Mine

A mine (or remote mine) is a type of active skill that throws a device that can be detonated remotely to produce an effect such as delivering a spell payload, launching a volley of arrows, or teleporting the user to that location.

Throwing mines
When a character uses a mine skill, they throw the mine(s) to the target location. Characters have a base mine throwing speed of 0.25 seconds.

Throwing a mine reserves an amount of mana, indicated by the skill's mana reservation. The mine will continue to reserve mana until it is detonated or destroyed.

Once a thrown mine lands on the ground it becomes invisible to enemies. This is mostly relevant to PvP since there are no monsters that use mines.

All mine skills, except those supported by, create mines with an aura that becomes active while those mines are placed but not detonated. The effects of these auras stack cumulatively, up to a limit specified by the skill. These auras are affected by aura modifiers.

Mines remain active for a limited duration, after which they expire. Mine duration is specific to each mine skill. If a mine is not detonated before it expires, it is destroyed. Mine duration is not affected by skill effect duration modifiers. Likewise, mine duration modifiers do not affect the duration of skill effects created by mines.

Mines will be destroyed if they take any damage. Mines cannot be targeted directly, but they are vulnerable to area of effect damage. Mines cannot be damaged while they are travelling through the air, or while they are detonating. The passive skill, Clever Construction, can also prevent mines from being damaged for a number of seconds after being thrown.

There is a limit on the number of mines a character can have active at one time. By default, a character can have 15 mines active at once. Throwing an additional mine that would exceed the active mine limit will cause the oldest mine to be destroyed. There are passive skills that can increase this limit.

Detonating mines


While the player's character has any mines active, the Detonate Mines action (mapped to D by default) becomes available. Using the Detonate Mines action initiates a detonation sequence starting with the mine closest to the target location. The detonation sequence detonates the first mine instantly, then after a brief delay, another mine within a short range of the previous one will also be detonated. This continues in an accelerating fashion, where the delay between detonating the next mine decreases each time. Once there are no more mines within proximity to the last one detonated, the detonation sequence will stop.

The mine skill gem will state what its Base Mine Detonation Time is, and that time is modified by Detonation Speed modifiers. Each successive mine detonation in a given detonation sequence has 10% More Detonation Speed. $\text{Mine Detonation Time} = {\text{Base Detonation Time} \times (1 - \text{Increased Mine Detonation Time}) \times (1 - 0.1) ^ {\text{Mine in Sequence} - 1} }$

For example, has a Base Mine Detonation time of 0.25s, so here's a table showing the detonation time for each mine in a sequence if you had 30% Increased Mine Detonation Tree (e.g. from the passive tree).

The Detonate Mines action is instant and can be used while performing another action, such as throwing a mine or moving. The Detonate Mines action has a 0.2 second cooldown, after which it may be used again to start another detonation sequence. A character can have multiple detonation sequences occurring simultaneously.

Mines can be detonated while in the air. It is not necessary to wait until a mine lands on the ground before it can be detonated.

Mines can also be detonated using the skill gem. This skill initiates a detonation sequence, just like the Detonate Mines action. The Detonate Mines skill and the Detonate Mines action both share the same cooldown, meaning that when either one is used, both will be placed on cooldown.

Mines detonated by Skitterbots do not initiate a detonation sequence.

Mines casting spells
After a mine has been detonated, if the skill is a Spell, there is a delay of the spell's Cast Time, which uses the mine's casting speed modifiers. Therefore, it's possible to support mines with gems like to reduce the delay between the mine being detonated and the spell being cast by the mine, but in practice, this is generally not useful.

Mines as separate entities
Mines are separate entities from the character who throws them, but they use that character's offensive stats when applying damage and various other effects. A spell or attack unleashed by a mine is considered to have been made by the mine itself, rather than the character who threw the mine. This distinction is important to note for certain game mechanics that care about who is making the attack or casting the spell. Included among these are leech, damage reflection, and gaining effects on hit or on kill.

Leech
Through the use of ordinary leech modifiers such as, it is not possible for a character to leech from the damage dealt by their mines. This is because these leech modifiers only apply to characters who are attacking or casting themselves, not through mines by proxy.

is an example of a leech modifier that does allow the character to leech from the damage dealt by their mines.

Damage reflection
Mines provide total protection from damage reflection, since it is the mines that are dealing damage, not the character who throws them.

Gaining on hit or on kill
Modifiers that grant the character some effect on hit or on kill simply do not work with mines. For example, a character will not gain life, mana or power charges from having their mines kill enemies cursed with. Enemies killed by damage over time from mines such as  are attributed as being killed by the character.

Trigger effects
Mines cannot be thrown by any trigger effects. Mine skills cannot be supported by trigger gems, such as.

Self-cast support gems
Mine skills cannot be supported by support gems that require spells to be cast, such as.

Traps and totems
Rather bizarrely, mines can create traps and totems. For example, supported by  and  will result in a skill that throws a mine. When detonated, the mine lays a trap. When triggered, the trap places a Siege Ballista totem.

Active skill gems
There are active skill gems with the Mine gem tag:

Support gems
There are support skill gems with the Mine gem tag:

Passive skills
The damage of mines is affected by passive skills according to their other keywords (e.g. Fire) as normal. Additionally the following passive skills affect mines specifically:

Version history

 * Fixed a bug which prevented mana reserved by Mines to not correctly update with increases and reductions to mana reservation.


 * Mines are now thrown, rather than placed. Modifiers that previously affected your mine placement speed now instead affect your mine throwing speed.
 * The first mine you detonate will detonate instantly.
 * When detonating multiple mines, they are detonated in an accelerating sequence based on distance from your initial detonation target.
 * All mine skills, except those supported by Blastchain Mine Support, now have an aura component that is active while they are placed but not detonated. These auras can stack (up to a limit), and are affected by aura modifiers.
 * Each mine you throw now reserves a flat amount of mana based on the cost of the skill (and therefore affected by Support gems).
 * You can now have up to 15 mines active at once by default (from 5).


 * Modifiers to skill duration no longer modify the duration of traps, totems or mines, but will continue to modify the duration of skills cast by traps, totems and mines if those skills have a duration.


 * Traps and Mines are now invulnerable while they are arming and invulnerable while they are casting their skill. This means a trap thrown directly onto a monster who will detonate it cannot be destroyed before it detonates.
 * You can now queue up a 'detonate' action for Mines while they are arming to detonate them as soon as they have finished arming.


 * Creating multiple mines with Vaal skills now correctly consumes souls for each use and checks that you have enough souls.


 * Fixed a bug where players could have multiple Offerings active at once through the use of traps, totems or mines.
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