Here’s one final chart for the list. The amount of HL, EXP, and Mana you earn from landing a killing blow on a single enemy is determined by several different equations. We touched upon them in Chapter 2 of the guide, but here’s where we go into it in slightly further detail.
Boss Rank
Enemies that are “bosses” on a given stage receive an additiona hidden modifier to their values called Boss Rank. The exact number varies widely, but you can assume that any enemy unit that’s unique on the field will be worth significantly more EXP and Mana to the character who manages to bring it down.
For most enemies, their Boss Rank is simply zero and thus doesn’t apply any modifier to speak of.
Money
The amount of HL an enemy is worth is determined by the following equation:
- For an enemy: ((((Target’s Level) + 2) x ((Target’s Level) + 3)) x (2 + (Target’s Boss Rank)) / 2) x (Race-based money coefficient) / 10
- For an ally: (((Target’s Level) + 2) x ((Target’s Level) + 3)) x (2 + (Target’s Boss Rank)) / 2) / 10
You only receive an enemy’s HL value after successfully defeating all hostile units on the map.
Experience
Unlike other games, D2 tracks a unit’s EXP value as a function of your character’s needed EXP for his or her next level, rather than as a set value attached to the enemy unit. You can determine a specific unit’s EXP value with the following equation:
(EXP needed for your character to reach his or her next level) x (Race-based EXP coefficient) / 50 = EXP earned
This basic sum is modified by the following factors:
- Enemy Boss, LoC Mode: (2 + Boss Rank) x (EXP earned)
- Enemy Boss, normal mode: (2 + Boss Rank) x (EXP earned) / 2
- Object (treasure chest, Geo Symbol, Wooden Box, etc.): (EXP earned) x 0.25
- Ally Kill: (EXP earned) x 0.25
This is why low-level enemies are often worth more EXP than you’d think they’d be.
A character who uses healing or support magic receives 5% of the EXP that would have been awarded if he or she had defeated a character of exactly his or her own level and job/species.
Similarly, a character who is Defending when an enemy attacks him or her receives 10% of the EXP that would have been awarded if he or she had defeated a character of exactly his or her own level.
It’s worth mentioning that enemies level just as you do, so if one particular opponent manages to kill several of your characters in one fight, there’s a chance it’ll level up from it.
Mana
- (Target’s Level) x (Race-based Mana Coefficient) / 100 = Earned Mana
If one of your characters kills an ally unit, the equation changes slightly:
- (Target’s Level) x 10 / 100 = Earned Mana
All Mana earnings double if you’re playing in LoC Mode.
Coefficients
The above equations include the phrase “race-based coefficient” a lot. What is that? It’s this: a specific number assigned to a character at creation that governs its value to its killer.
| Class | HL Coefficient | EXP Coefficient | Mana Coefficient |
|---|---|---|---|
| Unique characters | 10 | 40 | 200 |
| DLC Characters | 10 | 10 | 200 |
| Xenolith | 10 | 60 | 200 |
| Xenolith (Final) | 10 | 80 | 200 |
| Lanzarote | 80 | 40 | 200 |
| Asagi | 40 | 40 | 200 |
| Porkmeister | 10 | 40 | 200 |
| Darkdeath Evilman | 80 | 80 | 200 |
| Pringer X | 80 | 80 | 200 |
| Pringer Z | 80 | 80 | 200 |
| Hoggmeiser | 10 | 40 | 200 |
| Baal | 10 | 10 | 200 |
| Geo Symbols | 5 | 5 | 0 |
| Treasure Chests | 1 | 1 | 1 |
| Barrels | 1 | 1 | 1 |
| Wooden Boxes | 1 | 1 | 1 |
| Snow Men | 1 | 1 | 1 |
For generic characters and monsters, their Rank determines their HL/EXP/Mana coefficient. For HL, this goes up with higher Ranks; for EXP and Mana, this goes down significantly. A high-level enemy unit is thus worth much more EXP and Mana, but much less HL, if it’s Rank 1. This is part of the reason why the Enemy Strength cheat is so valuable for power-leveling, as most of the enemies you encounter on story stages are going to be around Rank 1 to 3.