Difference between revisions of "Score"

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(recategorized to Category:Strategy)
m (linkage and spelling)
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'''Score''' is calculated all throughout the game, and if you have the [[showscore]] setting in your [[rcfile]] you can see it on the [[bottom line]] at all times.
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'''Score''' is calculated all throughout the game, and if you have the '''showscore''' setting in your [[options|rcfile]], you can see it on the bottom line at all times.
  
 
==How score is calculated==
 
==How score is calculated==
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* Killing a monster - worth 4 times the monster's [[experience]] in points
 
* Killing a monster - worth 4 times the monster's [[experience]] in points
* Identifying a [[wand]] by [[engraving]] or [[zapping]] - 10 points
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* Identifying a [[wand]] by [[engraving]] or [[zap]]ping - 10 points
 
* Identifying a [[potion]] by [[quaffing]] - 10 points
 
* Identifying a [[potion]] by [[quaffing]] - 10 points
* Identifying a [[scroll]] by [[reading]] - 10 points
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* Identifying a [[scroll]] by [[read]]ing - 10 points
* [[Oiling]] or [[greasing]] a [[squeaky board]] [[trap]] - 9 points
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* [[potion of oil|Oiling]] or [[can of grease|greasing]] a [[squeaky board]] [[trap]] - 9 points
 
* Eating a [[tripe ration]] when not a carnivorous non-humanoid - 4 points
 
* Eating a [[tripe ration]] when not a carnivorous non-humanoid - 4 points
 
* Quaffing from a sink and getting the message "Yuk, this water tastes awful" - 4 points
 
* Quaffing from a sink and getting the message "Yuk, this water tastes awful" - 4 points
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* Major (if already minor): 90 + (9 * XL) points.
 
* Major (if already minor): 90 + (9 * XL) points.
  
At the end of the game (via death, ascention or escape):
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At the end of the game (via death, ascension or escape):
  
 
* 1 point for each zorkmid more than starting gold ( * 90% if game ended in death).
 
* 1 point for each zorkmid more than starting gold ( * 90% if game ended in death).
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The score so far is doubled if you ascended. Then, if you escaped the dungeon or ascended, you receive points for items in inventory:
 
The score so far is doubled if you ascended. Then, if you escaped the dungeon or ascended, you receive points for items in inventory:
  
* Value of [[amulets]] and valuable [[gems]]
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* Value of [[amulet]]s and valuable [[gem]]s
* Value of [[artifacts]] * 2.5, including [[invocation]] items.
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* Value of [[artifact]]s * 2.5, including [[invocation]] items.
  
 
And finally points for adjacent pets equivalent to their total current hit points.
 
And finally points for adjacent pets equivalent to their total current hit points.
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Certain things are worth more than others when completing the game.  When the player ascends, his base score is doubled.  Because gold is part of this base score, each gold piece is essentially worth two points.  Gold has a weight of one unit per 100 pieces.  This means that 100 gold, or 200 points weighs one unit, which is the same weight as the least valuable [[gem]].
 
Certain things are worth more than others when completing the game.  When the player ascends, his base score is doubled.  Because gold is part of this base score, each gold piece is essentially worth two points.  Gold has a weight of one unit per 100 pieces.  This means that 100 gold, or 200 points weighs one unit, which is the same weight as the least valuable [[gem]].
  
Each [[amulet]] weighs twenty units and, except for the [[cheap plastic imitation of the Amulet of Yendor]], is worth 150 zorkmids. This makes each amulet worth far less than its weight in gold; however, some of the amulets (such as [[life saving]]) would be worth carrying even if they contributed nothing to your final score.
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Each [[amulet]] weighs twenty units and, except for the [[cheap plastic imitation of the Amulet of Yendor]], is worth 150 zorkmids. This makes each amulet worth far less than its weight in gold; however, some of the amulets (such as [[amulet of life saving|life saving]]) would be worth carrying even if they contributed nothing to your final score.
  
Artifacts weigh more than one unit, so depending on their value, they may or may not be worth more than an equivalent weight in gold.  The following chart lists the value of each artifact, its weight, and its value/weight.  If the value/weight column is not at least 200, the artifact is worth less than its weight in gold, and, for score purposes, you would be better off carrying gold than that artifact into the [[endgame]].
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Artifacts weigh more than one unit, so depending on their value, they may or may not be worth more than an equivalent weight in gold.  The following chart lists the value of each artifact, its weight, and its value/weight.  If the value/weight column is not at least 200, the artifact is worth less than its weight in gold, and, for score purposes, you would be better off carrying gold than that artifact into the [[End Game]].
  
 
{| class="prettytable"
 
{| class="prettytable"

Revision as of 14:48, 27 January 2007

Score is calculated all throughout the game, and if you have the showscore setting in your rcfile, you can see it on the bottom line at all times.

How score is calculated

The following things contribute to your score:

The first oracle of each type:

  • Minor (if not yet major): 21 points.
  • Minor (if already major): 9 points.
  • Major (if not yet minor): 210 + (21 * XL) points.
  • Major (if already minor): 90 + (9 * XL) points.

At the end of the game (via death, ascension or escape):

  • 1 point for each zorkmid more than starting gold ( * 90% if game ended in death).
  • 50 * (DL-1) points where DL is the deepest level reached.
  • 1000 points for each dungeon level reached beyond 20, to a maximum of 10000 points.

The score so far is doubled if you ascended. Then, if you escaped the dungeon or ascended, you receive points for items in inventory:

And finally points for adjacent pets equivalent to their total current hit points.

How to maximize score

Certain things are worth more than others when completing the game. When the player ascends, his base score is doubled. Because gold is part of this base score, each gold piece is essentially worth two points. Gold has a weight of one unit per 100 pieces. This means that 100 gold, or 200 points weighs one unit, which is the same weight as the least valuable gem.

Each amulet weighs twenty units and, except for the cheap plastic imitation of the Amulet of Yendor, is worth 150 zorkmids. This makes each amulet worth far less than its weight in gold; however, some of the amulets (such as life saving) would be worth carrying even if they contributed nothing to your final score.

Artifacts weigh more than one unit, so depending on their value, they may or may not be worth more than an equivalent weight in gold. The following chart lists the value of each artifact, its weight, and its value/weight. If the value/weight column is not at least 200, the artifact is worth less than its weight in gold, and, for score purposes, you would be better off carrying gold than that artifact into the End Game.

Artifact Value Weight Value/weight
Magicbane 8750 10 875
Grayswandir 20000 40 500
Stormbringer 20000 40 500
Excalibur 10000 40 250
Vorpal Blade 10000 40 250
Mjollnir 10000 50 200
Sting 2000 10 200
Fire Brand 7500 40 187
Frost Brand 7500 40 187
Demonbane 6250 40 156
Sunsword 3750 40 93
Werebane 3750 40 93
Grimtooth 750 10 75
Snickersnee 3000 40 75
Orcrist 5000 70 71
Cleaver 3750 120 31
Dragonbane 1250 70 17
Giantslayer 500 40 12
Ogresmasher 500 50 10
Trollsbane 500 120 4

Each gem weighs one unit, so every gem is at least as valuable as its weight in gold; some many times over.

Gem Value Color
dilithium crystal 4500 white
diamond 4000 white
ruby 3500 red
jacinth 3250 orange
sapphire 3000 blue
black opal 2500 black
emerald 2500 green
turquoise 2000 green, blue
aquamarine 1500 green, blue
citrine 1500 yellow
amber 1000 yellowish brown
topaz 900 yellowish brown
jet 850 black
opal 800 white
chrysoberyl 700 yellow
garnet 700 red
amethyst 600 violet
jasper 500 red
fluorite 400 green, blue, white, violet
jade 300 green
agate 200 orange