Just a random observation here. Scouts can cast magic missiles at you, which deal an average of 13 damage. Generally only one scout can hit you with this at a time since they're bolt spells. Gallants can cast light wounds at you, which deal an average of 24 damage. Any number of gallants in LOS can hit you with this since it isn't a bolt spell. Gallants also have 2x 1d7 melee, while scouts have 2x 1d5.
Both monsters are worth 7.2 experience for my 10th level character. Something isn't right here.
(Scouts' secondary spell is redundant with their primary; gallants' secondary frightens you. Dealing with fear is more annoying and potentially more dangerous at these depths, depending on your stock of !Heroism)
Both monsters are worth 7.2 experience for my 10th level character. Something isn't right here.
(Scouts' secondary spell is redundant with their primary; gallants' secondary frightens you. Dealing with fear is more annoying and potentially more dangerous at these depths, depending on your stock of !Heroism)
Comment