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On some pathetic crawling things!!
Cant go past them.Cant fight them.no way around them.
Great work Larian!!!
They are far weaker in game, but you have to play smart, use the explosive barrels, hit them with firebolt.
Once in position, attack the nearest one with a ranged attack (if you're playing a Wizard, I assume you have a ranged cantrip like Firebolt or Ray of Frost), and then move back outside of their vision cones and use the Hide action again before your turn is over (make sure you are in the shadows). Repeat this every turn and you should be fine.
that will help
I will load an older save and check again.
Shadowheart is just not showing up.
It seems to be a bug and I have already posted it in the tech forum.
I assume the issue occurs if someone else but the main char is using the rudder right before the crash. In my first try, Shadowheart was using the rudder and was not at the beach afterwards. By using the main char she is now available.
In mmos or other RPGs, trashmobs (the first types of enemies) you can take on easily in hordes, like Diablo and such. Theres no threat to them and they tend to die in 1 or 2 hits.
In D&D, EVERY enemy is a threat, especially at level 1. Damage is dealt with a dice system, a dagger for instance deals 1d4 damage on hit, meaning it will roll a single 4-sided die and whatever number it rolls on is the damage it deals. In otherwords, it deals 1-4 damage. You can add your modifiers to your damage die usually as well. Str weapons use your str modifier, light weapons use your dex modifiers, and so on. Your staff is a str weapon so it uses your str modifier, which as a wizard, is really ♥♥♥♥♥♥♥ low.
Let me explain modifiers real quick first... Imagine a number line with 10 being the center. Every 2 numbers away from 10 (rounding towards 0 for odd numbers) will increase or decrease your modifier. So...
8 = -1
9 = -1
10 = 0
11 = 0
12 = 1
13 = 1
14 = 2
15 = 2
And so on.
So... you'll most likely have around 8-10 STR as a wizard, meaning you'll have a +0 modifier. You add +0 to your attack rolls (the roll made to see if you hit or not) and you add +0 to your damage rolls. Hell, if you have 8-9 str then you have -1 to all of that!
You also have proficiency bonus which adds +2 to your attack roll (not damage) when you attack with a spell or weapon you have proficiency with or if you use a skill or save you have proficiency with.
Now what is an attack roll and how does it tell you if you hit or not? Well... first, you need to know what AC is. AC is the number you are trying to roll equal or higher to hit. If the enemy has 10 ac, all you need to do is roll 10 or higher. This is where modifiers are important, if you roll an 8 and have a +2 to hit, you'll hit a 10 ac. If you only have a +1 to hit, thats a 9 so that DOESNT hit.
Every character starts at 10 AC and you add your dexterity modifier to it. Armors will increase the base value such as leather making it 11+dex mod, studded leather being 12+dex mod. Medium armors limit how much your dex mod can add with a max value of +2. So if you have a +3 dex mod, your AC will only be increased by 2 while wearing medium armor instead of 3. Heavy armor doesnt let you add ANY of your dex mod to it. Some spells like Mage Armor increase your unarmored AC (meaning when you have no armor on and are just wearing clothes), so instead of 10 + dex, it would be 13 + dex.
To get back on topic... As a wizard, your AC is low without using mage armor so you're really easy to hit. You'll probably have around 10-12 AC, meaning most enemies have a 50-60% chance to hit you. And the damage they deal is around 2d4+2 damage. Meaning they deal 4-10 damage on each hit.
At level 1, you only have around 6-8 hp as a wizard, depends on how much Con you have. These creatures have a pretty decent chance to kill you in 1 hit. Meaning... DO NOT GET CLOSE.
Now, how do we go about killing these guys? Wizards should not use their staff for a melee attack in all honesty. Instead, stay far away and use fire bolts. Magic Missile is really good cause the attack can never miss (it can still hit terrain that blocks it though so make sure the arcs will hit) and it does enough damage to potentially 1 shot them. Get the high ground on the right side and pepper them with ranged attacks before they ever get close. Make sure you sneak up to the high ground first, it gives you a better chance to hit and it makes sure they take 2 turns before they can reach you. If you have shadowheart with you, shoot a guiding bolt or 2 at them, it deals massive damage if it hits (4d8 at level 1! Literally the strongest spell at that level.)
From there, you'll hit level 2 and you have more freedom to engage encounters as you wish because you'll have more health. Good luck and have fun! And... just Git Gud.