Recover Life over the base's listed duration. Higher-level bases change recovery amount, duration, capacity, and level requirement, so the highest required level is not automatically the best profile for every build.
Related: Ultimate Life Flask, Browse Life FlasksMechanic
Flask
A Flask is an equipped item that spends charges to recover Life or Mana. Flasks are reusable, but they must regain charges from monsters, checkpoints, Wells, passive generation, or another explicitly stated source.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Flask does
Current rulesEquip one Life Flask and one Mana Flask, compare each flask's recovery amount and duration, then check how many charges one use consumes and how many it can hold. Use it when recovery is needed. Kills restore charges according to Monster Power and rarity, while checkpoints and Wells refill equipped Flasks completely.
- Two Flask types
- Life Flasks recover Life and Mana Flasks recover Mana. A character normally has one slot for each type and can equip only one of each, unless an item or another effect explicitly changes the slot rule.
- Recovery has an amount and duration
- A Flask states how much Life or Mana it recovers and the time over which that recovery occurs. Increased amount changes the total recovered, while recovery rate changes how quickly that amount is delivered. Read both values when comparing bases or modifiers.
- Charges limit uses
- Each use spends the Flask's listed charges from its current capacity. Charges are not the number of remaining uses: divide current charges by charges consumed per use, then account for any modifiers to charges gained, used, or generated over time.
- Kills scale with Monster Power
- Normal enemies grant Flask charges equal to half their Power, Magic enemies grant charges equal to their Power, and Rare or Unique enemies grant charges equal to twice their Power. The monster type's base Power and rarity are already part of that value.
- Checkpoints and Wells refill
- Activating a checkpoint or using a Well completely refills equipped Flasks. A Flask can hold charges only while it is in a Flask slot, and unequipping it removes its stored charges.
- Quality improves recovery
- Each point of Flask Quality grants 1% more Life and Mana recovery. Glassblower's Bauble raises Flask Quality up to the normal maximum of 20%, so quality changes recovery rather than charge capacity or charges per use.
- Flask rarity stops at Magic
- Non-unique Flasks can be Normal or Magic. Flasks can also be Unique, but there are no Rare Flasks. A Unique Flask can replace the normal recovery or use pattern with its own explicit rules.
- Full resource normally ends recovery
- Ordinary Flask recovery does not continue beyond full unreserved Life or Mana. Wording such as effect is not removed when filled, recovery applies instantly, or recovery can Overflow is an exception and must be read literally.
- Charms are separate
- Charms use charges and refill at checkpoints or Wells, but they are not Flasks. A Charm automatically reacts to its condition, while Life and Mana Flasks are normally used manually. Flask-only and Charm-only modifiers do not cross over unless both are named.
Flask choices and connected systems
9 casesRecover Mana over time and can also supply charges to skills that explicitly consume Mana Flask charges. Compare recovery per use with the charge demand of the build.
Related: Ultimate Mana Flask, Browse Mana FlasksGlassblower's Bauble improves Flask Quality. At 20% Quality, the ordinary quality bonus provides 20% more Life and Mana recovery from that Flask.
Currency: Glassblower's BaubleRelated: QualityBounty supports increase charges granted by enemies killed with supported Hits. Alchemist's Boon grants passive Flask charges and shares part of Flask recovery with Allies in your Presence. Dread Banner can grant charges while its Aura is active.
Related: Bounty I, Bounty II, Alchemist's Boon, Dread Banner, PowerSeveral Concoction Attacks consume charges from the equipped Mana Flask as part of using the skill. Their charge cost is separate from drinking the Flask and can compete with recovery for the same charge pool.
Related: Acidic Concoction, Bleeding Concoction, Explosive Concoction, Fulminating Concoction, Shattering ConcoctionWaistgate allows Life and Mana Flasks to be equipped in either Flask slot. This changes which two Flasks can be equipped, but each equipped Flask still follows its own charge and recovery rules.
Related: WaistgateReverie makes non-Unique Life Flask effects constant under its restrictions. Shavronne's Satchel also applies Life Flask recovery to Energy Shield. These are explicit item exceptions, not default Flask behaviour.
Related: Reverie, Shavronne's Satchel, Energy ShieldThe Gnashing Sash lets Life Flask recovery Overflow maximum Life. Opportunity cannot be used manually and instead activates when a Perfect Timing skill is released. Both override a specific default Flask rule.
Related: The Gnashing Sash, Opportunity, OverflowFlask modifiers can change recovery amount, recovery rate, duration, charge capacity, charges gained, charges used, passive charge generation, instant recovery, or secondary effects. Compare the complete recovery and charge profile rather than one affix in isolation.
Related: Browse Flask modifiersLimits and exceptions
7 rules- A Flask is reusable, but it cannot be used without enough current charges unless its own wording replaces normal use.
- Charge capacity and charges consumed per use are separate. A larger capacity does not improve recovery per use by itself.
- Recovery amount and recovery rate are separate. More recovery rate delivers the amount faster; it does not necessarily increase the total.
- Unequipping a Flask removes its stored charges, and a Flask outside a Flask slot cannot hold charges.
- Ordinary recovery stops at full unreserved Life or Mana. Continuing at full, instant application, Overflow, and constant effects require explicit wording.
- There are no ordinary utility Flasks in the PoE2 equipment system. Charms cover reactive utility but remain a separate item class and mechanic.
- Skills and items can spend Flask charges without drinking the Flask. Include those costs when evaluating charge sustain.





























