Maximum score in a phase
Where the score comes from and how to squeeze a phase dry before difficulty kicks you out.
Where the score comes from
From killing. Only from killing: each enemy type is worth a fixed amount of points (a zombie is worth the same at minute 1 as deep into overtime), and no other action scores. More dead critters = more score; there's no shortcut.
| Enemy | Points |
|---|---|
| Ghoul | 90 |
| Skeleton Warrior | 100 |
| Goblin | 110 |
| Zombie | 120 |
| Skeleton Archer | 140 |
| Skeleton Mage | 160 |
| Orc | 180 |
| Troll | 350 |
| Ogre | 500 |
| Golem | 800 |
| Miniboss | 1,000 |
| Phase boss | 1,000 |
The strategy: manufacture critters
Since the score comes from enemies, the score run is about spawning and killing as many as possible before difficulty kicks you out. Ideally you rush to every chest and every NPC on the map — each stop makes you stronger for the final push.
And above all: do altars. Every challenge altar throws extra waves of enemies every 2.5 seconds while it lasts — more critters, and therefore more score. Chain them before minute 10, because afterward difficulty rises drastically (+60% per minute) and every altar becomes a much more expensive bet.
The script for a score phase
- Minutes 0–4: sweep the map — chests, merchants, blacksmiths, and the apothecary quest (which also advances on its own while you kill).
- Minutes 4–8: chain altars with what you've bought; the steady drip of waves is your points factory.
- Minute 8: the boss appears (1,000 points). Decide: kill it now and cross over, or squeeze the cheap overtime (+60%/min) finishing off loose altars.
- Before it bites: boss, portal, and on to the next phase — the overtime's extra difficulty is waived when you cross.
Guide checked against game v0.8.4.