Object

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Object can refer to any entity in the game that is not a character or NPC. These objects can be classified as either interactive or non-interactive objects. Non-interactive objects can only be seen but not interacted with, such as the signs in cities. These objects are useful for giving names to landmarks that may not be named elsewhere.

Types of objects[edit]

Note that all of the following types of objects can interlap with each other. For example, opposing team's siege weapons in PvP are destructible interactive objects while many kinds of hostile objects can also be destroyed.

Interactive objects[edit]

Most objects in the game are interactive objects. When players highlight an interactive object, the mouse pointer will turn into a gear. Players can interact with these objects in various ways, such as using or picking up the objects. Interactive objects can almost always be targeted but they are never hostile. Examples of stationary interactive objects include crafting stations or siege weapons.

Objects that can be picked up and carried are called "bundles", or on occasion "environmental weapon" and normally replace the weapon skills of the players. These differ from objects that are stationary and cannot be moved, but replace the player's skills, such as a siege weapon, are referred to as "Static environmental weapons".

Destructible objects[edit]

Some objects can be targeted, and many of these objects can also be destroyed by attacking them. These objects have a health bar under their name and are colored similiarly to hostile enemies. Destructible objects can only take damage from direct damage sources, as they are immune to conditions and other harmful effects except for a few exceptions. Examples include various kinds of destructible gates and walls.

Hostile objects[edit]

Some objects act similar to hostile NPCs. They are stationary, destructible objects that use skills to attack players. These objects are not affiliated with any family, and attacking a hostile object will not attract the attention of nearby enemies. For example, attacking a Nightmare Turret will not cause nearby Nightmare Courtiers to aggro. Some other examples include turrets and Risen Hands. Engaging these enemy objects will nevertheless invoke combat mode which lasts while the characters are within vicinity of the enemy object.