Flask

A flask is a rechargeable potion. When used, the flask consumes a certain amount of flask charges and recovers a portion of life, mana or grants temporary bonuses for the duration of the flask effect.

Mechanics


Every character has space for five flasks. When the player enters a town or a hideout, all of their flasks are automatically fully recharged. If a player equips a flask within a hostile area, the flask has zero active charges by default.

Flasks can only be, or. There are no flasks, and flasks cannot be corrupted.

Flask charges
Flasks store different amount of charges and spend different amount per sip depending on flask type. These parameters can be altered with modifiers on equipment, flasks and passive skills. Partial fraction charges are stored but not displayed in the game. Used flask charges can be refilled in several ways:
 * by killing enemies; a monster grants 1 charge, a  monster grants 3.5 charges, a  monster grants 6 charges, and a  monster grants 11 charges;
 * Pathfinder's passive Nature's Boon recovers charges over time;
 * on a critical strike for flasks with Surgeon's prefix, while having equipped, through a Precision Watcher's Eye or with the Pathfinder's passive Master Surgeon. Flask charges gained this way can only occur once every 100ms and gives a charge to one flask at a time;
 * receive a critical strike while having a flask with Avenger's prefix.

The amount of charges gained from any sources can be altered with modifiers (e.g. from equipment and passive skills) and  (e.g. from the "Perpetual" flask prefix). These modifiers stack multiplicatively.

Within a party, all players close to the killed enemy get charges.

Recovery from flasks
Certain flasks recover life and/or mana over time. Flasks end their respective effects if maximum life or mana is reached. Hybrid flasks, which affect both life and mana, will end their effects if both life and mana are fully recovered. Recovery flasks queue up if multiple flasks are active. The effect with the highest regeneration rate is always applied first.

There are 3 parameters that affect recovery from flasks:
 * causes a flask to recover an increased/reduced amount. The duration is unchanged.
 * causes a flask to recover the same total amount at a faster/slower rate.
 * cause a flask to restore the whole amount instantly by overriding the duration to 0.

Modifiers to does affect recovery amount and is multiplicative with increased recovery from flasks as well as flask quality. Modifiers to increase the duration of the flask without decreasing the amount recovered per second, effectively acting as a multiplier to amount recovered, if the flask recovery is not instant. It does not affect recovery amount directly.

Effects of flasks
Flask effects are temporary effects that are granted while drinking a flask. This include implicit modifiers on utility flasks, certain flask suffixes and modifiers on unique flasks, but doesn't include life or mana recovery. Flask effects can be identified by having a specific gold border around the icon. Note that they do not count as buffs (for more information see active and temporary effects).

Effects of flasks as well as their durations can be increased with several flask modifiers, passive skills and equipment.

When activating multiple flasks, differing suffixes can apply and stack simultaneously but only one application of a particular suffix can apply to your character at one time, with the greatest value of said suffix taking priority.

Example: Say you have a If you activate the jade flask initially, you get a +20% movement speed bonus. If 0.5 seconds later you activate the ruby flask, you will then have +30% movement speed – the original 20% movement speed effect still has 4.5 seconds left, but is overwritten by the stronger effect temporarily. If 0.5 seconds later you activate your granite flask, then you have +30% movement speed and +100% armour. The armour and movement speed mods are different suffixes, so they don't conflict – they will stack together. 3 seconds later your ruby flask effect ends, but the jade flask still has 1 second left, so you revert to the +20% movement speed from the jade flask until it expires.
 * (duration 5s) with +20% movement speed.
 * (duration 3.5s) modified with +30% movement speed.
 * (duration 4s) with +100% armour.

Quality
are used to increase the quality of a flask. Quality on recovery flasks increases the amount of life and/or mana recovered by that percentage. Utility flasks gain increased duration instead. Note that quality on flasks stacks multiplicatively with other modifiers to flasks (for example, the increased flask duration nodes from the passive tree or belts). Furthermore, things with increased flask effect will not only improve the implicit mod of a flask, but any of the mods that the flask has rolled (always rounded down).

Flask effect removal
Nemesis monsters can have a modifier called nullifier. This will remove all temporary buff effects on a character. This means all active flask effects will be removed every time you are hit by one of these monsters.

Lists of flasks
The different flasks can be divided into two major categories, Recovery and Utility flasks. Recovery flasks recovers life or mana or a combination of both. Utility flasks grants a temporary bonus depending on the flask. The following tables displays all the various, non-unique, flasks in the game.

Prefix

 * Alchemist's : Cannot be rolled on or.
 * Seething : Cannot roll with suffixes whose effects are entirely "during Flask effect" (see also below).
 * Surgeon's : Cannot be rolled on.

Many of the Life and Mana prefixes lie on a spectrum between faster and more recovery:
 * [Faster Recovery Rate] ← Seething, Bubbling, Catalyzed, (normal), Saturated → [More Total Life/Mana Recovered]

Suffix
These suffixes do not count as buffs. For a detailed coverage of the icons they create in the upper left corner see active and temporary effects.

Recovery flasks
Up to Hallowed level, each Life, Mana, and Hybrid flask type is largely superior to the previous (barring early flask termination due to reaching maximum Life or Mana). Past this there is some specialization:


 * Eternal flasks are strictly more powerful than Sanctified flasks.
 * Life flasks are generally used in situations where speed is paramount.
 * Seething flasks are instant and ignore the recovery rate, so for these the offers the greatest life capacity, while the  offers the greatest amount of life per charge.
 * Similarly, Bubbling provides half of the healing instantly and greatly shorts the flask duration, so is ideal, as it provides the largest immediate heal.
 * For critical strike based characters, the Surgeon's prefix offers an additional source of charges. For these, the offers the best life rate.
 * Low life builds can use Panicked as a much more powerful version of Seething, as it will always be instant recovery.


 * Mana flask usage varies. If the purpose is to counteract Mana used by skills, it is better to match the recovery rate to Mana usage. On the other hand, Mind over Matter users use Mana more like Life, in which case faster recovery may be more important. This case may call for a Seething or Bubbling Eternal Mana Flask, or a Surgeon's Divine Mana Flask. The Enduring prefix is very commonly used on mana flasks for general use and can be considered a good "default" option, as it guarantees that the mana flask (and any secondary effects, such as armor or immunities) lasts the full duration, even if mana reaches maximum at times during that duration.
 * The 's Life capacity and per-charge recovery is comparable to half of a . However, its Mana recovery is inferior to half of a or . Thus, a  and a  or  will outperform two s in terms of mana. The s do allow a slightly finer granularity of use.
 * Hybrid Flasks can roll most life and mana flask affixes. The Enduring prefix can be used to create a "life" flask that does not end its effects at full life (or full mana).

Utility flasks
Utility flasks are generally better for carrying suffix effects, as recovery flasks end their effects if maximum Life or Mana is reached (exception for the Enduring prefix). The is the best utility flask best in terms of suffix effect in all respects: duration and number of uses held. The Experimenter's prefix creates the longest duration of these, while an Enduring Eternal Mana Flask has slightly longer duration than a non-Experimenter's Stibnite Flask, and similarly does not end its effect at full mana.

and can combine to provide substantial defensive improvements, regardless of build. The Phasing granted by can often be life-saving, as it prevents the Exile from being body-blocked from moving.

Vendor recipes
Divine and eternal life and mana flasks can not be obtained from the flask progression.

The developers stated in the forum that the vendor recipe chain on life and mana flasks was intended to stop with divine flasks. This seems to extend to buying them with sanctified ones.

Passive Skills
The passive skills that are related to flasks:

Cluster Jewel passive skills
The following Cluster Jewel passives are related to Flasks:

Miscellaneous
Passives that do not fit into other categories.

Timeless Jewel keystone passive skills
The following keystone passive skills are related to flasks:

Item modifiers
These modifiers occur on items other than flasks, though affect flasks none the less.

Base items
The table below shows base non-flask items that affects flasks.

Unique items
The table below shows unique non-flask items that affects flasks.

Version history

 * The cooldown for gaining a flask charge from effects which grant them on a critical strike has been reduced to 0.1 seconds (from 0.2).


 * Updated the art of all Life and Mana flask basetypes. No art is reused for different flask tiers anymore! Existing flasks will retain the old art for now.


 * Basalt Flasks now grant 15% additional Physical Damage Reduction (down from 20%) and last for 4.5 seconds (down from 5 seconds).


 * A character can now only receive one flask charge per Critical Strike every 200ms. This is shared across all flasks.
 * The Harvest and Master Surgeon now follow this rule. Instead of giving a charge to each of your flasks, they will only grant it to one.


 * Flask buff icons have been remade in a consistent way.


 * Flasks will now correctly show as unusable if their level requirement is too high for the character.


 * Resistance Flasks have been reduced to +6% maximum resistance. They all now last for 4 seconds (increased from 3.5). It's getting easier to dramatically increase maximum resistances, so this change is designed to partially counteract the new tools such as the Flask Effect mod and new Ascendancy options.
 * Quartz Flasks, now lasts for 4 seconds (down from 5 seconds) and consume 30 of 60 charges (down from 40 of 60). They now provide 10% Dodge and Spell Dodge, as well as Phasing.
 * Jade Flasks now lasts 4 seconds (down from 5 seconds) and consume 30 of 60 charges (down from 40 of 60).
 * Diamond Flasks now last for 4 seconds (increased from 3.5 seconds) and consume 20 of 40 charges (down from 80 of 80).
 * Quicksilver Flasks now last for 4 seconds (down from 5 seconds).
 * These changes affect existing Utility Flasks that your characters have. No legacy versions are created.
 * Added a new Flask mod - of Curing: Poison Removal and Immunity
 * Added a new Flask mod - Chemist's: Reduced number of Charged Used
 * Added a new Utility Flask mod - Experimenter's: Increased Duration
 * Added a new Utility Flask mod - Alchemist's: Increased Effect and Reduced Duration


 * Surgeon's Flasks now have a chance to gain a charge on critical strike, rather than being unconditional. Old flasks are unmodified.


 * Mana flasks now consume fewer charges per use and restore less mana per use. Players needed more control over how and when they restored mana (and how often they gained the benefits of flask effects). Giving mana flasks more uses gives players more control.
 * Life flasks now restore more life.
 * Flasks have had their level requirements adjusted. Life and mana flasks can generally be equipped earlier.


 * Fixed a bug where your Flasks would not refill if respawning in the same arena during FFA Arena Tournaments.


 * Flasks will now refill when equipped in a hideout.


 * New tiers of life and mana flasks (Divine and Eternal) have been added at levels 65 and 70.
 * The Sapping mod on flasks now only increases life recovered by 40% (down from 60%).
 * Flasks now refill when entering a PvP area, unless you're in a Famine league.


 * Added a buff icon for the new Forbidden Taste unique flask.


 * Changed Life, Mana and Hybrid flasks to no longer be usable when they would have no function. That is, when there is no life and/or mana to recover and there is no on-use effect.


 * Sanctified Life Flasks and Sanctified Mana Flasks can now drop in all leagues.
 * Jade Flasks and Quartz Flasks can now drop in all leagues.


 * Fixed a bug where the the wrong flask could be used if you moved the mouse with the button down.


 * Fixing a bug where flask-use sounds wouldn't play if you had reduced flask charges used.


 * Effects have been added for when a Jade Flask or Quartz Flask is used.


 * Fixed a bug introduced in 1.0.0f where some flask effects would not work.


 * Fixed an issue with the Blood of the Karui unique item and interactions with other life recovery stats.


 * The new challenge leagues have introduced five new base types of items - four new Flasks and a Ring.


 * Fixed a display error with Flask Charges Used in the Character panel.


 * Using flasks now breaks the grace period of invulnerability you gain upon entering an area.


 * Fixed a bug where minions would grant you flask charges when they time out.


 * Increased Flask Charges now increases charges gained from all sources, not just monster kills.
 * Fixed a bug where most Life and Mana Flasks were not recovering the full amount.


 * Diamond Utility Flasks have returned! They make your Critical Strike Chance "Lucky" for 3.5 seconds (that is, your Critical Strike Chance is rolled twice, with the best result taken).
 * Increased Flask drop rate slightly.


 * Granite Flasks have been reduced to providing 3000 armour.
 * The drop rate of Life, Mana and Hybrid flasks has been reduced due to the addition of flask-upgrade vendor recipes in a previous patch.
 * The amount of mana recovered by high level flasks has been increased. For mana flasks this includes Giant and above. For hybrid flasks, Sacred and Hallowed.


 * Added a new Flask Mod - "of Staunching": Removes Bleeding.
 * Added a new Flask Mod - "of Grounding": Dispels Shocked.


 * Monsters no longer grant experience, flask charges and other on-kill benefits if they detonate themselves. This does not apply to Undying Incinerators that can explode when very low on life.


 * Fixed a bug where increased flask duration wasn't applied to utility flasks.


 * Flasks will no longer be consumed when typing in chat if you have rebound the keys for those flasks.


 * Fixed a bug where sometimes flasks would not work for a tiny period of time after gaining a flask charge.


 * Added Quicksilver Flasks, a type of utility flask that increases movement speed by 40% for five seconds. A Quicksilver Flask is now available as a reward from the Medicine Chest quest.
 * Added Amethyst Flasks, a type of utility flask that increases chaos resistance by 35% for 3.5 seconds.
 * Flasks with movement speed mods (and the Quicksilver flask itself) now display an effect on the character to show that you're accelerated.
 * Disabled Diamond flasks until we've rebalanced them properly.
 * Granite Flasks now grant 4000 armour on use, not 10000.
 * Medium Life and Mana Flasks have had their drop level reduced to 4.
 * The Adrenaline flask mod has been moved to level 5.
 * Fixed a bug where scouring a flask would remove its level requirement.


 * Fixed a bug where Flasks could be traded without losing their charges. Thanks [BSM]neovile and [BSM]Sayt.


 * Fixed a bug where Flasks of Warding could remove Map curses.


 * Diamond, Granite, Ruby, Sapphire and Topaz flasks now display an effect on your character when being used.
 * Added a new flask mod - "of Warding" which cancels all curses currently on you and prevents you being cursed while that flask's recovery is in effect. This also puts a visual effect on your character.


 * Utility Flasks now have new art. This only affects flasks found after this patch.
 * Flasks are replenished by a few charges between PvP rounds. It's important to manage flasks properly - if you use them all too fast then you'll be at a big disadvantage in later rounds.
 * Flasks can't be used in town now.
 * Flasks which heal minions no longer apply to totems, traps and mines.
 * Fixed a bug where the mod that reduces flask charges used would not apply to the flask UI correctly.


 * Resistance flasks now last 3.5 seconds rather than 2.0 seconds by default.


 * Flasks hovers now display how many charges they currently have.


 * "While healing" effects from flask mods can no longer be indefinitely extended by using more flasks.


 * Fixed a bad interaction between on-drink flask effects and the Puncture skill.


 * Added a new item progression for Life, Mana and Hybrid flasks.


 * Undead revived by a necromancer can now grant flask charges.


 * Increased the number of charges needed for a Diamond Flask to refill.
 * Halved the life lost by use of a Caustic Flask.


 * Improved the progression of flasks so that higher levels are never downgrades.


 * Added a variety of Utility Flask base types that do effects other than healing your life or mana.
 * Reduced the size of the Perpetual flask mods.


 * Fixed instant recovery flasks giving "while healing" effects permanently.


 * Fixed a bug with the calculation of how much life recovery from flasks to apply to minions.


 * Improved the "Seething" flask prefix by reducing its penalty.
 * Reduced the price of flasks at vendors.


 * We've changed how flasks heal your life and mana so that they are slower than before but heal substantially more in total. They also take more monster kills to refill. This change should make your life and mana totals more relevant than just the speed your flasks recover at. There are more (drastic) flask changes scheduled for 0.9.6 but we're interested in feedback on these ones first.
 * Most flasks in the vendors don't generate with quality now.
 * Rebalanced most of the mods on flasks around the new behavioural changes.
 * "Low Life" on Cautious flasks is now defined as 35% rather than 50%, to be consistent with other uses of the term.


 * The knockback from a Flask of Fending now only applies to melee attacks.
 * Caustic flasks no longer interrupt energy shield recharge.


 * Reduced the Vendor costs of Flasks and hid some invalid high level items.


 * Increased the drop rate of flasks.


 * Rebalanced the flask charge ratios on vials so that they aren't so crazily overpowered.


 * Made early flasks use slightly less charges per drink so that it's easier to fill them.
 * Reduced the amount of Mana recovered from Flasks and Vials by 15%.


 * Moving belt flasks around is now allowed again if the inventory is open.
 * New flask graphics have been added for each base type.
 * Removed some incompatible flask mods from hybrid flasks.
 * Fixed a bug where flasks would appear unverified when linked on the website if the number of charges had changed.


 * Fixed a bug related to instant-use flasks that heal your minions.


 * Disabled the ability to lift flasks in the HUD version of the belt. Now you won't accidentally drop them while playing. Either mouse button can be used to drink from them now.
 * Fixed a bug where players would receive the "Surgeon's" Flask bonus more than once per action.
 * Reduced the number of flasks charges gained on Critical Strike for both Surgeon's and Avenger's mods.


 * Increased the rate of experience gain and Flask charge recovery to +75% per additional party member.
 * Changed the two Flask mods that deal with critical strikes to only refill a certain number of charges (rather than the entire flask). Old versions of these flasks will only refill 1 charge for now. In a later patch we will reroll the value on these to make it correct.


 * Nerfed the life recovered from life flasks by 33%.


 * Increased recovery from all flasks by 50% and made them refill slightly faster (reduced max charges and charges per use).
 * Re-enabled the "replenish on critical strike" flask mod.


 * Flasks now have substantially higher numbers of charges and require a lot more charges per use. When a monster is killed, all flasks gain a charge (rather than one at random).
 * Flask charges are biased so that mana is harder to come by at the start of the game (to help with progression).
 * Flasks now heal faster. Vials are substantially faster.
 * }