Automatic flask rules
Every slot has up to eight rules. A flask fires when any of its rules is true. The server checks them several times a second, so they work even when you are busy. Open the belt's settings to edit them. Changes apply after about two seconds.
Conditions you can choose
- Life below X% or mana below X%.
- Charges full (in combat): for utility flasks only. The flask fires rather than waste a charge, and only while you fight.
- Status: slowed, feared or paralysed, burning, poisoned, cursed, bleeding, frozen or chilled, drowning, or electrified. Choose several.
- Effect ended, while in combat: fire again as soon as the previous drink runs out.
- Fighting a rare monster or a boss, and a boss fight starts.
- Entering a map: once, in the first seconds of a map.
Utility flasks have no cooldown, only the charge limit. Give them a condition that matches their job, such as a status for Quicksilver or Warding, or the default "charges full".
Defaults. Every new character starts with the same rules: the life flask fires below 50% life, the mana flask below 35% mana, and both utility flasks when their charges are full in combat. You can change everything.
A minimum interval between firings of one slot is optional. By default there is none: the flask's own running effect is the only limit.
Tip. A life flask set too low risks death, one set too high wastes charges. Test your numbers on a map you know.
Related: The flask belt, Flask types and tiers.