Skill Gem /3
Skill Gem Quality /1
Item | Stats |
---|---|
Siege Ballista | Projectiles have (0–40)% chance for an additional Projectile when Forking |
Item mods /10
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Crusade | 85 | Suffix | Projectiles from Socketed Gems Fork gem | bow_crusader 100 default 0 |
32 | WeaponTree | Projectiles have 30% chance for an additional Projectile when Forking | two_hand_weapon 0 ranged 200 one_hand_weapon 50 default 0 | |
78 | WeaponTree | Projectiles have 40% chance for an additional Projectile when Forking | two_hand_weapon 0 ranged 200 one_hand_weapon 50 default 0 | |
32 | WeaponTree | Projectiles have 50% chance for an additional Projectile when Forking | one_hand_weapon 0 ranged 200 two_hand_weapon 50 default 0 | |
78 | WeaponTree | Projectiles have 75% chance for an additional Projectile when Forking | one_hand_weapon 0 ranged 200 two_hand_weapon 50 default 0 | |
38 | WeaponTree | Socketed Gems are supported by Level 10 Fork | one_hand_weapon 100 shield 100 default 0 | |
38 | WeaponTree | Socketed Gems are supported by Level 10 Fork | two_hand_weapon 100 default 0 | |
38 | WeaponTree | Socketed Gems are supported by Level 10 Fork | one_hand_weapon 25 shield 25 default 0 | |
38 | WeaponTree | Socketed Gems are supported by Level 10 Fork | two_hand_weapon 25 default 0 | |
1 | WeaponTree | Blazing Salvo Projectiles Fork when they pass through a Flame Wall | caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 wand 1000 staff 1000 dagger 1000 sceptre 1000 shield 500 default 0 |
Unique /5
+(20–30)% to Lightning Resistance
Gain 7 Life per Enemy Hit with Attacks
20% reduced Projectile Speed
(30–50)% increased Projectile Damage
Arrows Fork
(50–75)% increased Physical Damage
Adds (10–16) to (45–60) Physical Damage
(8–12)% increased Attack Speed
20% reduced Projectile Speed
Arrows fired from the first firing points always Pierce
Arrows fired from the second firing points Fork
Arrows fired from the third firing points Return to you
Arrows fired from the fourth firing points Chain +2 times
(150–200)% increased Critical Strike Chance with arrows that Fork
Arrows Pierce all Targets after Forking
Arrows that Pierce have +50% to Critical Strike Multiplier
(5–10)% increased Cast Speed
Left ring slot: Projectiles from Spells cannot Chain
Left ring slot: Projectiles from Spells Fork
Right ring slot: Projectiles from Spells Chain +1 times
Right ring slot: Projectiles from Spells cannot Fork
Projectiles from Spells cannot Pierce
(70–80)% increased Physical Damage
Adds (25–35) to (36–45) Physical Damage
10% increased Movement Speed
+(350–400) to Accuracy Rating
Cannot Leech Mana
Projectiles from Attacks Fork
Projectiles from Attacks can Fork 1 additional time
Passive /2
Esh, Forked Thought in your Maps has a 50% chance to be Duplicated
Cluster Jewel Passive /1
Projectiles cannot Pierce, Fork or Chain
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Maimed enemies have 30% reduced Movement Speed)
Community Wiki
Fork
Fork is a behavior of projectiles that causes them to split into two identical projectiles when they hit a target.
Mechanics
When a projectile forks, it splits into two identical projectiles that continue travelling at 60 and -60 degree angles from the projectile's original trajectory. A projectile can only fork once unless it is supported by the awakened fork support gem.
Only one projectile behavior can be applied each time a projectile hits a target. Fork has second priority for projectile behaviors, preceded by #1 pierce, and then followed by #3 chain and #4 return. This means that if you had pierce, chain, and fork supporting the same skill, it would first pierce to it's maximum number of pierces, then fork, then chain to its maximum number of chains.
Projectiles apply their on-hit effects to each target they fork on or otherwise hit. For example, Essence Drain will apply its debuff to each target a projectile hits. Skills such as Ice Shot and Kinetic Blast apply their on-hit area damage effects each time a projectile hits a target. The explosion behavior of some projectiles, such as Fireball and Creeping Frost, is not an on-hit effect and occurs only when a projectile ceases to exist.
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