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[[Category:Game mechanics]]

Revision as of 01:31, 10 January 2025

An object is a non-hostile entity that is created through various skills. Many objects can be hit by or interact with your skills. Totems are considered objects.

List of skills that create objects

  • Ice Crystals
    • Frost WallFrost WallSpell, AoE, Cold, Duration
      Tier: 9
      Level: (1-20)
      Cost: (8-90) Mana
      Cooldown Time: 5.00 sec
      Can Store 3 Use(s)
      Cast Time: 0.80 sec
      Critical Strike Chance: 11.00%
      Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies.Deals (7-175) to (11-263) Cold Damage
      50% more Freeze Buildup
      Explosion radius is 2 metres
      Ice Crystal duration is 8 seconds
      Ice Crystals have (36-12714) maximum Life
      Wall is (2.8-5.6) metres long

      Additional Effects From 1-20% Quality:
      (1-20)% increased Cooldown Recovery Rate
      Skills can be managed in the Skills Panel.
    • Frozen LocusFrozen LocusAttack, AoE, Melee, Cold, Duration, Nova
      Tier: 1
      Level: (1-20)
      Cost: (12-87) Mana
      Attack Speed: 70% of base
      Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion that deals Attack damage but does not use your weapon's damage. This skill can be used while using other skills.Maximum 1 Ice Crystal
      Ice Crystal duration is 6 seconds
      Ice Crystal has (43-1364) maximum Life

      Additional Effects From 1-20% Quality:
      (1-20)% more Magnitude of Chill inflicted
      Skills can be managed in the Skills Panel.
  • Offerings
  • Bone OfferingBone OfferingMinion, Buff, AoE, Physical, Duration
    Tier: 11
    Level: (1-20)
    Cost: (25-110) Mana
    Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode.

    The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
    Limit 1 Bone Offering Spike
    Spike duration is 8 seconds
    Minions take (15-25)% reduced damage from Hits while shielded
    Absorbs first Hit dealing over 25% of Minion's maximum life

    Additional Effects From 1-20% Quality:
    Shielded Minions take (1.5-30)% less Damage for 1 second after Shield is lost
    Skills can be managed in the Skills Panel.
    spike
  • Pain OfferingPain OfferingMinion, Buff, AoE, Duration, Barrageable
    Tier: 5
    Level: (1-20)
    Cost: (25-110) Mana
    Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting.

    The bone spike is itself a Minion. If it dies, the effect ends immediately.
    Limit 1 Pain Offering Spike
    Minion Aura radius is 6 metres
    Spike duration is 6 seconds
    Aura grants Minions (20-29)% increased Attack and Cast Speed
    Aura grants Minions (20-58)% increased damage

    Additional Effects From 1-20% Quality:
    +(0.12-2.4) metres to Minion Aura radius
    Skills can be managed in the Skills Panel.
    spike
  • Soul OfferingSoul OfferingMinion, Buff, Duration
    Tier: 13
    Level: (1-20)
    Cost: (32-141) Mana
    Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions.

    The bone spike is itself a Minion. If it dies, the effect ends immediately.
    Limit 1 Soul Offering Spike
    Spike duration is 4 seconds
    Buff grants you (20-77)% increased Spell damage

    Additional Effects From 1-20% Quality:
    +(0.05-1) seconds to Spike duration
    Skills can be managed in the Skills Panel.
    spike
  • Orbs
    • Elemental StormElemental StormSpell, AoE, Trigger, Lightning, Cold, Fire, Duration, Orb
      Level: (1-20)
      Cooldown Time: 3.00 sec
      Cast Time: Instant
      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.Cannot deal Critical Hits
      Deals Damage every 0.25 seconds
      Storm radius is 1.8 metres
      Storm duration is 5 seconds
      Enemies inside the storm are Hindered

      Fire
      Deals (2–55) to (3–82) Fire Damage

      Lightning
      Deals (1–16) to (3–89) Lightning Damage

      Cold
      Deals (1–42) to (2–63) Cold Damage
      Skills can be managed in the Skills Panel.
    • Frost BombFrost BombSpell, AoE, Cold, Duration, Orb, Remnant
      Tier: 1
      Level: (1-20)
      Cost: (9-99) Mana
      Cooldown Time: 6.00 sec
      Can Store 1 Use(s)
      Cast Time: 0.80 sec
      Critical Strike Chance: 13.00%
      Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.Deals (7-238) to (11-358) Cold Damage
      Detonation Time is 4 seconds
      Chills Enemies as though dealing 300% more damage
      Initially applies 20% Elemental Exposure and 2% Exposure per pulse, up to a maximum of 50%
      Pulse and explosion radius are (2.4-3.1) metres
      Limit 1 Frost Bomb
      Exposure duration is 8 seconds

      Additional Effects From 1-20% Quality:
      +(0.5-10)% maximum Elemental Exposure applied
      Skills can be managed in the Skills Panel.
    • Galvanic FieldGalvanic FieldSpell, Buff, AoE, Sustained, Lightning, Duration, Chaining, Orb
      Level: (1-20)
      Cast Time: 0.65 sec
      Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.Buff grants 30% more Chance to Shock

      Additional Effects From 1-20% Quality:
      Chains +(0.1-2) additional times
      Skills can be managed in the Skills Panel.
    • Orb of StormsOrb of StormsSpell, AoE, Sustained, Lightning, Duration, Chaining, Orb, Remnant
      Tier: 3
      Level: (1-20)
      Cost: (12-129) Mana
      Cast Time: 0.80 sec
      Critical Strike Chance: 10.00%
      Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.Deals (1-14) to (8-260) Lightning Damage
      Chains (3-5) times
      Fires a bolt every 4 seconds, and when you
      cast a Spell near the Orb
      Orb radius is 3.6 metres
      Orb duration is 12 seconds
      Limit 1 Orb of Storms
      Orb expires after firing 6 bolts

      Additional Effects From 1-20% Quality:
      Chains +(0.15-3) additional times
      Skills can be managed in the Skills Panel.
    • Solar OrbSolar OrbSpell, AoE, Sustained, Fire, Duration, Orb
      Level: (1-20)
      Cast Time: 0.80 sec
      Critical Strike Chance: 7.00%
      Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.Deals (4-181) to (5-271) Fire Damage
      Pulses every 1.4 seconds
      Explosion radius is 2.5 metres
      Orb duration is 10 seconds
      Limit 1 Solar Orb

      Additional Effects From 1-20% Quality:
      (1-20)% more Damage with Hits against Burning Enemies
      Skills can be managed in the Skills Panel.
  • Totems
    • Artillery BallistaArtillery BallistaAttack, Totem, AoE, Projectile, Sustained, Duration
      Tier: 7
      Level: (1-20)
      Cost: (14-95) Mana
      Requires: CrossbowDeploy a Ballista Totem that rains down a salvo of Pinning, Maiming bolts.Totem duration is 12 seconds
      Limit 1 Totem
      Totem gains +(0-75)% to all Elemental Resistances
      Totem gains +(0-35)% to Chaos Resistance
      Skills can be managed in the Skills Panel.
    • Dark EffigyDark EffigySpell, Totem, AoE, Projectile, Chaos, Duration
      Tier: 9
      Level: (1-9)
      Cast Time: 1.00 sec
      Requires Level 31Raises a Totem that bombard enemies afflicted by Chaos damage over time Debuffs.

      Fires a Projectile at every nearby enemy that is afflicted by a Chaos damage over time Debuff. Fires multiple Projectiles at enemies afflicted by multiple Debuffs, but Projectile count cannot be otherwise modified.
      Totem
      Totem duration is 8 seconds
      Limit 1 Totem

      Dark Effusion
      Cast Time: 1.00 Sec
      Critical Hit Chance: 11.00%
      Deals (2–34) to (4–64) Chaos Damage
      Fires 100 additional Projectiles
      Impact radius is 0.8 metres

      Additional Effects From 1-20% Quality:
      (0-50)% Chance to apply Withered for 2 seconds on Hit.
      Skills can be managed in the Skills Panel.
    • Module Error: No results found for item using search term "item_name = Ripwire Ballista"
    • Shockwave TotemShockwave TotemAttack, Totem, AoE, Melee, Slam, Duration, Nova
      Tier: 3
      Level: (1-20)
      Cost: (15-103) Mana
      Requires: Any Martial WeaponRaise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it. The Totem cannot create Jagged Ground.Totem
      Totem duration is 12 seconds
      Limit 1 Totem
      Totem gains +(0-75)% to all Elemental Resistances
      Totem gains +(0-35)% to Chaos Resistance

      Slam
      Slam
      Attack Speed: 50% of base
      Attack Damage: (25-66)% of base
      Shockwave radius is 3 metres
      Jagged Ground Eruption
      Attack Damage: (90-237)% of base

      Additional Effects From 1-20% Quality:
      +(0.2-4) seconds to Totem duration
      Skills can be managed in the Skills Panel.
  • Other
  • EarthshatterEarthshatterAttack, AoE, Melee, Slam, Duration
    Tier: 7
    Level: (1-20)
    Cost: (7-55) Mana
    Attack Speed: 80% of base
    Attack Damage: (45-140)% of base
    Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.While Dual Wielding, both weapons hit with
    30% less attack speed
    Deals damage along the fissure's path and in a
    1 metre radius around the emerging spike
    Spike duration is 6 seconds
    Maximum 6 Spikes

    Additional Effects From 1-20% Quality:
    +(0.15-3) maximum Spikes
    Skills can be managed in the Skills Panel.
    spikes
  • Shield WallShield WallAttack, AoE, Melee, Physical, Duration
    Tier: 7
    Level: (1-20)
    Cost: (13-92) Mana
    Attack Time: 1.25 sec
    Critical Strike Chance: 5.00%
    Attack Damage: (65-235)% of base
    Requires: Armoured ShieldRam your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.(4-103) to (6-155) Base Off Hand Physical Damage
    6 to 8 Added Physical Damage per 15 Armour on Shield
    Can have 2 Shield Walls active at a time
    80% less damage if destroyed within 0.5 seconds by something other than you
    Explosion length is 4 metres
    Wall duration is 6 seconds
    Wall Segments have (36-12714) maximum Life
    100% more Damage if destroyed by your Skills

    Additional Effects From 1-20% Quality:
    (2-40)% more Damage if destroyed by your Skills
    Skills can be managed in the Skills Panel.
    walls
  • Tempest BellTempest BellAttack, AoE, Melee, Sustained, Duration, Conditional
    Tier: 3
    Level: (1-20)
    Cost: (14-98) Mana
    Cooldown Time: 0.50 sec
    Can Store 1 Use(s)
    Attack Speed: 120% of base
    Requires: QuarterstaffBuild Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.Tempest Bell
    Requires 4 Combo to use
    Lose Combo if you generate no Combo for 8 seconds
    Limit 1 Bell
    Bell duration is 6 seconds
    Bell is destroyed after 10 Hits

    Impact
    Attack Damage: (120–490)% of base
    Impact radius is 1.8 metres

    Shockwave
    Attack Damage: (50–132)% of base
    30% more Area of Effect per 0.1 metres of
    Knockback the triggering Hit would have caused
    Gains 30% of Physical Damage as Extra Damage of each Type matching an Elemental Ailment on the Bell
    Shockwave radius is 2.4 metres
    Shockwave can be triggered once every 0.25 seconds

    Additional Effects From 1-20% Quality:
    Shockwave deals (0.15-3)% more Damage per Hit taken by Bell
    Skills can be managed in the Skills Panel.
    bell
  • Tornado ShotTornado ShotAttack, AoE, Projectile, Physical, Duration, Barrageable
    Tier: 11
    Level: (1-20)
    Cost: (13-88) Mana
    Attack Speed: 120% of base
    Attack Damage: (50-156)% of base
    Requires: BowFire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.Impact radius is 1 metre

    Additional Effects From 1-20% Quality:
    Copied Projectiles deal +(0.75-15)% more damage
    Skills can be managed in the Skills Panel.
    tornado
  • Toxic GrowthToxic GrowthAttack, AoE, Projectile, Chaos, Barrageable
    Tier: 5
    Level: (1-20)
    Cost: (14-98) Mana
    Attack Speed: 80% of base
    Attack Damage: (20-62)% of base
    Requires: BowFire a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.Detonation Time is 15 seconds
    Fires 8 Pustules
    Limit 8 pustules
    Stored Poison adds up to 1.5 metres to base explosion radius
    Stored Poison grants up to 300% more explosion Damage

    Additional Effects From 1-20% Quality:
    Fires +(0.1-2) Pustules
    Limit +(0.1-2) pustules
    Skills can be managed in the Skills Panel.
    pustule
  • Vine ArrowVine ArrowAttack, AoE, Projectile, Chaos, Duration, Barrageable
    Tier: 3
    Level: (1-20)
    Cost: (7-47) Mana
    Attack Damage: (70-218)% of base
    Requires: BowFire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.Limit 1 Plant
    Impact radius is 0.8 metres
    Skills can be managed in the Skills Panel.
    pods

Version history

Version Changes
0.1.0
  • Introduced to the game.