ZAPM items
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.
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 sleeping | 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. |