Baldur's Gate 2 Legacy of Bhaal Difficulty Guide Part 1 - The Child of Bhaal has Awaken

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Welcome to the continuation of our journey to tackle the Bhaalspawn saga on Legacy of Bhaal difficulty. Firstly, I suggest consulting the Baldur's Gate wiki for guidance as to which items can be available for import and ensure that the final save of Siege of Dragonspear has those items in the inventory or equipment of the player character. In our case, Darksbane had on his person: Ashideena +2, Chainmail +3, The Helm of Balduran, Golden Pantaloons, as well as the additional items for Siege of Dragonspear with the exception of the Robe of Red Flame.

Siege of Dragonspear ends abruptly with Imeon and Darksbane captured by the forces of Irenicus and Baldur's Gate 2 begins with our hero being tortured by his captor. Irenicus's goal is to unleash the hidden potential of the Bhaalspawn's divine power, which makes the beginning of Baldur's Gate 2 an excellent time to Dual Class from a Berserker into a Cleric from a roleplay perspective. The early game of Baldur's Gate is significantly less difficult than the endgame of Siege of Dragonspear so we can take advantage of this time to progress through our low Cleric levels. As we lose our grandmastery in flails, we can select Warhammers as an alternative weapon while our Berserker levels are inactive.

Imoen, Jaheira and Minsc have been captured as well, however, we're only going to invite Jaheira to join our party while Minsc and Imoen can avoid the fighting. Jaheira has been a consistent member of our party thus far and is a valued member of our Baldur's Gate 2 party as well. Not only is she a source of powerful druid spells such as Insect Plague, Iron Skins and Call Upon Woodland Beings but as a mutli-class fighter she can also contribute to the parties psychical damage output.

In the early game of Baldur's Gate 2 our primary combat tactics involve using Hold Monster, either from Darksbane cleric spells or from the Nymph spells summoned by Jaheria using Call Upon Woodland Beings, to disable enemies and make them vulnerable to physical attack. The name is somewhat misleading as Hold Person works on the Goblins, Mephits and Duergar as well. Jaheria can make use of her shapeshifter talents to give her additional damage and attacks per round, this is particularly effective now while Jaheria lacks any powerful weaponry We progress through Irenicus' Dungeon, defeating enemies and collecting our gear from the previous game.

The first enemy which is not vulnerable to Hold Person is the Otyugh. However, it is vulnerable to the Hold Monster spell, which is also available to the Nymph's Jaheria can summon. Once paralyzed the encounter is trivial and we can progress.

The next difficult encounter is the two Clay Golems which are activated upon entering the chamber of Irenicus's mistress. These enemies have 100% magic resistance so we can't use spells to disable the enemies. Fortunately, Darksbane has already progressed to Cleric level 5, and with his substantial wisdom score of 21 he now has access to 3 slots of level 3 priest spells. Using Animate Dead, Darksbane can summon 3 Skeleton Warriors, which can tank and provide additional damage to survive the Clay Golem encounter.

The most difficult encounter in the dungeon is the portal room, which summons various elemental Mephits. Once a portal is defeated the corresponding Mephit is despawned and if a Mephit is killed before the portal is closed then a new one will spawn. Once again the skeleton warriors will be invaluable, as Jaheira and the skeletons will ignore the Mephits completely, and focus on attacking the portals themselves. Meanwhile, Darksbane casts Hold Person to disable to Mephits, allowing the party to work uninhibited. Once all portals are closed the encounter is finished and we can finish the final encounters before escaping the dungeon and progressing the story.




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