# Difference between revisions of "Celerity (506)"

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Celerity (506)
Mnemonic [CELERITY]
Base Duration 60 sec
Span Refreshable
Utility Magic
Subtype Combat
Availability All
Major Elemental Spells
 Sleep (501) Attack Chromatic Circle (502) Attack Thurfel's Ward (503) Defensive Slow (504) Attack Hand of Tonis (505) Attack Celerity (506) Utility Elemental Deflection (507) Defensive Elemental Bias (508) Defensive Strength (509) Offensive Hurl Boulder (510) Attack Floating Disk (511) Utility Cold Snap (512) Attack Elemental Focus (513) Offensive Stone Fist (514) Attack Rapid Fire (515) Utility Mana Leech (516) Utility Charge Item (517) Utility Cone of Elements (518) Attack Immolation (519) Attack Mage Armor (520) Defensive Meteor Swarm (525) Attack Elemental Disjunction (530) Attack Haste (535) Utility Temporal Reversion (540) Defensive Time Stop (550) Utility

## Contents

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:

 DISARM (traps) FORAGE HIDE

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.

## Combat Actions

The stamina cost for Quickstrike actions is modified to use the following formula, which is broken into is component calculations. Below, $\displaystyle r_s$ is the initial reduction in stamina cost (based on the caster's Elemental Lore: Air ranks), $\displaystyle r_p$ is the percentage of the remaining stamina cost you'll have to pay (based on the caster's Major Elemental ranks), $\displaystyle \mathrm{Cost}_0$ is the original stamina cost for a quickstrike without Celerity, and $\displaystyle \mathrm{Cost}_f$ is the final cost with Celerity running, and $\displaystyle R_{\mathrm{skill}}$ is a number of skill ranks.

\displaystyle \begin{align} r_s & = 30 + R_{\mathrm{AirLore}} \\ r_p & = \left( 50 - 0.5 \cdot R_{\mathrm{MjE}} \right ) \% \\ \mathrm{Cost}_0 & = \frac{\left( 10 + \mathrm{WeaponSpeed} \cdot \mathrm{Grip} \right) \mathrm{\ stamina}}{\mathrm{second}} \\ \mathrm{Cost}_f & = \frac{r_p \cdot \left( \mathrm{Cost}_0 - r_s \right) \mathrm{\ stamina}}{\mathrm{second}} \\ \end{align}

Spell rank benefits are capped at level and $\displaystyle r_p$ is capped at $\displaystyle 20\%$ . 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 $\displaystyle \mathrm{Grip}$ 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 $\displaystyle \mathrm{Cost}_0$ and is not reduced by Celerity. The weapon speed is 0 for combat maneuvers that do not involve a weapon.

## Utility Actions

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

$\displaystyle \frac{30 + R_{\mathrm{AirLore}}}{\mathrm{ActionSpeed}} \mathrm{\ seconds}$

while Celerity is running.

Action Speeds
Action Speed
HIDE 20
FORAGE 15
SEARCH 15
DISARM1 10
PICKLOCK 10
TEND 5
1Disarming traps only. Warriors using DISARM to disarm a weapon will be reduced as per a combat action, above.

## Lore Benefits

• 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.

 Base Weapon Speed Current RT 7 6 5 7 90 84 72 6 70 65 55 5 50 46 38 4 30 27 21 3 10 8 4
 Base Weapon Speed Current RT 9 8 7 6 5 9 154 146 130 122 106 8 131 124 110 103 89 7 108 102 90 84 72 6 85 80 70 65 55 5 62 58 50 46 38 4 39 36 30 27 21 3 16 14 10 8 4
 Base Weapon Speed Current RT 6 5 4 3 2 6 65 55 50 40 35 5 46 38 34 26 22 4 27 21 18 12 9 3 8 4 2 0 0
Tend Disarm
Picklock
Search
Forage
Hide
-1 0 0 0 0
-2 0 0 0 1
-3 1 11 21 31
-4 16 31 46 61
-5 31 51 71 91
-6 46 71 96 121
-7 61 91 121 151
-8 76 111 146 181
-9 91 131 171 211
-10 106 151 196 241
-11 121 171 221
-12 136 191 246
-13 151 211
-14 166 231

## Messaging

Initial cast
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)