Flask types and tiers
Life and Mana flasks heal a share of your maximum over a few seconds. The higher the tier, the larger the share. Life flasks go in slot 1, Mana flasks in slot 2.
Utility flasks give a short bonus (five to six seconds) and also cure some statuses. Slots 3 and 4. They have no cooldown: a flask with enough charges can stay up permanently.
| Flask | Effect | Also |
|---|---|---|
| Quicksilver | Increased movement speed (up to 30% increased Movement Speed at the top tier) | Removes and blocks slow and fear |
| Granite | Increased armour (up to 25% increased Armour) | Removes and blocks bleed and poison |
| Warding | Elemental resistances (up to +15% to each Elemental Resistance) and +5% to Maximum Elemental Resistances | Removes and blocks burn, freeze, electrified, curse |
| Diamond | Increased critical strike chance (up to 30% increased Critical Strike Chance) | None |
At permanent uptime a utility flask is worth about one notable on the passive tree, so two utility slots act as a fifth and sixth passive.
Tiers. Flasks have eleven tiers. They follow the item tiers and names: Small, Medium, Large, Greater, Grand, Giant, Colossal, Sacred, Hallowed, Sanctified, Divine. Their level requirement matches the base tier (Bases and tiers).
Rarity. Flasks are Normal, Magic or, rarely, Unique. A Magic flask can carry one prefix and one suffix from a short list of seven affixes (Flask charges and affixes).
Where to get them. They drop in the world and in maps. Shops sell them too (Vendors). Stormrunner's Vial is a unique flask (Unique items).
Crafting. Use Transmutation and Alteration to roll a Magic flask. A good flask with a larger recovery, fewer charges used or faster charge gain is worth many orbs (Crafting basics).
Choice by vocation. Knights like Granite, casters like Warding and Quicksilver, paladins like Diamond (Automatic flask rules).
Related: The flask belt, The three defences.