Cost & Reservation Multiplier: 130%Requires Level 72Supports projectile skills, making their projectiles fork into two projectiles the first two times they hit an enemy and don't pierce it.Projectiles from Supported Skills Fork
Projectiles from Supported Skills Fork an additional Time
Supported Skills deal (10–14)% more Projectile Damage
Supported Skills deal (0–10)% increased Projectile DamageThis is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.
Unusual Gems /1 ⍟
Unusual Gems /1 ⍟
|Superior||Supported Skills deal (0–10)% increased Projectile Damage||50|
Level Effect /20
Level Effect /20
|Cost & Reservation Multiplier: 130%|
Projectiles from Supported Skills Fork an additional Time
Projectiles from Supported Skills Fork
|Level||Requires Level||Dexterity||Supported Skills deal 10% more Projectile Damage||Experience|
Awakened Fork Support
|Reference||poe.ninja, Community Wiki|
|BaseType||Awakened Fork Support|
|Class||Support Skill Gems|
Supported Gem /66 ⍟
Supported Gem /66 ⍟
|Spectral Shield Throw|
Throws a spectral copy of your shield as a projectile which cannot pierce, and deals off-hand damage augmented by the defences of the shield. When it collides with something it will shatter, launching a number of smaller shards as projectiles in all directions. Modifiers that cause additional projectiles to be fired will add more shards, not more copies of the shield.
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will also deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Performs an attack that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands.
Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
Fires multiple arrows at different targets.
Launches unpredictable sparks that move randomly until they hit an enemy or expire.
Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.
An icy projectile which has a chance to freeze enemies it passes through. The projectile fades quickly, reducing damage and freezing chance until it dissipates.
Fires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hits a target.
Fires your wand to unleash projectiles that fire toward enemies in front of you or to your sides, dealing increased damage and granting you a power charge if an enemy is killed by, or soon after, the hit.
Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.
Fires a charged arrow at the target, causing them to be struck by a bolt of lightning which damages nearby enemies.
Fires a burning arrow that deals fire damage and has a chance to ignite.
Throws a mine that fires projectiles around it when detonated. These projectiles quickly dissipate as they travel, before disappearing
Fires an arc of knives in front of the caster which deals physical damage.
|Holy Flame Totem|
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Throws a spectral copy of your melee weapon. It flies out and then returns to you, in a spinning attack that damages enemies in its path.
After a short preparation time, you attack repeatedly with a ranged weapon. These attacks have a small randomised spread. Only works with Bows and Wands.
Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning.
Launches a series of fireballs in a spiral around the caster.
Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
|Vaal Burning Arrow|
Fires an arrow that explodes, dealing fire damage to its target and other nearby enemies, with an increased chance of igniting them.
|Vaal Power Siphon|
Fires your wand simultaneously at all nearby enemies, culling those close to death and granting you a power charge for each. Cannot be supported by Volley.
|Vaal Spectral Throw|
Throws several spectral copies of your melee weapon. They fly out and then return to you, in a spinning attack that damages enemies in their path.
|Vaal Lightning Strike|
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will explode, causing AoE attack damage to enemies where they land.
Throws a mine that deals damage in an area when detonated, then launches fiery projectiles that rain down around it, each dealing damage in a smaller area.
Fires a piercing shot that travels until it reaches the targeted location. It will then fire projectiles out in all directions from that point, which will travel for a short time before disappearing.
|Vaal Lightning Trap|
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets and leaving a trail of shocked ground.
Fires a projectile from a Wand that causes a series of small explosions surrounding its point of impact, each damaging enemies caught in the area.
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Lob a fiery orb that explodes as it hits the ground. The skill chains, releasing another fiery orb that repeats this effect.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Releases arrows along with a burst of lightning which damages all enemies in a cone. The arrows degrade in-flight as the lightning dissipates, soon vanishing.
Summons a ballista totem that attacks with piercing arrows. Requires a Bow.
Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
Fires a slow-moving projectile that pierces through enemies, dealing cold damage.
A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Channel to infuse an arrow with chaos, gaining stages while it is held. Release to fire it, leaving spore pods in its wake. Each spore pod blooms, firing thorn arrows, which travel for a short time before dissipating. Modifiers that cause additional projectiles to be fired will only apply to the initial arrows, and the spore pods will be split between those arrows.
Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Channelling for longer builds up stages on the skill. When you stop channelling, the stages decay over a duration.
Thrust an Axe or Sword forward, consuming your Steel Shards to form a cluster of shards in front of you. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it. Steel Shards are gained with the Call of Steel Skill.
Swing an Axe or Sword, consuming Steel Shards to gain a Steel Ward that protects you for a duration, and fire projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter. Steel Shards are gained with the Call of Steel Skill.
Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it.
Fires a poisonous projectile based on your weapon that will chain between enemies. Requires a Dagger or Claw.
Fires a returning projectile that can be caught. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
Summons a ballista totem that fires multiple arrows with extreme force, breaking them apart into shrapnel. Enemies can be hit by multiple arrows from the same attack. Requires a Bow.
Fires an arrow that remains in the ground behind its final target, tethering that enemy to it. Ensnared enemies always count as moving, and have less movement speed while trying to break the snare. The snare will break if they leave the area of effect.
Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. Each time it changes direction, a secondary projectile breaks off, flying in the direction it changed away from.
Fires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.
Consume a Steel Shard to fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
Throws a spectral copy of your melee weapon. It spins around while flying in a large spiral, damaging enemies in its path, and bouncing if it collides with walls.
Lobs an exploding projectile near the targeted location, and extra projectiles toward enemies around you. The projectiles deal chaos damage based on your life and energy shield. Casting this spell damages you.
Throws an explosive bottle that deals unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
|Eye of Winter|
Fires a single eye projectile which constantly releases shard projectiles in a spiral. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards.
Throws an explosive bottle that deals unarmed attack damage in an area and has a chance to poison. Can consume charges from a Life flask to add further damage. Requires an empty main hand, and no off-hand weapon.
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
|Vaal Molten Strike|
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth causing AoE attack damage to enemies where they land.
|Vaal Volcanic Fissure|
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. After erupting, the fissure continues moving towards enemies to cause further eruptions. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
|Vaal Caustic Arrow|
Fires a slow-moving serpentine arrow which deals chaos damage while piercing enemies, and leaves a trail of caustic ground. Enemies standing on the caustic ground take chaos damage over time.
|Vaal Venom Gyre|
Creates already-caught projectiles without firing them first, both immediately and over a secondary duration. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
Awakened Fork Support
Skill functions and interactions
Projectiles will hit once and fork into 2 projectiles.
Both forked projectiles will hit once and each fork into 2 projectiles, resulting in 4 total projectiles.
The final 4 projectiles will hit once.
Can also created from harvest crafting recipe from Vivid Razorleg
This item can be acquired from the following monsters:
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