Object

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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.
  • Glacial BoltGlacial BoltAttack, AoE, Ammunition, Projectile, Cold, Duration
    Tier: 7
    Level: (1-20)
    Cost: (7-53) Mana
    Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.Converts 60% of Physical Damage to Cold Damage
    Knocks Back Enemies

    Additional Effects From 1-20% Quality:
    +(0.1-2) Bolts loaded per clip
    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.
  • 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.
  • 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.

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

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
  • Whirling SlashWhirling SlashAttack, AoE, Melee, Strike, Staged
    Tier: 1
    Level: (1-20)
    Cost: (5-39) Mana
    Attack Speed: 70% of base
    Attack Damage: (70-218)% of base
    Requires: SpearPerform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.Melee
    Knocks Back Enemies

    Whirlwind
    Attack Damage: (60-217)% of base
    Knocks Back Enemies
    Slows enemy movement speed by 30%
    Maximum 3 stages
    Collapse deals 150% more damage per additional stage
    10% more Knockback distance per stage
    Whirlwind radius is 1.8 metres
    +0.3m to Radius per additional stage

    Additional Effects From 1-20% Quality:
    Collapse deals +(2-40)% more damage per additional stage
    Skills can be managed in the Skills Panel.
    whirlwinds
  • Whirlwind LanceWhirlwind LanceAttack, AoE, Projectile, Duration, Barrageable
    Tier: 11
    Level: (1-20)
    Cost: (6-46) Mana
    Attack Speed: 60% of base
    Attack Damage: (110-343)% of base
    Requires: SpearThrow a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
    Additional Effects From 1-20% Quality:
    Collapse deals +(2-40)% more damage per additional stage
    Skills can be managed in the Skills Panel.
    whirlwinds

Version history

Version Changes
0.2.0
  • Player-created objects, such as Ice Crystals, no longer have a Monster Power value.
  • Shield Wall segment Life past Gem level 20 now matches that of Ice Crystals (from Frost Wall for example), this is a reduction in total Life. Explosion radius is now 4 metres (previously 3).
  • Ice crystals can no longer apply on kill effects such as Herald of Ash and Trampletoe's overkill.
0.1.1c
  • Hitting inanimate objects, such as Ice Crystals, Tempest Bell or Vine Arrow plants, can no longer cause your trigger skills to generate energy.
0.1.1
  • Fixed a bug where some objects, such as Vine Arrow plants, were incorrectly counted as targets when dealing splash damage through the implicit modifier on the Cultist Greathammer base type.
0.1.0e
0.1.0
  • Introduced to the game.

See also