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Improved Alacrity is a High-level class ability (HLA) usable by Mage and Sorcerer classes.

Description[]

Improved Alacrity essentially erases the pause between casting spells. When cast, the wizard can begin casting a new spell the instant he/she is finished casting his/her current spell. The effect lasts for 2 rounds.

Gameplay[]

The caster applies this spell ability to self only.

Upon completion of the spell, the caster will show a brief 3D graphic effect rendered on their sprite.

The player character will show an icon (No. 159) titled "Improved Alacrity" on their portrait for the spell's duration.

Additionally, a sound effect is audibled when the spell is cast, and another when it expires.

The spell implements an effect called "Aura Cleansing" on the caster for 12 seconds. It cannot be removed or dispelled.

A party will most likely rarely face this mage HLA in any gameplay encounter in the game, except in some encounters related to Beamdog's added companions during the Baldur's Gate II: Enhanced Edition Throne of Bhaal portion of the game.

To use this ability, select the "Mage Book" button on the character record and select the Improved Alacrity spell icon.

The spell's casting time is 9. If successful, the combat log will display a text reading "<CHARACTER> Improved Alacrity" - the two round alacrity period has now begun.

For the next two rounds, the caster may attempt as many spell casts as possible within the restrictions of the two-round period, one after the next, with each completed spell showing a screen text displaying the cast spell's name followed by "Aura Cleansed".

Normal Casting[]

Spell casting time is measured in ticks, each of which are 1/10 of a round, or 0.6 seconds. A frame is 1/30 of a second, which means there are 18 frames per tick and 180 frames per round.

Normally, casters can only cast one spell per round and must wait until the beginning of the next round to cast their next spell. Casting begins at tick 0; once a number of ticks have passed equal to the spell's casting time, the spell is released, and the caster must wait until tick 0 of the next round until they can cast again. If a spell or ability has a cast time of 0 (e.g. Barbarian Rage in EE, or casting Magic Missile while wearing the Amulet of Power), it will go off immediately - more specifically, after 1 frame has passed - and is therefore rarely interrupted.

For example, a wizard casting Skull Trap at the beginning of combat:

  1. Begins casting (tick 0).
  2. Spends 3 ticks (0.6 sec x 3 = 1.8 sec) casting.
  3. Releases the spell at tick 3, if not interrupted.
  4. The caster must now wait 7 more ticks (0.6 sec x 7 = 4.2 sec) for the beginning of the next round (tick 0) to start casting their next spell, though they can move, attack, and initiate dialog in the interim.

Improved Alacrity Casting[]

While Improved Alacrity is active, spells can be cast as soon as the current spell is finished, allowing multiple spells to be cast in a single round.

  • This effect is most noticeable when casting spells with shorter casting times, e.g. Magic Missile (cast time 1) or Skull Trap (cast time 3).
  • The theoretical maximum number of spells cast in one round under Improved Alacrity is 10 spells (10 ticks @ 1 spell/tick), assuming all spells cast have a casting time of 1 and no items are equipped which improve casting time.

Interaction with Improved Casting Time[]

The total potential spells cast per round under Improved Alacrity is greatly increased while wearing items that improve casting time, e.g. the Robe of Vecna (cast time improved by 4).

  • Spells with a longer casting time (e.g. Horrid Wilting, cast time 8) can now be cast more rapidly during Improved Alacrity.
  • Spells that have casting times less than or equal to the amount improved by items will have their casting speeds reduced to 0 (zero). These spells are now instead cast in one frame of gameplay (0.033 sec) rather than one tick (0.6 sec), making them cast instantly and with little risk of interruption.
  • Combining significant cast time improvements with Improved Alacrity makes it is possible for a mage to completely empty their entire spellbook in one round of combat, including the time spent casting Improved Alacrity.

Examples Comparing Potential Damage Output[]

(Note: All damage is averaged, assuming target failed their respective saving throw(s). Sequencers, triggers, contingencies, and simulacra are excluded for simplicity.)

Example 1, Level 20 Sorcerer, No Alacrity[]

Average Single-Target Damage Dealt in 3 rounds 330 damage

Example 2, Level 20 Sorcerer, Improved Alacrity[]

  • Round 1: Cast Improved Alacrity (9 ticks), begin casting Skull Trap (3 ticks).
  • Round 2: Finish casting Skull Trap, cast it 3 more times (tick 2, 5, 8), begin casting it again
  • Round 3: Finish casting, cast it again (tick 1), cast Sunfire 2 times (tick 4, 7)

The average damage dealt in 3 rounds 525 damage. Damage output is almost twice that dealt in Example 1 (without Improved Alacrity), while only using one Level 9 spell slot.

Example 3, Level 20 Sorcerer with Improved Alacrity, wearing Robe of Vecna and Amulet of Power[]

  • Round 1:
    • Cast Improved Alacrity (4 ticks), 120 frames remain
    • Cast Wish x 5 (5 frames) = 0 damage (Wish Rest, takes ~5 ticks for genies to appear)
    • Cast Magic Missile x 6 (6 frames) = 70 magic damage
    • Cast Melf's Acid Arrow x 6 (6 frames) = 42 acid damage + 42 dmg/rd for 7 rounds
    • Cast Skull Trap x 6 (6 frames) = 420 magic damage
    • Cast Ice Storm x 6 (6 frames) = 54 cold damage + 54 damage/rd for 3 rounds
    • Cast Sunfire x 6 (6 frames, tick 5) = 315 fire damage
    • Cast Chain Lightning x 6 (6 frames) = 210 electric damage
    • Cast Finger of Death x 6 (6 frames) = 60 magic damage + 6 saves vs death at -2 or die
    • Wait for genies to open dialog, select Wish Rest option (Wisdom 18+), i.e. "Make it as if the entire party has just rested a full night and rememorized all their spells. "
  • Round 2:
    • Repeat Round 1 after Wish Rest takes effect.
  • Round 3:
    • Repeat Round 1 after Wish Rest takes effect, with one modification: Instead of Wish, cast Dragon's Breath x 5 (550 fire damage)

Assuming Wish Rests are successful, average damage dealt in 1 round 1206 damage, and in 3 rounds 4256 damage (includes stacking Acid Arrow and Ice Storm damage). Damage output in 1 round is more than twice that in Example 2 (with Improved Alacrity over three rounds). Total damage over 3 rounds is more than 8 times Example 2 (with Alacrity) and more than 15 times Example 1 (No Alacrity).

Notes[]

  • Some find it helpful to turn on the option "Pause when spell cast" in the gameplay options to prevent having to time pauses between spells cast in rapid succession.
  • This spell will work with innate abilities such as the Bhaalspawn abilities, shapeshifting abilities (e.g. Shapechange), and spells stored in Spell Sequencers / Spell Triggers, but it will NOT work with quick slot items, such as casting scrolls or drinking potions. For Cleric / Mage, it also works for their Cleric spells.
  • It is possible to pre-cast Improved Alacrity before entering a combat area, removing the spell's long cast time as a mitigating factor.
  • See also Time Stop.
  • This article's "Talk" page has some community opinion notes about this spell's in game use.

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this High-level class ability spell, revising its school, and description. See below:

Improved Alacrity
Level: Epic
School: Alteration
Range: Personal
Duration: 2 rounds
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None

Improved Alacrity essentially erases the pause between casting spells. When cast, the mage can begin casting a new spell the instant he is finished casting his current spell. The effect lasts for 2 rounds.

Mod gallery[]

External links[]

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