Overview
The Tincture is a replacement for your Flask. It doesn't use Charges but applies Manaburn stacks on you that incrementally consume a portion of your maximum Mana. If you run out of Mana or deactivate it manually you will have to wait a few seconds before you can activate it again. By default, you can use only one Tincture that boosts your Melee Weapon, but if you pick the Warden Ascendency you can use additional Tincture or apply their effect to Ranged Weapon as well.
List of Tinctures
Tinctures can be of Normal, Magic, or Unique quality, similar to Flasks. You can use regular Currency items like Orb of Alteration to modify their bonuses. There are many types of Tinctures suitable for every style. As always, Magic Tinctures can have 1 Prefix and 1 Suffix, specific to the Tincture type. Here we present you a complete list of all Tinctures and their possible modifiers.
Magic Tinctures | |
![]() |
Poisonberry Tincture Requires Level 45 20% chance to Poison with Melee Weapons (60–90)% increased Damage with Poison from Melee Weapons |
![]() |
Ashbark Tincture Requires Level 32 25% chance to Ignite with Melee Weapons (60–90)% increased Damage with Ignite from Melee Weapons |
![]() |
Blood Sap Tincture Requires Level 45 20% chance to cause Bleeding with Melee Weapons (60–90)% increased Damage with Bleeding from Melee Weapons |
![]() |
Borealwood Tincture Requires Level 32 25% chance to Freeze with Melee Weapons (25–35)% increased Effect of Chill from Melee Weapons |
![]() |
Fulgurite Tincture Requires Level 32 25% chance to Shock with Melee Weapons (25–35)% increased Effect of Shock from Melee Weapons |
![]() |
Ironwood Tincture Requires Level 18 40% reduced Enemy Stun Threshold with Melee Weapons (15–25)% increased Stun Duration with Melee Weapons |
![]() |
Oakbranch Tincture Requires Level 60 Gain 3 Rage on Melee Weapon Hit |
![]() |
Prismatic Tincture Requires Level 18 (70–100)% increased Elemental Damage with Melee Weapons |
![]() |
Rosethorn Tincture Requires Level 18 (100–150)% increased Critical Strike Chance with Melee Weapons |
![]() |
Sporebloom Tincture Requires Level 52 25% chance to Blind Enemies on Hit with Melee Weapons (25–35)% increased Effect of Blind from Melee Weapons |
Unique Tinctures | |
![]() |
Grasping Nightshade 25% chance to Blind Enemies on Hit with Melee Weapons (25-35)% increased Effect of Blind from Melee Weapons Requires Level 52 Melee Weapon Hits Inflict (2-3) Withered Debuffs for 2 seconds (20-30)% chance to inflict a Grasping Vine on Melee Weapon Hit |
![]() |
Wildfire Phloem 25% chance to Ignite with Melee Weapons (60–90)% increased Damage with Ignite from Melee Weapons Requires Level 32 -1 Fire Damage taken from Hits per Mana Burn (15-25)% chance to refresh Ignite Duration on Melee Weapon Hit Cover Full Life Enemies in Ash for (4-10) seconds on Melee Weapon Hit |
![]() |
The Battle Within Gain 3 Rage on Melee Weapon Hit Requires Level 60 Does not inflict Mana Burn over time Inflicts Mana Burn on you when you Hit an Enemy with a Melee Weapon (1-5)% increased Rarity of Items found per Mana Burn, up to a maximum of 100% Melee Weapon Attacks have Culling Strike |
![]() |
Sap of the Seasons (70–100)% increased Elemental Damage with Melee Weapons Requires Level 18 Melee Weapon Damage Penetrates 1% Elemental Resistances per Mana Burn (20-40)% increased Cooldown Recovery Rate (-35-35)% reduced/increased Mana Burn rate |
![]() |
Mightblood Ire 40% reduced Enemy Stun Threshold with Melee Weapons (15–25)% increased Stun Duration with Melee Weapons Requires Level 18 Melee Strike Skills deal Splash Damage to surrounding targets (15-25)% reduced Mana Burn rate |
|
Tincture Modifiers
Just like the Magic Flasks, you can upgrade your Tinctures to Magic Quality with two special affixes. With the Warden Ascendency, you can use two Tinctures, but their effect does not stack. Usually, you will use only one Tincture, so it is very important to get the highest Tiers of modifiers. The additional Bonus from the Suffix is scaled by the Effect magnitude of your Tincture. There are a lot of useful combinations, but only a few of them will be the best for you. Crafting the perfect one can be daunting, we recommend buying the one you need from other players via the marketplace and selling the good ones that simply do not suit your Build instead. In the vast majority of situations, only the Attack Speed, Elemental Penetration, Critical Strike Multiplier, or DoT Multiplier will matter, although there might be some niche uses for other modifiers too.
In many instances, the highest Modifier Tiers are available only on Tinctures with 85 Item Levels, which are obtained from Tier 17 Maps. They are not as accessible as the usual Tier 16 Maps, so you might need to settle for a weaker version for the time being. In such cases, we put a piece of additional information with the second-best Tier. Crafting Tincture below that level is not recommended.
Tincture Affixes | |
Prefix | Item Level for Highest Tier |
(11-22)% increased Effect (11-19)% increased Effect |
85 64 |
35% increased effect (37-51)% increased Mana Burn rate |
84 |
(21-35)% reduced effect 50% reduced Mana Burn rate |
84 |
(15–26)% reduced Mana Burn rate | 80 |
(13–32)% increased Cooldown Recovery Rate | 82 |
Suffix | Item Level for Highest Tier |
+(9–33)% to Damage over Time Multiplier with Melee Weapon Attacks | 84 |
Melee Weapon Damage Penetrates (5–19)% Elemental Resistances Melee Weapon Damage Penetrates (5–16)% Elemental Resistances |
85 73 |
+(9–33)% to Melee Weapon Critical Strike Multiplier +(9–28)% to Melee Weapon Critical Strike Multiplier |
85 73 |
(15–29)% increased Melee Weapon Attack Speed (15–24)% increased Melee Weapon Attack Speed |
85 65 |
(40–79)% increased Melee Weapon Damage against Enemies that are on Low Life | 80 |
(11–30)% increased Flask Charges gained from Kills with Melee Weapons (11–25)% increased Flask Charges gained from Kills with Melee Weapons |
85 72 |
Gain (11–30) Life per Enemy Killed with Melee Weapons | 80 |
Gain (2–7) Life per Enemy Hit with Melee Weapons | 77 |
Gain (2–11) Mana per Enemy Killed with Melee Weapons | 82 |
Gain (1-3) Mana per Enemy Hit with Melee Weapons | 84 |
Melee Weapon Hits have (30–60)% chance to ignore Enemy Physical Damage Reduction | 80 |
(25–65)% increased Duration of Elemental Ailments from Melee Weapon Attacks | 82 |
|
If you have any other build requests please leave that in the comments below. We are always open to suggestions and constructive feedback.
Pictures used in this article are the intellectual property of Grinding Gear Games.