Baldur's Gate II: Shadows of Amn 101
Yes I realize my party sucks, but more on that later.
The Party:
The protagonist:
Party role: main tank aka the character who takes most of the melee damage.
Notable skills/spells/equipment: The Equalizer
Keldorn:
Party role: secondary tank.
Notable skills/spells/equipment: Carsomyr (+5 paladin only sword)
Viconia
Party role: main healer
Jaheira
Party role: secondary healer
Edwin
Party role: Main offensive caster
Imoen
Party role: secondary offensive caster and thief (mainly to disarm traps and open locks).
Overall Jon Irenicus/Slayer strategy
Before opening the door, it’d be wise to cast your buffs (ie, Haste, Improved Invisibility, Chant, etc etc) and cast some level 6+ summoning spells (aka cannon fodder).
Right after you use the tears of Bhaal to open the door, Irenicus summons 4 demons before transforming himself into the slayer.
One by one eliminate the demons. I suppose you could use a Protection from Evil spell ward off the demons, but it’d eventually wear off anyways. I’m too lazy to cast the damn spell and there’s way too much micromanagement associated with this strategy. Anyhow, you shouldn’t have too many difficulties eliminating the demons.
The Slayer casts Simulacrum (creating a clone of oneself), but for some reason the duplicate doesn’t do shit. And given the Slayer’s passiveness, you can avoid the Slayer by keeping to the opposite side of the chamber. If a party member has been hit by a negative status spell (ie. Horror, Maze, etc), just wait until the effect wears off. Afterwards, heal and re-cast your buffs and summons.

The Simulacrum clone doing shit all (the blue creature)
Remove the slayer’s protection using Breach, Pierce Magic, etc etc. Unfortunately, this is one aspect that I really hate about high level AD&D fights in Infinity Engine Games. Unless you pause every half second, it’s difficult to tell whether your spells were successful or resisted by the target because
1) Although you can control how much feedback you see in your message window, there are usually ten million lines to read. Especially in the heat of battle, it’s hard to find the line that tells you that the spell has been resisted
2) Even if the spell is successful, I find that it’s never quite clear if certain spells (ie, Breach) have affected the target.
Load up on spells like Breach that will disable the Slayer’s defensive magics because the Slayer will re-cast those protections several times. If you don’t eliminate those defensive magics, expect to see many “weapon ineffective” messages while your casters won’t be powerful enough to finish the job by themselves (unless you fluke out and cast a success death spell).

The slayer with his protections
Eventually, the Slayer will exhaust his magic reserves leaving him open to attack. I think physical attacks work better than magic attacks because of the Slayer’s naturally high magic resistance. Any +3 or higher weapon should definitely do some damage to the Slayer while you may or may not damage him with +1 or +2 weapons.
Personally, I recommend that your casters use Melf's Minute Meteors (level 3).
Why?
“The meteors are treated as missiles hurled by the wizard with a +5 bonus to the attack rolls and with no penalty for range. Each meteor inflicts +3 damage, and an additional +3 fire damage. The wizard may discharge up to five missiles per round”. This spell also ignores magic resistance and since it’s a low level spell (level 3), you will be able to cast this a number of times.
I also recommend using Mordenkainen's Sword (level 7).
Why?
“The sword acts as a +4 weapon in all respects, as well it inflicts 5-20 damage when a successful attack is made in combat.”
If you wish, the protagonist can be transformed into the Slayer for a more potent attack. Personally I don’t transform. Why? I’m not so sure now.
Unfortunately, the Slayer heals fast, so you had better throw everything and the kitchen sink at him when you attack. Swarming him with summons is a good idea here. The Slayer will have “near death” status for an unusually long time, but he’ll eventually fall (he’ll reverts back into Jon Irenicus)

The swarm laying the smack down

Near death for what seems like an eternity
The problems with my party
1) My protagonist. (class: wizard slayer)
I should’ve read up about the different classes, because it turns out wizard slayers suck since a monk has better magic resistance. And a wizard slayer cannot wear any magical items such as rings or use any magical items such as healing potions. The latter can be a big problem, because he can only be healed by a priest as long as the priest’s spell isn’t interrupted in the heat of battle (big if).
Also, I should’ve selected a non-melee class for my protagonist. Why? Eventually your priest will be able to revive dead party members (assuming they didn’t die by a big physical attack which would reduce them to bits of kibble. Have you ever tried reviving bits of kibble? Yeah that’s what I thought). However, as soon as the protagonist dies, it’s game over. I find that melee characters are the most likely to die because they are taking all of the damage for the party.
2) Jaheira
A second healer is nice, but ultimately ineffective. In battle, if 2 healers are needed to get through a battle, you should focus more on offense, so that you take less damage negating the need for 2 healers. The best defense is a good offense here. And you can simply rest more in-between battles.
As a healer, Jaheira just pales in comparison to Viconia. And when it comes to offense, Jaheira is near useless compared to my other party members. Ahhh!!




































