# 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.

Contents

1 Floppy disks
2 Canisters
3 Armor
4 Weapons
5 Bionic implants
6 Ray guns
7 Tools

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.