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Celerity reduces the stamina cost, possibly to zero, for all Quickstrike actions that reduce combat roundtimes (see QUICKSTRIKE for a full listing). It has a non-stackable 60 second duration. If not natively self-cast, there is a four minute period starting at the time of first application during which Celerity may not be re-applied to the same target. There is no such delay when the spell is natively self-cast.
All offensive combat actions automatically apply the lowest RT possible whether or not the Quickstrike ability is explicitly invoked. Users of Celerity need not use Quickstrike to gain the maximum zero-stamina RT reduction, or may use Quickstrike to gain additional RT reduction at a lesser stamina cost than would otherwise be the case.
Celerity also reduces the RT of the following precise utility actions:
Most other sources of RT are instead reduced by Haste (535), not Celerity. Conversely, if an action's RT can be reduced by Celerity, it cannot and will not be reduced by Haste.
The stamina cost for Quickstrike actions is modified to use the following formula, which is broken into is component calculations. Below, is the initial reduction in stamina cost (based on the caster's Elemental Lore: Air ranks), is the percentage of the remaining stamina cost you'll have to pay (based on the caster's Major Elemental ranks), is the original stamina cost for a quickstrike without Celerity, and is the final cost with Celerity running, and is a number of skill ranks.
Spell rank benefits are capped at level and is capped at . The caster's Elemental Lore, Air ranks and known Major Elemental spells are used in this calculation even when cast on a third party.
(See QSTRIKE for more details on the base cost of Quickstrike actions. Refer to the weapon speeds list. The multiplier is 1 for one-handed weapons, 1.5 for two-handed, and 2.5 for ranged. When used with a combat maneuver, the stamina cost of the CMAN itself is not counted as part of and is not reduced by Celerity. The weapon speed is 0 for combat maneuvers that do not involve a weapon.
Celerity also reduces the roundtime for some utility actions, and this roundtime is further reduce by Elemental Lore: Air ranks. Unlike combat actions, this is a flat reduction, and cannot be increased by spending further stamina. The roundtime for each action is reduced by
while Celerity is running.
- 1Disarming traps only. Warriors using DISARM to disarm a weapon will be reduced as per a combat action, above.
- At 50 ranks of training, the caster may EVOKE a group version of the spell.
- Decreases the stamina cost of combat actions. The formula is listed under Combat Actions.
- Decreases the RT incurred by utility actions. The formula is listed under the general description.
Air Lore Training Tables
The tables below show how many ranks of Elemental Lore, Air are needed to reduce RT to 1 with 0 stamina cost using this spell. They don't include the minor contribution of Major Elemental spell ranks, so 1 or 2 ranks less lore less may be needed if the caster has 50 or 100 Major Elemental spell ranks. Look up the base speed of the weapon and find it along the top axis. Find the current normal swing RT along the left axis the spot they meet is how many Elemental Air Lore ranks are needed to attack at 1 RT with 0 stamina cost. These numbers have not all been verified and are computed from the formulas given so may contain errors.
You suddenly start moving light-footedly.
Wearing off (self-cast with knowledge of Celerity):
You suddenly feel less light-footed.
Wearing off (character with no knowledge of Celerity):
You suddenly feel less light-footed and your feet take on a leaden quality.
Recovery (when cast at you by someone else):
The leaden quality leaves your feet.
This message appears only to the character receiving it; it has no third-person messaging. If you are hunting with a wizard and would like this to be shared, the Lich script CeleryMe will whisper (OOC) to a character's group when their cooldown has ended.