Trigger Elemental Storm on CriticalHit with SpellsTrigger Elemental Storm on CriticalHit with Spells
Elemental Storm
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Storm radius is 1.8 mStorm radius is 1.8 metres
Storm duration is 5 secondsStorm duration is 5 seconds
Enemies inside the storm are HinderedEnemies inside the storm are Hindered
25% inc. Chill Dur. on Enemies25% increased ChillDuration on Enemies
Targets can be affected by two of your Chills at the same timeTargets can be affected by two of your Chills at the same time
Your Chills can Slow targets by up to a max of 35%Your Chills can Slow targets by up to a maximum of 35%
25%less Magnitude of Chill you inflict25%less Magnitude of Chill you inflict
Storm's Recollection
Notable
Remnants can be collected from 25% further awayRemnants can be collected from 25% further away
Remnants can be collected from 50% further awayRemnants can be collected from 50% further away
Remnants you create reappear once, 3 seconds after being collectedRemnants you create reappear once, 3 seconds after being collected
Force of Will
Notable
12% inc. Mana Regeneration Rate12% increased Mana Regeneration Rate
20% inc. Effect of Arcane Surge on you per ten percent missing Mana20% increased Effect of Arcane Surge on you per ten percent missing Mana
20% of Dmg is taken from Mana before Life20% of Damage is taken from Mana before Life
Strike Twice
Notable
20% inc. chance to Shock20% increased chance to Shock
Targets can be affected by two of your Shocks at the same timeTargets can be affected by two of your Shocks at the same time
25%less Magnitude of Shock you inflict25%less Magnitude of Shock you inflict
Refracted Infusion
Notable
Remnants can be collected from 25% further awayRemnants can be collected from 25% further away
When collecting an Elemental Infusion, gain another different Elemental InfusionWhen collecting an Elemental Infusion, gain another different Elemental Infusion
Shaper of Winter
Notable
25% inc. Chill Dur. on Enemies25% increased ChillDuration on Enemies
All Dmg from Hits Contributes to Chill MagnitudeAll Damage from Hits Contributes to Chill Magnitude
Shaper of Storms
Notable
20% inc. chance to Shock20% increased chance to Shock
All Dmg from Hits Contributes to Shock ChanceAll Damage from Hits Contributes to Shock Chance
Multiplying Squalls
Notable
12% inc. Crit% for Spells12% increased Critical Hit Chance for Spells
+2 to Limit for Elemental Skills+2 to Limit for Elemental Skills
Constant Gale
Notable
12% inc. Mana Regeneration Rate12% increased Mana Regeneration Rate
You have Arcane SurgeYou have Arcane Surge
Stormweaver is part of the published POE2 Main V2 Ascendancy catalog. Generated .
Critical Hit Chance
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical Damage Bonus can further modify this value. AttacksAttacks usually use your weapon's base Critical HitHit Damage Chance, while SpellsSpells and some other skills have their base Critical HitHit Damage Chance listed on the skill. Most modifiers to Critical HitHit Damage Chance are percentage based. For example, gaining 100% increased Critical HitHit Damage Chance on a base Critical HitHit Damage Chance of 7% would result in a final Critical HitHit Damage Chance of 14%.Spells
Spells are skills that use raw magic to destroy your enemies. AttacksAttacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chanceCritical Hit Chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chanceCritical Hit Chance.Critical Hit Chance
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value. AttacksAttacks usually use your weapon's base Critical HitHit Damage Chance, while SpellsSpells and some other skills have their base Critical HitHit Damage Chance listed on the skill. Most modifiers to Critical HitHit Damage Chance are percentage based. For example, gaining 100% increased Critical HitHit Damage Chance on a base Critical HitHit Damage Chance of 7% would result in a final Critical HitHit Damage Chance of 14%.Hit Damage
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging AilmentsDamaging Ailments innately.Fire Damage
Fire damage is one of the five Dmg TypesDamageTypes . It is reduced by Fire ResistanceElemental Resistances . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnited .Fire Damage
Fire damage is one of the five Damage TypesDamageTypes . It is reduced by Fire ResistanceElemental Resistances . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnited .Lightning Damage
Lightning damage is one of the five Dmg TypesDamageTypes . It is reduced by Lightning ResistanceElemental Resistances . Lightning hits have a chance to ShockShocking based on how much Lightning damage is dealt.Lightning Damage
Lightning damage is one of the five Damage TypesDamageTypes . It is reduced by Lightning ResistanceElemental Resistances . Lightning hits have a chance to ShockShocking based on how much Lightning damage is dealt.Cold Damage
Cold damage is one of the five Dmg TypesDamageTypes . It is reduced by Cold ResistanceElemental Resistances . Cold hits apply ChillChill and build up FreezeFreezing , but cannot build up Heavy StunHeavy Stunned .Cold Damage
Cold damage is one of the five Damage TypesDamageTypes . It is reduced by Cold ResistanceElemental Resistances . Cold hits apply ChillChill and build up FreezeFreezing , but cannot build up Heavy StunHeavy Stunned .Cooldown Recovery Rate
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.Chill
Chill is an Ailment that SlowsSlowed the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damageCold Damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.Slowed
Slows are modifiers from DebuffsDebuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRare and Unique enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.Remnants
Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.Arcane Surge
Arcane SurgeLightning Surges grants 15% increased Cast Speed and 20% more Mana Regeneration Rate.Shocking
Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damageLightning Damage from Hits ContributesContributes to chance to Shock enemies. The higher the Lightning damageLightning Damage dealt, the higher the chance. By default a HitHit Damage has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilment Threshold dealt.Elemental Infusion
Some Skills create Elemental Infusion RemnantsRemnants when specific conditions are met. Picking up the RemnantRemnants grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default. Skills that can ConsumeConsuming Infusions specifically mention the type(s) of Infusion they can ConsumeConsuming and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsuming an Infusion separately to gain the effect.Contributes
By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damageFire Damage of a HitHit Damage mattering when inflicting IgniteIgnited . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damageHit Damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damageHit Damage to determine Ailment Magnitude (i.e. BleedingBleeding and PoisonPoisons ), you still need a way to apply those Ailments (e.g. a source of BleedingBleeding or PoisonPoisons chance).Limit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.