Special Attacks: Drain experience, Paralyze, Poison, Heat Damage, Cold Damage, Electric Damage, Chemical Damage, Mental Damage, Curse, Cause Fear, Entangle, Confuse, Drain Spell Points or Charm, Cause Disease, Cause Aging, Cause Blindness, Turn Other To Stone.
Any Permanent Condition (1/2 Exceptional Bonus Each): Regeneration, Protection From 1st Level Spells, Bless etc....
Capable Of Using Missile Weapons + 100 Exp
Magic Resistance Greater Than 15% + Exceptional
Magic Resistance Greater Than 35% + 2 x Exceptional
Capable Of Casting Magic + 500 Exp
Armor Category Less Than 0 + 500 Exp
More Than 3 Attacks/Round + 500 Exp
Magical Weapon To Hit + 500 x Needed Plus
Bonus To Hit Enemy/Damage + 350 x Bonus
Require Blunt/Bladed weapon + 350 Exp
A couple of examples: A 6th level master thief with 46 stamina, 5% magic resistance, armed with throwing daggers and has a 0 plus to hit/damage:
Base for 6th level monster = 150
Base per stamina = 21 Therefore 21 x 46 = 966
Capable of missile Weapons = + 100
Total Exp = 150 + 966 + 100 = 1216 exp
A 9th level demon with 74 stamina, 20% magic resistance, regenerates 3 stamina/round, permanently protected against 1st level spells, mental attacks and absorbs energy, can cast magic and has 4 attacks/round, requires +2 weapon or better to hit and has a +4 to hit and to damage on attacks: (Tough guy!)
Base for 9th level monster = 600
Base per stamina = 30 Therefore 30 x 74 = 2220
Capable of casting magic + 500 exp
Permanent conditions = 0.5 x exceptional x 3 conditions = 1500
NOTE: Keep in mind that all experience as calculated above is base. If you began the adventure at a difficulty rating other than NORMAL, or had higher or lower numbers of character levels than the recommended number, you may earn higher or lower experience. This is to take into account the difficulty level of play. The harder your setting, the more experience you will earn.