Unique flasks?

What about adding rare flasks, but instead of 6 mods they only get 1 mod, but those mods are rare exclusive?

Make it so that you cannot use orbs to roll rare flasks (chance or alchemy) to keep them rare. Or perhaps only very small chance to orb of chance them.

Some ideas for rare flask mods:

Hemoactive- heals 15% of your maximum HP over 10 seconds. Adds 1% life leech from damage during flask effect. (uses 30 of 40 charges) This is LL to all damage, including spells.

Ethersurge- restores 15% of maximum mana over 9 seconds. Mana cost of skills reduced by 10% during flask effect. (uses 30 of 45 charges)

Diamond- all hits are critical hits for flask duration (2 seconds, quality increases this). (uses 30 of 30 charges)

Reflection- reflects 10% of melee damage done to self back to the source for flask duration (2.5 seconds, quality increases this). (uses 25 of 40 charges).

Fire Walking- ground burns where you walk for flask duration (2 seconds, quality increases this. Uses the burning ground mechanic and the damage done should be fixed based on level). (uses 30 of 35 charges)
flask of Plenty

Duration: 3 sec
Charges: 100
Each drink uses 100 charges

100% increased Rarity of Items Dropped by Slain enemies.
50% increased Quantity of Items Dropped by Slain enemies.

Charges are not restored at towns
killed enemy's can only restore one charge(maybe too harsh?)

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