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For the support gems that create traps and mines, see Trap Support and Remote Mine Support.

Traps and Mines are entities created by certain skills, which lie on the ground until triggered, at which point they cast a skill.

Traps

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. Furthermore, during this period the trap cannot be damaged. 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.

Active trap gems

There are currently {{#ask:Has gem tags::Trap Has item class::Active Skill Gems |format=count}} active skill gems with the Trap gem tag: Template:SMW item table/skill gems

Support trap gems

There are currently {{#ask:Has gem tags::Trap Has item class::Support Skill Gems |format=count}} support skill gems with the Trap gem tag: Template:SMW item table/skill gems

Mines

Unlike traps, mines 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 will trigger a mine, and it will trigger all the player's active mines simultaneously (even mines of varying types). Mines can also be detonated using the Detonate Mines skill iconDetonate Mines skill gem. 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 can be queued up while they are arming to detonate them as soon as they have finished arming.

The detonation skill is considered a spell, and is therefore affected by cast speed. However the Module Error: No skills found with q_where = skill.active_skill_name="Faster Casting" 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. But if the Detonate Mines skill gem is used, it can be linked to any support gem that can support spells. It can even be used with trigger gems, that can trigger spells.

Active mine gems

There are currently {{#ask:Has gem tags::Mine Has item class::Active Skill Gems OR Has name::Detonate Mines |format=count}} active skill gems with the Mine gem tag: Template:SMW item table/skill gems

Support mine gems

There are currently {{#ask:Has gem tags::Mine Has item class::Support Skill Gems |format=count}} support skill gems with the Mine gem tag: Template:SMW item table/skill gems

Mechanics

Trigger and Detonation radius

The trigger radius and detonation radius stats are unique to traps and mines. The base trigger radius for traps is 10 while the detonation radius for mines is 60.[1] It can be increased by Trap Trigger Radius and Mine Detonation Radius modifiers, that can be found on passive skills and equipment.

All skills that the trap/mine targets enemies with are affected by the trigger/detonation radius. This is a maximum – it won't let the trap or mine target an enemy that's within the radius but outside the range of the skill.[1] If no enemy is within range the skill is cast on top of the trap/mine.

Trigger and Detonation radius are not considered an area of effect, and will not be affected by general area of effect modifiers from the passive skill tree, equipment or gems such as the Module Error: No skills found with q_where = skill.active_skill_name="Increased Area of Effect" gem.

Laying speed

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. By default a character can have: {{#ask:

-Has subobject::Character
|base_number_of_remote_mines_allowed
|?Has stat text=
|format=ul
|sort=Has stat text
|mainlabel=- 

}} Laying an additional trap exceeding the limit will cause the oldest active trap to be destroyed. Similarly, laying an additional mine exceeding the limit will cause the oldest active mine to be destroyed.

There are several passive skills which increase these limits, three additional Traps and two additional Mines can be gained in the passive tree. The Saboteur ascendancy tree can give two additional maximum Mines.

Linking the Module Error: No skills found with q_where = skill.active_skill_name="Multiple Traps" support gem allows the player to set up 3 additional Traps and Module Error: No skills found with q_where = skill.active_skill_name="Cluster Traps" allows 5 additional Traps, the two can be combined for a total of 8 additional Traps. Module Error: No skills found with q_where = skill.active_skill_name="Minefield" increases the maximum number of mines by 2.

Cheap Construction inventory iconCheap ConstructionCheap Construction
Viridian Jewel
10% reduced Trap Duration
Can have up to 1 additional Trap placed at a time
Why waste the good stuff on something that's going to blow up?Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
Cheap Construction inventory icon
increases the maximum number of traps by one per Jewel.

Multi-cooldowns

Traps 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 the player has "in stock" that are available to be laid. The counter will continue to increase slowly until the maximum is reached. A maximum of 3 Traps per skill name may be stored.

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 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 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, as well, traps and mines are invulnerable to damage while being set or triggered. This means that a trap or mine that is triggered immediately after being set (either by an enemy or player) is effectively immune to damage during it's lifetime.

Interaction with player stats and support gems

Traps and mines act much like totems in that when they cast their payload, it is the trap/mine that casts the skill, not the player. This means:

  • Leeching: Players cannot leech health or mana via traps. The trap/mine is actually doing the leeching, but they self-destruct after they're triggered, so leeching has no practical effect.[2]
  • Damage reflection: Damage is reflected back to the traps/mines and not the player, so they are safe to use on damage reflecting monsters, maps, or PvP targets.
  • Trigger gems: Traps and mines (and totems) will not work with "Cast on..." trigger gems, even if the trap/mine has a "Spell" type gem tag/keyword; the player places or throws the trap/mine, but the trap/mine is doing the actual spell-casting.
  • Module Error: No skills found with q_where = skill.active_skill_name="Spell Echo" only works for self-cast spells, so it has no effect when supporting traps or mines.

However, trap and mine skills 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. For example, Ice Trap skill iconIce Trap has the gem tags "Cold" and "Spell," so it will benefit from any equipment or passives that boost cold, spell, or trap damage.

When the Module Error: No skills found with q_where = skill.active_skill_name="Trap", Module Error: No skills found with q_where = skill.active_skill_name="Remote Mine", and Module Error: No skills found with q_where = skill.active_skill_name="Spell Totem" or Module Error: No skills found with q_where = skill.active_skill_name="Ranged Attack Totem" 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 totem, which then can cast the linked skill.

Skill restrictions

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 Tempest Shield skill iconTempest Shield) cannot be put on traps/mines, although doing so would be pointless anyway.

When the Module Error: No skills found with q_where = skill.active_skill_name="Trap" or Module Error: No skills found with q_where = skill.active_skill_name="Remote Mine" 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.

Related unique items

  • Tinkerskin inventory iconTinkerskinTinkerskin
    Sadist Garb
    Quality: +20%
    Evasion: (1110-1238)
    Energy Shield: (228-255)
    Movement Speed: -3%
    Requires Level 68, 103 Dex, 109 Int(140-170)% increased Evasion and Energy Shield
    +(60-90) to maximum Life
    (10-15)% increased Cooldown Recovery Rate for throwing Traps
    15% chance to gain a Frenzy Charge when your Trap is triggered by an Enemy
    30% chance to gain Phasing for 4 seconds when your Trap is triggered by an Enemy
    Recover 100 Life when your Trap is triggered by an Enemy
    Recover 50 Energy Shield when your Trap is triggered by an Enemy
    Thin is the line between mechanical genius and magic.
    Tinkerskin inventory icon
  • Deerstalker inventory iconDeerstalkerDeerstalker
    Deerskin Boots
    Quality: +20%
    Evasion: (207-236)
    Requires Level 22, 42 DexSocketed Gems are Supported by Level 11 Trap
    (160-200)% increased Evasion Rating
    +(35-45) to maximum Life
    15% increased Movement Speed
    (14-18)% increased Trap Throwing Speed
    15% increased Movement Speed for 9 seconds on Throwing a Trap
    Anticipation, preparation, exhilaration, celebration.
    Deerstalker inventory icon
  • Sunblast inventory iconSunblastSunblast
    Cloth Belt
    Requires Level 37(15-25)% increased Stun and Block Recovery(30-40)% increased Trap Damage
    20% increased Mana Regeneration Rate
    +(20-30)% to Fire Resistance
    80% reduced Trap Duration
    25% increased Light Radius
    The sun's fury, trapped
    in pillars of blazing light,
    Explodes from its cage.
    Sunblast inventory icon
  • Fencoil inventory iconFencoilFencoil
    Gnarled Branch
    Staff
    Quality: +20%
    Physical Damage: 10.8-22.8
    Critical Strike Chance: 6.00%
    Attacks per Second: 1.30
    Weapon Range: 13
    +18% Chance to Block Attack Damage while wielding a StaffSocketed Gems are Supported by Level 8 Trap
    (40-50)% increased Global Damage
    (10-20)% increased maximum Life
    (10-20)% increased maximum Mana
    You've no reason for fear when you're a root in a fen
    - Old Ezomyte saying.
    Fencoil inventory icon
  • Tremor Rod inventory iconTremor RodTremor Rod
    Military Staff
    Warstaff
    Quality: +20%
    Physical Damage: 45.6-136.8
    Critical Strike Chance: 6.60%
    Attacks per Second: 1.25
    Weapon Range: 13
    Requires Level 41, 72 Str, 72 Int+18% Chance to Block Attack Damage while wielding a Staff+2 to Level of Socketed Spell Gems
    Socketed Gems are Supported by Level 10 Blastchain Mine
    (40-60)% increased Spell Damage
    (15-20)% reduced Enemy Stun Threshold
    Mines can be Detonated an additional time
    The best way to gain the element of surprise,
    is to let your enemy learn your plans,
    and execute them - twice.
    Tremor Rod inventory icon
  • Jaws of Agony inventory iconJaws of AgonyJaws of Agony
    Supreme Spiked Shield
    Quality: +20%
    Chance to Block: 24%
    Evasion: 290
    Energy Shield: 56
    Movement Speed: -3%
    Requires Level 70, 85 Dex, 85 Int4% chance to Dodge Spell HitsGrants Level 25 Bear Trap Skill
    (18-28)% increased Trap Damage
    (15-25)% increased Global Physical Damage
    +(60-80) to maximum Life
    -(18-14) Physical Damage taken from Attack Hits
    25% chance to gain a Power Charge when you Throw a Trap
    One wrong step triggers destruction.
    Agony slowly dominates the will to live.
    Jaws of Agony inventory icon
  • Kongming's Stratagem inventory iconKongming's StratagemKongming's Stratagem
    Ivory Spirit Shield
    Quality: +20%
    Energy Shield: (122-138)
    Movement Speed: -3%
    Requires Level 41, 100 Int(15-20)% increased Spell DamageTrigger Level 20 Fog of War when your Trap is triggered
    +(20-30) to Intelligence
    (250-300)% increased Energy Shield
    (30-50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
    30% reduced Spell Damage taken from Blinded Enemies
    No Chance to Block
    Those who are skilled in combat do not become angered.
    Those who are skilled at winning do not become afraid.
    Thus the wise win before they fight,
    while the ignorant fight to win.
    Kongming's Stratagem inventory icon
  • Coated Shrapnel inventory iconCoated ShrapnelCoated Shrapnel
    Crimson Jewel
    Radius: SmallTraps and Mines have a 25% chance to Poison on Hit
    Passive Skills in Radius also grant: Traps and Mines deal (2-3) to (4-6) added Physical Damage
    The Ezomytes have a saying:
    Take everything and waste nothing.
    Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    Coated Shrapnel inventory icon
  • Cheap Construction inventory iconCheap ConstructionCheap Construction
    Viridian Jewel
    10% reduced Trap Duration
    Can have up to 1 additional Trap placed at a time
    Why waste the good stuff on something that's going to blow up?Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    Cheap Construction inventory icon
  • Hair Trigger inventory iconHair TriggerHair Trigger
    Viridian Jewel
    (15-25)% increased Trap Damage
    (40-60)% increased Trap Trigger Area of Effect
    Anyone can catch a lumbering beast.
    Try catching a bird before it has even landed.
    Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    Hair Trigger inventory icon
  • Unstable Payload inventory iconUnstable PayloadUnstable Payload
    Cobalt Jewel
    (8-12)% Chance for Traps to Trigger an additional timeSaboteurs, like chefs, have their own secret recipes.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
    Unstable Payload inventory icon

Passive skills

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:

Traps and Mines

These passives skills affect both Traps and Mines:

Template:Passive table

Template:Ascendancy passive table

Traps

These passives skills affect only Traps:

Template:Passive table

Template:Ascendancy passive table

Mines

These passives skills affect only Mines:

Template:Passive table

Template:Ascendancy passive table

Version history

Version Changes
3.0.0
  • You can now queue up a 'detonate' action for Mines while they are arming to detonate them as soon as they have finished arming.
2.3.1
  • Creating multiple mines with Vaal skills now correctly consumes souls for each use and checks that you have enough souls.
  • Cooldown Recovery Speed no longer references traps on the character screen as it can apply to things other than traps now.
2.2.2
  • Attempting to place more traps than the maximum trap count will now always destroy the oldest traps. This fixes an issue when using multiple trap skills with different maximum trap counts.
  • Fixed a bug where players could have multiple Offerings active at once through the use of traps, totems or mines.

See also

References

  1. 1.0 1.1 Mark_GGG (July 1, 2016). "Mechanical Questions Thread". Official Path of Exile Forums. Retrieved July 1, 2016.
  2. Mark_GGG (July 24, 2013). "life leech applies not properly to fire traps". Official Path of Exile Forums. Retrieved February 19, 2016.
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