Flask charges and affixes
How charges work. Every flask has a maximum number of charges, and each firing spends a set number. A life or mana flask holds more charges than a utility flask. Kills fill the flask:
- Normal monsters give a little.
- Magic monsters give more.
- Rare monsters give much more.
- Bosses give a great deal.
A party shares fairly: everyone within range of the kill gets the full amount. Summoned adds from monster modifiers give nothing (Monster modifiers).
Permanent uptime. For a utility flask, uptime depends on how fast you kill. Quick packs keep it nearly permanent. Investing in capacity, charge gain or fewer charges used raises uptime further.
Magic flask affixes. A Magic flask can have one prefix and one suffix.
Prefixes
- Increased recovery amount (life and mana).
- Reduced recovery time (life and mana).
- Increased effect duration (utility).
- Increased maximum charges.
Suffixes
- Reduced charges used.
- Increased charge gain.
- Movement speed during the effect.
Three tiers, unlocked by item level and labelled like item affixes: T1 is the best (item level 70+), T2 needs 40, T3 starts at 1. The tooltip shows (T#) on each affix line. Floors prevent extremes: a flask can never need fewer than 5 charges per use, hold more than 100, or recover faster than 1.5 seconds.
Shaping a flask. A two-affix target can take about a hundred Alterations. A magic Divine Life flask with extreme rolls is the "best" flask result, healing most of your life for about eleven charges.
Refills. In any hub, your belt is full again for free. Nothing refills inside a map, so make your charges count.
Reducing waste. The "charges full" rule burns charges that would overflow (Automatic flask rules).
Map modifiers like Lean (fewer charges) and Drained (less recovery) hit flask builds hard (Map modifiers).
Related: The flask belt, Flask types and tiers, Crafting basics.