|This content is obsolete. It was taken out or completely redone in the latest version of Brogue. Please do not delete the article, but do remove it from any lists or categories of current game content.|
A player's score is determined by his items, primarily his gold. If the player dies his score is equal to his gold.
If the player manages to ascend, the market value of his carried items is added to his score in addition to his gold.
If Easy Mode is activated during the game, the player's score is divided by 10.
- The Amulet of Yendor is worth a cool 10000 gold.
- Each Lumenstone is worth 5000 gold.
- Despite their description, Crystal Orbs, like other keys are worthless.
- A Ration of Food is worth a meager 25 gold, a Mango only 15.
For Weapons, the base value depends on the type. This is then augmented by an additional 15% for each +1 it has with another 15% if it is protected against corrosion. These increases do not compound. If the weapon is Runic it is worth an extra amount depending on the kind: +500 for a slaying weapon, +700 for a weapon of speed or slowing, +750 for a weapon of confusion, +800 for a weapon of multiplicity, +900 for a weapon of paralysis and +1000 for a quietus weapon. Weapons of mercy or of plenty are worth 1000 gold less. The runic bonus is not affected by the percentage increase from enchantments.
|Broadsword, War Axe||990|
For example, a rust proof +3 War hammer of mercy would be worth 1100 * (1 + (4 * 0.15)) - 1000 = 760 gold coins
Armor values work the same way. The rune values are: +500 for immunity and dampening, +700 for mutuality, +900 for multiplicity, absorption, reprisal and reflexion. Burden, vulnerability and immolation are all worth -1000.
Scrolls have a basic price per scroll as seen in the following table.
Since each enchantment put on an item is worth 15% of the item's base cost and the only items worth more than (550 / 0.15 = 3667) are the Amulet of Yendor and Lumenstones, neither of which can be enchanted, Scrolls of Enchanting are worth more unused.
Potions also have a per item value:
Wands of a certain kind have the same value regarless of the number of remaining charges.
|Wand of Domination||1000|
|Wand of Teleportation, Wand of Slowness||800|
|Wand of Polymorphism, Wand of Plenty||700|
|Wand of Negation||550|
|Wand of Beckoning||500|
|Wand of Invisibility||100|
Staves are worth their base value plus 15% (non-compounding) for each level beyond +1.
|Staff of Firebolt, Staff of Lightning||1300|
|Staff of Poison, Staff of Blinking||1200|
|Staff of Healing||1100|
|Staff of Tunneling, Staff of Entrancement, Staff of Obstruction, Staff of Discord, Staff of Conjuration||1000|
|Staff of Haste, Staff of Protection||900|
Rings are worth their base value plus 15% for each level beyond +1.
|Ring of Clairvoyance||900|
|Ring of Stealth||800|
|Ring of Regeneration, Ring of Transference||750|
|Ring of Awareness, Ring of Wisdom||700|
|Ring of Light||600|
Charms are also worth their base value plus 15% (non-compounding) for each level beyond +1.
|Haste Charm, Fire Immunity Charm||750|
|Invisibility Charm, Telepathy Charm, Levitation Charm, Shattering Charm, Fear Charm, Teleportation Charm, Recharging Charm, Negation Charm||700|
This article is related to version 1.7 and may be out of date.