Dreadmarch
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The flask belt

The kills pay for your next drink.

Flasks are reusable bottles that fill up as you kill, and then fire automatically when you tell them to. They cost no gold per drink and need no hotkey.

The belt. Your Flask Belt sits in its own equipment slot. It has four slots, one flask each:

SlotHoldsOpens at
1Life flaskLevel 1
2Mana flaskLevel 1
3Utility flaskLevel 10
4Utility flaskLevel 23

A life flask can only go in slot 1, a mana flask in slot 2, and utility flasks in 3 and 4. You begin with a Small Life Flask, a Small Mana Flask and a spare Small Life Flask from the starter kit (The Wrackline and Gullrest Camp).

Charges. A flask gains charges when monsters die near you, and spends charges each time it fires. Stronger monsters give more: magic more than normal, rare more than magic, bosses most of all. Everyone in a party within range gets the full amount. Flasks keep their charges when you move them.

Refill. Flasks refill fully and free in any hub. They never refill inside a map or instance, so plan your supply per run.

Rules

  • A short global cooldown separates any two flask firings.
  • A life or mana flask will not fire while its own effect is running, and will not fire if you are nearly full (a heal would be wasted).
  • Utility flasks refresh instead of stacking. If two flasks improve the same stat, only the stronger counts.
  • Flasks of low tiers are weaker. Tiers follow the item tiers (Flask types and tiers).

Choosing when they fire is the heart of the system: see Automatic flask rules.

Keystones. Hunter's Reservoir changes the rules: charges only from rares and bosses, but doubled effects (Keystones).

Maps. Some modifiers, like Lean, give fewer charges; Drained cuts your recovery (Map modifiers).

Related: Flask charges and affixes, The death rule.