Traps and Mines
- Traps, Mine and Mines redirect here. For the support gems that create Traps and Mines, see and . For lists of Trap and Mine skills, see Category:Trap skills and Category:Mine skills. For the Map, see Mine (map).
Traps and Mines are entities created by certain skills, which lie on the ground until triggered, at which point they cast a skill.
- 1 Traps
- 2 Mines
- 3 Trigger Radius
- 4 Laying Speed
- 5 Maximum active traps and mines
- 6 Multi-cooldowns
- 7 Destroying Traps and Mines
- 8 Interaction with player stats and support gems
- 9 Skill restrictions
- 10 Unique Items that interact with Traps and Mines
- 11 Passive Skills
- 12 Damage Sources
- 13 Damage Types
- 14 Other Keywords
- 15 See also
When a trap is laid, it is visible to all creatures, but only for a brief period. During this period the trap is not yet armed, and cannot be triggered. When this period ends, the trap is armed, becomes invisible to enemies, and can then be triggered.
Once armed, a trap will be triggered by the first enemy to enter its trigger radius. The trap will then cast its skill at the enemy that triggered it, and the trap is destroyed.
Traps can be thrown to any location on the ground within the player's line of sight, although there is a maximum distance that they can be thrown. This allows them to be thrown at an enemy's feet, causing it to trigger as soon as it arms unless the enemy moves out of the way in time.
There are currently four trap skills:
There is also the support gem, which you can link with any active spell or ranged attack skill gem.
Unlike traps, mines do not have an arming period and are invisible to enemies from the moment they are laid, but they can only be laid at the feet of the creature laying the mine.
Once a mine is laid, a Detonate Mines skill becomes available. Using this skill is the only way to trigger a mine, and it will trigger all the player's active mines simultaneously (even mines of varying types). When triggered, a mine will cast its skill at the closest enemy within its trigger radius. If there is no enemy within range when it is triggered, the mine will target itself with the skill - this will cause any projectiles from the skill to fly in a random direction.
The detonation skill is considered a spell, and is therefore affected by cast speed. However the gem will not affect the detonation skill, because it is part of neither the mine nor the skill cast by the mine. It is an innate ability of the player to detonate all mines of any type they have active.
There are currently two mine skills:
There is also a support gem called.
The trigger radius stat is unique to traps and mines. It is not considered an Area of Effect, and will not be affected by area of effect modifiers. It can be increased by Trap and Mine Trigger Radius modifiers, some of which are found on passive skills.
Traps and Mines are not considered spells (even ones that cast spells), so laying a trap or mine cannot be sped up by increased Cast Speed modifiers. They are instead affected by Trap and Mine Laying Speed modifiers.
Maximum active traps and mines
There are limits on the number of traps and mines a player can have active at one time. A player can have:
- Up to three active traps
- Up to five active mines
Laying a fourth trap will cause the oldest active trap to be destroyed. Similarly, laying a sixth mine will cause the oldest active mine to be destroyed.
There are several passive skills which increase these limits, to a potential maximum of 6 traps and 7 mines.
Both traps and mines have a multi-cooldown. Each time the cooldown completes, a counter that is shown on the skill's hotkey icon is increased by one. This counter is how many traps/mines the player has "in stock" that are available to be laid. The counter will continue to increase slowly until the maximum is reached (three for trap skills, five for mine skills).
Unlike the maximums for active traps/mines, which are global across all skills, the "stock" is tracked separately for each individual trap or mine skill, and the cooldowns also operate on a per-skill basis. Different instances of the same skill share the same cooldown. This means that if you use a fire trap gem and a bear trap gem, laying fire traps will trigger the cooldown for the fire trap but not the bear trap. If you have 2 fire trap gems and lay 3 fire traps, BOTH fire trap gems will be in a shared cooldown so you won't be able to use the second gem while the first one is in a cooldown.
This also means that unlike with a traditional cooldown, the traps/mines can be laid in rapid succession, until the current stock is exhausted. They will then have to wait for more cooldowns to complete before more traps/mines become available.
Removing a trap or mine from a socket, removing the item the trap/mine is socketed into or swapping to the alternative weapon set will NOT reset the cooldown to zero.
Destroying Traps and Mines
All traps and mines have a maximum Life of 1. They cannot be targeted directly by attacks or skills, but are vulnerable to Area of Effect damage. Since they have only 1 Life, they will be destroyed by any damage they take. The passive skill Clever Construction can prevent this.
Interaction with player stats and support gems
It is important to note that when a trap/mine casts its payload, it is the trap/mine that casts the skill, not the player, but the skill will still get the benefits of any modifiers that would normally apply if it were the player casting the skill. This includes any modifiers from passive skills and equipment, buffs affecting the player, etc.
Since it is the trap/mine casting the skill, any negative effects that might result from casting the skill affect the mine, not the player. For instance if the mine damages a monster that has damage reflection, the damage will be reflected back onto the mine, not the player.
When the totem, which then can cast the linked skill., , and or gems are all linked in combination with a skill, the result is a skill that lays a mine. When the mine is detonated, it lays a trap. When the trap is sprung, it casts a
Triggering a trap also causes a trap/mine to be destroyed. Therefore auras and other skills that require being turned on for a duration (such as ) cannot be put on traps/mines, although doing so would be pointless anyway.
When theor support gems are linked to an attack skill, the trap/mine is considered to be using whatever weapon you are wielding. Only ranged weapons can be used with Trap or Remote Mine attack skills, not melee weapons.
Unique Items that interact with Traps and Mines
Deerskin BootsEvasion Rating: (166 to 192)
Requires Level 22, 42 DexGems in this item are Supported by level 11 Trap
(160 to 200)% increased Evasion Rating
+(35 to 45) to maximum Life
(14 to 18)% increased Trap Throwing Speed
30% increased Movement Speed for 9 seconds on Throwing a TrapAnticipation, preparation, exhilaration, celebration.
Physical Damage: 11–23
Critical Strike Chance: 6.5%
Attacks per Second: 1.1012% Chance to BlockGems in this item are Supported by level 8 Trap
(40 to 50)% increased Damage
(10 to 20)% increased maximum Life
(10 to 20)% increased maximum ManaYou've no reason for fear when you're a root in a fen
- Old Ezomyte saying.
- Jaws of AgonyJaws of Agony
Supreme Spiked ShieldChance to Block: 24%
Evasion Rating: 210
Energy Shield: 62Requires Level 70, 85 Dex, 85 IntReflects (221 to 260) Physical Damage to Melee Attackers(18 to 28)% increased Trap Damage
(15 to 25)% increased Physical Damage
+(60 to 80) to maximum Life
−(14 to 18) Physical Damage taken from Attacks
15% chance to gain a Power Charge on Throwing a Trap
Grants level 20 Bear Trap SkillOne wrong step triggers destruction.
Agony slowly dominates the will to live.
Cloth BeltRequires Level 37(15 to 25)% increased Block and Stun Recovery(30 to 40)% increased Trap Damage
20% increased Mana Regeneration Rate
+(20 to 30)% to Fire Resistance
80% reduced Trap Duration
25% increased Light Radius
Traps trigger at the end of their DurationThe sun's fury, trapped
in pillars of blazing light,
Explodes from its cage.
The Damage of Traps and Mines are affected by passives according to their other keywords (e.g. Fire) as normal. Additionally the following passives affect Traps and Mines specifically:
|Additional Mines|| |
Damage reduction only affects physical damage. The other four damage types each have their own resistance value (e.g. "Fire resistance") which is viewable in the character sheet. Resistances reduce damage taken, and are normally capped at 75%. However, there are passives and items that can increase your maximum resistances to allow for values higher than 75%.
If a passive does not specify whether it affects weapon or spell damage, it will affect both.
All damage instances have exactly one damage source. Modifiers which apply specifically to one source never apply to the others. There are currently four damage sources:
Attack damage, or any damage instance caused by a weapon. "Attack" is not a generic term for any offensive ability.
Spell damage, or any damage instance whose damage range is defined by the skill itself.
Secondary damage is direct damage that is neither a spell nor an attack and as such does not benefit from modifiers to those things. As secondary damage is not an attack or spell it cannot be evaded, blocked, spell blocked, dodged, or spell dodged. Secondary damage still benefits from all modifiers where applicable, some examples being Cast Speed modifiers, Elemental Damage modifiers, and Area of Effect modifiers.
Damage over Time
Damage over time (DoT) refers to damage inflicted continuously over a period of time. Unlike the other three damage sources, damage over time does not hit.
A hit can be composed of several types of damage, but each type of damage has modifiers applied to it seperately from other types in the same hit. Damage over time effects always consist of exactly one damage type. All damage must have exactly one type; there is no such thing as "typeless" or "multi-typed" damage.
Keywords that are based on damage types are dynamic based on the damage types that a hit consists of. For example, supporting with effectively causes all hits dealt by that skill to have the Chaos damage keyword. Currently there are 5 types of damage:
Physical damage is usually dealt by attacks but can also come from some spells, like life leech and mana leech only apply to physical attack damage when determining how much life or mana is gained. Many passive attack skills only increase physical damage, especially those which apply to a specific weapon type., , and . Most sources of
Dealing a critical strike with fire damage inflicts the Ignite Status Ailment. Fire damage has its own unique term for damage over time called Burning Damage that applies exclusively to fire damage over time effects.
Dealing a critical strike with lightning damage can inflict the Shock Status Ailment. Lightning damage has a greater damage range than other damage types---it tends to deal 10-190% of the average damage, instead of 80-120% as with other damage types.
Chaos damage ignores energy shield, reducing life directly. Notably, while the Poison status ailment is associated with chaos damage it is not inflicted when dealing a critical strike with chaos damage.
Beyond source and type, there are several other ways to classify damage which are best referred to by their generic name Keywords. In the case of a damage instance triggered by a parent skill (such as Ignite), these modifiers are all inherited from the triggering hit.
Certain skills have an Area of Effect (AoE for short) and can affect multiple enemies or allies at once.
Elemental Damage modifiers affect all types of Elemental Damage (Fire, Cold and Lightning). Chaos damage is not considered elemental.
Mines are skills which are laid at the characters location and detonated by a separate command.
Melee damage is a category of damage exclusive to the Attack damage source; in the case of damage instances who inherit keywords from a parent skill (such as Ignite or Puncture's bleed) the melee keyword is not inherited.
Note that skills with the Bow keyword are considered to implicitly be projectiles.
Weapon-specific keywords are derivatives of the Attack damage source and therefore are not inherited by damage instances who inherit keywords from a parent skill (such as Ignite, Puncture's bleed, or Poison Arrow's poison cloud).
Damage modifiers that have no restrictions or specifications are commonly referred to as generic damage modifiers. These modifiers are potent since they will apply to all damage dealt by the modified skill regardless of source, type, or keywords.
|Mine Damage and Duration|| |
|Mine Laying Speed|| |
|Number of Traps Allowed|| |
|Trap and Mine Damage|| |
|Trap and Mine Damage and Laying Speed|| |
|Trap and Mine Laying Speed|| |
|Trap Damage and Trigger Radius|| |
|Trap and Mine Duration|| |
|Trap Throw Speed and Damage|| |
|Clever Construction|| |
|Expeditious Munitions|| |
|High Explosives|| |
|Master Sapper|| |
|Volatile Mines|| |