floppy disks even while blind.
|-
 
|colspan="6"|
 
|-
 
|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.
 
 
|}
 
|}
 
  
 
{{noversion}}
 
{{noversion}}
 
[[Category:ZAPM]]
 
[[Category:ZAPM]]

Latest revision as of 20:13, 1 September 2021

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 110 of base prices, and buying prices are always base prices.

Unlike NetHack, any type of shop will buy any item. So you can price-ID your canisters in a computer shop, for instance.

The ZAPM items do not necessarily behave exactly like the "NetHack analogs" given below.

Floppy disks

Floppy disks appear as ? and are roughly analogous to NetHack's 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.

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 If buggy, reveals itself to be buggy; if debugged, reveals items in inventory which are buggy; if optimized, reveals bugginess status of every item in inventory. Reveals insects on the level.
spam 25 Scams you out of up to 1000 buckazoids if you have at least 50. Unless it's buggy, it prompts first and you can deny.
identify 25 scroll of identify Identifies objects in inventory (1–5 if optimized).
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.
lifeform detection 50 potion of monster detection If buggy, detects yourself; if nonbuggy, detects lifeforms on the level. If buggy, gives YAFM; if 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 information about the hero's status.
debugging 100 scroll of remove curse If your computer is buggy, it is debugged. Otherwise, if the disk is buggy or debugged, it debugs wielded and worn items; if optimized, you pick an item to debug if bugged, or optimize if debugged. If buggy, debugs itself; if debugged, optimizes itself; if optimized, debugs every buggy item in pack.
enhance armor 100 scroll of enchant armor If buggy, "enhances" worn armor by −1 with no minimum; if debugged, debugs worn armor and enhances it by +1, to a maximum of +3; if optimized, optimizes worn armor and enhances it—possibly by several points—to a maximum of +5. Fooproofs worn armor and repairs damage.
enhance weapon 100 scroll of enchant weapon If buggy, "enhances" wielded weapon by −1 with no minimum; if debugged, debugs wielded weapon and enhances it by +1, to a maximum of +3; if optimized, optimizes wielded weapon and enhances it—possibly by several points—to a maximum of +5. Fooproofs wielded weapon and repairs damage.
enhance implant 100 scroll of charging (for rings) If buggy, "enhances" installed implant by −1 with no minimum; if debugged, enhances installed implant by +1, to a maximum of +3; if optimized, enhances installed implant—possibly by several points—to a maximum of +5.
transportation 100 scroll of teleportation If buggy, teleports you unsafely, possibly resulting in instant death; if debugged, teleports you relatively safely; if optimized, you make a controlled teleport. Same as normal, but will never give a controlled teleport.
hypnosis 100 potion of sleep If you are not blind, you fall asleep for 10d12 (buggy), 6d10 (debugged), or 4d6 (optimized) turns.
hacking 300 Attempts to "crack" a floppy disk, which if successful gives unlimited usage with a risk of summoning a lawyer (L). Cracking requires excessive leveling (25+), programming skill, intelligence, and luck.

Canisters

Canisters appear as ! and are roughly equivalent to NetHack's potions. However, canisters have no effect when thrown. Some may be applied as well as quaffed. If you have a canister of super glue stuck to your tongue, you are unable to quaff anything.

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 Confuses you for 2d50 turns, cures fright, and grants fear immunity while character stays confused.
super glue 5 Sticks to your tongue, causing a −4 charisma penalty until it falls off. If charisma falls below 1, you die by embarrassment. 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, which does nothing. (There is no equivalent of NetHack's holy and unholy water.)
Rad-Away 50 Reduces hero's radiation contamination by 100–300 rads
restoration 50 potion of restore ability Restores hero's lost abilities, maybe partially. (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, the maximum is raised by 1d3 points. Cures sickening, stunning, confusion, and soreness. Closes brain incision.
liquid nitrogen 75 Deals 4d6 freezing damage and aborts alien baby. This canister cannot be destroyed by freezing damage.
napalm 75 scroll of fire Deals 4d6 burning damage and aborts alien baby.
universal solvent 100 potion of acid Deals 2d6 corrosive damage and aborts alien baby. Can be applied to dissolve a glued canister.
Speed 100 potion of speed Speeds up hero for 4d20 (buggy), 12d20 (debugged), or 20d20 (optimized) turns. Cures hosing.
Poison 100 potion of sickness Deals 1d3 poison damage and aborts alien baby.
Plasma 100 Deals 4d6 electrical damage and aborts alien baby.
mutagen 200 Exposure to a great deal of radiation. Gain random mutant power. This item is radioactive, so unless you're protected you should stash unidentified canisters as quickly as possible. Easily identified with a geiger counter.
full healing 200 potion of full healing Restores up to 4d8 hit points. If this would bring your HP above maximum, your maximum is raised by 2d6 points. Cures sickening, stunning, confusion and soreness. Closes brain incision.
gain ability 200 potion of gain ability Gain +1 to one random ability if debugged, or +1 to all abilities if optimized.
spice 200 You fold space, teleporting immediately. Chances for transportation death are equal to debugged transportation floppy disk.
brain cylinder 1000 mind flayer corpse Gain +1 intelligence, to a maximum of 25.
antimatter 1000 You die instantly.

Armor

ZAPM has five armor slots: jumpsuit, body armor, helmet, belt, and goggles.

Armor class works differently than NetHack. 10 is still the base, but the value is increased with worn armor, 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, so it is effectively weightless when worn (but not when carried).

Although belts have randomized appearance, the shield belt is the only type currently implemented.

Psionic modifier affects the chance of mutant power use. This is analogous 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
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 [color] jumpsuit 1 0%
radiation suit 100 400 [color] jumpsuit 1 0% radiation protection
janitor uniform 25 400 [color] jumpsuit 1 0%
chameleon suit 500 400 [color] jumpsuit 1 0% enemies will miss you 20% of the time
elven jumpsuit 25 400 pink jumpsuit 2 0%
reflec armor 100 400 shiny armor 1 0% reflection
football pads 100 5000 padded uniform 3 0%
flak jacket 75 2500 flak jacket 3 −5%
stormtrooper suit 400 10000 plastic armor 4 −10%
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

Weapons

Weapon Cost Weight Appearance Hit Damage Ammo Notes
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 Useful to keep alien warriors out of melee range.
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 use up 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 a better form of reflection, deflecting 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 0. This item is classified as a grenade and, if found while blind, will be described as such.
pea shooter 50 800 wimpy pistol 0 1d4 force The only gun that does not 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 Takes one and a half turns to fire. Ammo is hard to come by.
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 Very power-hungry and usually overkill.

Bionic implants

Roughly analogous to NetHack's rings, ZAPM allows you to have five implants in your skull. You can also have implants in your ear and eye.

Implant Location Cost Psionic modifier Effects
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 10 points of poison resistance, and the effect stacks, but 10 points is enough to negate all poison damage in the game. Very important to have.
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 agility 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 out.
narcoleptor cranium 400 −15% Grants narcolepsy, similar to an 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.

Ray guns

Applying an empty ray gun fills it from a canister, giving the gun 2d6 charges. (Bugginess and fuel type do not matter.) If a canister is not listed here, it will ruin a ray gun.

Empty ray guns cost 200 buckazoids, disintegration costs 2000, and all others cost 800. All ray guns appear as "[color] ray gun" when unidentified. They auto-identify upon use.

Ray gun Loaded with Zap effect Notes
empty ray gun nothing
freeze ray gun canister of liquid nitrogen 4d8 freezing damage
heat ray gun canister of napalm 4d8 burning damage
gamma ray gun canister of mutagen 4d8 radiological damage Not effective against bots, programs, or radioactive vermin. This item is radioactive, so don't carry around when unprotected.
gauss ray gun canister of plasma 4d8 magnetic damage Only effective against robots or programs. Acts like cancellation on items.
healing ray gun canister of (full) healing 4d8 healing "damage" Angers monsters as if you attacked them. A 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 to monsters
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
disintegration ray gun canister of antimatter disintegration ray destroys almost everything on its path Rough equivalent to a black dragon's disintegration breath.

Tools

Tool Cost NetHack analog Effects
energy cell 1 Your power source.
fission power plant 1000 Stores up to 100 units of energy and regenerates 0.2 per turn.
fusion power plant 1000 Stores up to 100 units of energy and regenerates 0.4 per turn.
roll of duct tape 5 Single-use universal repair tool for droids or doors. Works at +2 to repair skill.
monkey wrench 10 Universal repair tool.
flashlight 10 brass lantern Provides light as long as you supply it with power.
Geiger counter 300 Clicks in the presence of radiation. Requires power.
motion tracker 400 ring of warning Detects most moving objects in an area. Requires power.
droid caller 400 magic whistle Summons your pet droids. If buggy, summons all robots on level and turn them hostile, so don't test in Robot Town.
tricorder 200 stethoscope Reveals the target's AC and HP. Doesn't use a turn.
portable hole 200 A single-use hole you can lay on the floor.
restraining bolt 200 scroll of taming Attach it to a bot to attempt to make them a pet. Does not work on clerkbots. Sometimes drops again if pet bot gets destroyed.
rabbit's foot 400 blessed luckstone Grants you ZAPM's form of luck while carried.
heap of space junk 5 iron chain perhaps No use.
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. Appears as a purple keycard.
lock pick 200 lock pick Works on any lock (keycard or not) but requires pick lock skill to work reliably.
mini computer 500 Allows you to execute floppy disks.
mega computer 1000 Allows you to execute floppy disks even while blind.