Tincture

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This article describes new Path of Exile content released in version 3.25.0. Information may be missing or incorrect.

Please expand this article so that it provides complete and accurate information.

A tincture is an item that can be equipped in a flask slot and activated to enhance the user's melee weapons with special bonuses. While active, they inflict Mana Burn on the user, causing mana loss over time at an accelerating rate, and will automatically deactivate when you reach 0 mana. By default, you can only have one tincture active at a time.

Mechanics

Upon using a tincture, it activates the tincture, granting its effects. While a tincture is active, you receive a stack of Mana Burn. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. A stack of Mana Burn will always drain a minimum of 1 mana. Tinctures deactivate when manually deactivated or when you reach 0 mana. Once a tincture is deactivated, it procs a cooldown on all tinctures, preventing you from activating any tincture for the duration. The rate at which you gain Mana Burn and the duration of the cooldown depends on the tincture base type and associated stats and modifiers.

Bloodsoaked Blade will cause Mana Burn and all associated effects to instead apply Weeping Wounds, which is identical to Mana Burn except that it drains 1% of maximum life per stack per second instead.

Tincture effects only apply to attacks with your weapons, including from proxies like Blade TrapBlade TrapTrap, Attack, AoE
Level: (1-20)
Cost: (8-20) Mana
Attack Damage: (76-96)% of base
Effectiveness of Added Damage: (76-96)%
Requires Level 12Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw or One Handed Sword around it in circles, each repeatedly damaging enemies it spins through.Trap lasts 4 seconds
Rotates 4 times
25% increased rotation speed if Dual Wielding
Rotates +1 times if Dual Wielding
Base radius is (1.6-2.2) metres

Additional Effects From 1-20% Quality:
Trap lasts +(0.05-1) seconds
Rotates +(0.05-1) times
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
or ballistas. The stats from Tinctures are not local to weapons, but are specifically restricted to only apply to weapon attacks. Tinctures apply to both weapons while dual-wielding. Tinctures do not work with Unarmed skills, shield skills, and minions using your weapons like The Dancing DervishThe Dancing Dervish
Reaver Sword
Two Hand Sword
Physical Damage: (142.6-161.2) to (239.2-270.4)
Critical Strike Chance: 5.00%
Attacks per Second: (1.88-1.95)
Weapon Range: 1.3 metres
Requires Level 59, 82 Str, 119 Dex60% increased Global Accuracy Rating(130-160)% increased Physical Damage
(25-30)% increased Attack Speed
5% increased Movement Speed
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Manifested Dancing Dervishes disables both weapon slots
Manifested Dancing Dervishes die when Rampage ends
Melee Hits count as Rampage Kills
Rampage
Take your partner by the hand,
Keep your steps in time.
Swing together, spin apart,
And dance with death sublime.
or The Iron MassThe Iron Mass
Gladius
One Handed Sword
Physical Damage: (148.5-162) to (214.5-234)
Critical Strike Chance: 5.00%
Attacks per Second: (1.48-1.53)
Weapon Range: 1.1 metres
Requires Level 60, 113 Str, 113 Dex40% increased Global Accuracy Rating(175-200)% increased Physical Damage
(14-18)% increased Attack Speed
Unholy Might
Summoned Skeleton Warriors and Soldiers wield this Weapon while in your Main Hand
Summoned Skeleton Warriors and Soldiers deal Triple Damage with this
Weapon if you've Hit with this Weapon Recently
Lead by example.
.[1] Tinctures only affect melee weapons by default, and do not apply to wands or bows unless the Warden's Seasoned Hunter passive skill has been allocated. Tinctures can never affect spells or non-weapon hits.

By default, only a single tincture effect can be active at a time, though multiple tinctures can be equipped. The number of active tinctures you can have at a time can be increased with the following:

Tinctures can only be normal, magic, or unique. There are no rare tinctures. Tinctures can be given quality with a Glassblower's BaubleGlassblower's BaubleStack Size: 20Improves the quality of a flask or tinctureRight click this item then left click a flask or tincture to apply it. Has greater effect on lower item level, non-unique flasks. The maximum quality is 20%., granting 1% more Tincture Effect per quality.[2]

All modifiers from tinctures that have effects when killing an enemy only apply to killing blows (hits) from weapons while a tincture is active. It does not apply to kills from damage over time.

Tinctures are not considered flasks and can be used in the fifth flask slot while having a Micro-Distillery BeltMicro-Distillery BeltRequires Level 24Can't use Flask in Fifth Slot
Flasks applied to you have 30% increased Effect
equipped without any downsides.[3] Tinctures are considered as occupying a flask slot for the purposes of The Traitor or Intensifying Suffusion.

List of tinctures

Base types

ItemRequired levelMana BurnCooldownStats
Ironwood TinctureIronwood TinctureInflicts Mana Burn every 0.90 Seconds
10.00 Second Cooldown when Deactivated
Requires Level 18(15-25)% increased Stun Duration with Melee Weapons
40% reduced Enemy Stun Threshold with Melee Weapons
Right click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
180.9010.00(15-25)% increased Stun Duration with Melee Weapons
40% reduced Enemy Stun Threshold with Melee Weapons
Prismatic TincturePrismatic TinctureInflicts Mana Burn every 0.70 Seconds
8.00 Second Cooldown when Deactivated
Requires Level 18(70-100)% increased Elemental Damage with Melee WeaponsRight click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
180.708.00(70-100)% increased Elemental Damage with Melee Weapons
Rosethorn TinctureRosethorn TinctureInflicts Mana Burn every 0.70 Seconds
8.00 Second Cooldown when Deactivated
Requires Level 18(100-150)% increased Critical Strike Chance with Melee WeaponsRight click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
180.708.00(100-150)% increased Critical Strike Chance with Melee Weapons
Ashbark TinctureAshbark TinctureInflicts Mana Burn every 0.60 Seconds
7.00 Second Cooldown when Deactivated
Requires Level 3225% chance to Ignite with Melee Weapons
(60-90)% increased Damage with Ignite from Melee Weapons
Right click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
320.607.0025% chance to Ignite with Melee Weapons
(60-90)% increased Damage with Ignite from Melee Weapons
Borealwood TinctureBorealwood TinctureInflicts Mana Burn every 0.60 Seconds
7.00 Second Cooldown when Deactivated
Requires Level 3225% chance to Freeze with Melee Weapons
(25-35)% increased Effect of Chill from Melee Weapons
Right click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
320.607.0025% chance to Freeze with Melee Weapons
(25-35)% increased Effect of Chill from Melee Weapons
Fulgurite TinctureFulgurite TinctureInflicts Mana Burn every 0.60 Seconds
7.00 Second Cooldown when Deactivated
Requires Level 3225% chance to Shock with Melee Weapons
(25-35)% increased Effect of Shock from Melee Weapons
Right click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
320.607.0025% chance to Shock with Melee Weapons
(25-35)% increased Effect of Shock from Melee Weapons
Blood Sap TinctureBlood Sap TinctureInflicts Mana Burn every 0.70 Seconds
6.00 Second Cooldown when Deactivated
Requires Level 4520% chance to cause Bleeding with Melee Weapons
(60-90)% increased Damage with Bleeding from Melee Weapons
Right click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
450.706.0020% chance to cause Bleeding with Melee Weapons
(60-90)% increased Damage with Bleeding from Melee Weapons
Poisonberry TincturePoisonberry TinctureInflicts Mana Burn every 0.70 Seconds
6.00 Second Cooldown when Deactivated
Requires Level 4520% chance to Poison with Melee Weapons
(60-90)% increased Damage with Poison from Melee Weapons
Right click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
450.706.0020% chance to Poison with Melee Weapons
(60-90)% increased Damage with Poison from Melee Weapons
Sporebloom TinctureSporebloom TinctureInflicts Mana Burn every 0.90 Seconds
8.00 Second Cooldown when Deactivated
Requires Level 5225% chance to Blind Enemies on Hit with Melee Weapons
(25-35)% increased Effect of Blind from Melee Weapons
Right click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
520.908.0025% chance to Blind Enemies on Hit with Melee Weapons
(25-35)% increased Effect of Blind from Melee Weapons
Oakbranch TinctureOakbranch TinctureInflicts Mana Burn every 0.50 Seconds
8.00 Second Cooldown when Deactivated
Requires Level 60Gain 3 Rage on Melee Weapon HitRight click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
600.508.00Gain 3 Rage on Melee Weapon Hit

Unique tinctures

ItemRequired levelMana BurnCooldownStats
Mightblood IreMightblood Ire
Ironwood Tincture
Inflicts Mana Burn every (1.20-1.06) Seconds
10.00 Second Cooldown when Deactivated
Requires Level 18(15-25)% increased Stun Duration with Melee Weapons
40% reduced Enemy Stun Threshold with Melee Weapons
Melee Strike Skills deal Splash Damage to surrounding targets
(25-15)% reduced Mana Burn rate
The liquid within boils and fumes,
ready to erupt at any provocation.
Right click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
18(1.20-1.06)10.00(15-25)% increased Stun Duration with Melee Weapons
40% reduced Enemy Stun Threshold with Melee WeaponsMelee Strike Skills deal Splash Damage to surrounding targets
(25-15)% reduced Mana Burn rate
Sap of the SeasonsSap of the Seasons
Prismatic Tincture
Inflicts Mana Burn every (1.08-0.52) Seconds
(6.67-5.71) Second Cooldown when Deactivated
Requires Level 18(70-100)% increased Elemental Damage with Melee WeaponsMelee Weapon Damage Penetrates 1% Elemental Resistances per Mana Burn, up to a maximum of 200%
(20-40)% increased Cooldown Recovery Rate
(-35-35)% increased Mana Burn rate
Life and death dance ever closer,
waiting only for the right moment.
Right click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
18(1.08-0.52)(6.67-5.71)(70-100)% increased Elemental Damage with Melee WeaponsMelee Weapon Damage Penetrates 1% Elemental Resistances per Mana Burn, up to a maximum of 200%
(20-40)% increased Cooldown Recovery Rate
(-35-35)% increased Mana Burn rate
Wildfire PhloemWildfire Phloem
Ashbark Tincture
Inflicts Mana Burn every 0.60 Seconds
7.00 Second Cooldown when Deactivated
Requires Level 3225% chance to Ignite with Melee Weapons
(60-90)% increased Damage with Ignite from Melee Weapons
-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
New life will follow, but first come the flames.Right click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
320.607.0025% chance to Ignite with Melee Weapons
(60-90)% increased Damage with Ignite from Melee Weapons-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
Grasping NightshadeGrasping Nightshade
Sporebloom Tincture
Inflicts Mana Burn every 0.90 Seconds
8.00 Second Cooldown when Deactivated
Requires Level 5225% chance to Blind Enemies on Hit with Melee Weapons
(25-35)% increased Effect of Blind from Melee Weapons
Melee Weapon Hits Inflict (2-3) Withered Debuffs for 2 seconds
(20-30)% chance to inflict a Grasping Vine on Melee Weapon Hit
A virulent brew of death and decay.Right click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
520.908.0025% chance to Blind Enemies on Hit with Melee Weapons
(25-35)% increased Effect of Blind from Melee WeaponsMelee Weapon Hits Inflict (2-3) Withered Debuffs for 2 seconds
(20-30)% chance to inflict a Grasping Vine on Melee Weapon Hit
The Battle WithinThe Battle Within
Oakbranch Tincture
8.00 Second Cooldown when DeactivatedRequires Level 60Gain 3 Rage on Melee Weapon HitDoes 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
The struggle for balance never ends.Right click to activate. Only one Tincture in your belt can be active at a time. Mana Burn causes you to lose 1% of your maximum Mana per stack per second. Can be deactivated manually, or will automatically deactivate when you reach 0 Mana.
60N/A8.00Gain 3 Rage on Melee Weapon HitDoes 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

Passive skills

There are passive skills affect tinctures.

NameStats
Flask and Tincture Effect
Flasks applied to you have 5% increased Effect
Tinctures applied to you have 5% increased Effect [1]
Slower Mana Burn
Tinctures applied to you have 5% reduced Mana Burn rate [1] [2] [3] [4] [5] [6]
Tincture Effect
Tinctures applied to you have 8% increased Effect [1] [2]
Tinctures applied to you have 10% increased Effect [5] [6] [7] [8]
Tincture Mana on Kill
Recover 1% of Mana on Kill while you have a Tincture active [1] [2]
Burst of Energy
Recover 15% of Mana when you activate a Tincture [1]
Colloidal Mixture
Tinctures applied to you have 15% increased Effect
Tinctures applied to you have 15% increased Effect if you've used a Life Flask Recently [1]
Nature's Concoction
Flasks adjacent to active Tinctures gain 2 charges when you Hit an
Enemy with a Melee Weapon, no more than once every second [1]
Perfected Formula
Tinctures applied to you have 10% reduced Mana Burn rate
15% chance for Tinctures to not inflict Mana Burn [1]
Practised Reapplication
25% increased Tincture Cooldown Recovery Rate [1]

Anoitable passive skills

The following anoint only passives are related to tinctures:

NameStats
Legacy of the Wilds
Tinctures have 40% increased effect while at or above 10 stacks of Mana Burn [1]

Ascendancy passives

Ascendancy
Class
NameStats
Ascendant
Warden
You can have an additional Tincture active
Attack Damage Penetrates 8% of Enemy Elemental Resistances
+20% chance to Suppress Spell Damage [1]
Warden
Evasion, Tincture Effect
15% increased Evasion Rating
Tinctures applied to you have 10% increased Effect [1] [2] [3] [4]
Warden
Enduring Suffusion
Tincture Effects Linger on you for 0.5 seconds per Mana Burn on you when the Tincture was deactivated, up to a maximum of 6 seconds
Tinctures applied to you have 30% less Mana Burn rate [1]
Warden
Experienced Herbalist
You can have an additional Tincture active [1]
Warden
Seasoned Hunter
Tincture Effects also apply to Ranged Weapons [1]

Keystones

NameStats
Bloodsoaked Blade
Tinctures inflict Weeping Wounds instead of Mana Burn
Effects that interact with Mana Burn interact with Weeping Wounds instead [1]

Masteries

The following Masteries are related to tinctures:

Mastery Effects
Tincture Mastery
  • 30% increased Evasion Rating while you have an active Tincture
  • 1% increased Flask Charges gained per Mana Burn on you
  • Flasks adjacent to applied Tincture have 10% increased Effect when
    used if you've Hit an enemy with a Weapon Recently
  • Tinctures deactivate when you have 12 or more Mana Burn
  • The first 6 Mana Burn applied to you have no effect


Version history

Tinctures were first introduced in Affliction league as an exclusive item that could only be used by the Warden of the Maji Wildwood ascendancy class. Tinctures could be permanently toggled on with no Mana Burn mechanic, had different implicit and explicit modifiers, and were Unmodifiable.

Version Changes
3.25.0
  • Tinctures have been added to the core game, with adjusted mechanics. You can place a Tincture in one of your Belt slots instead of a Flask. While a Tincture is active it grants you a powerful buff to your melee attacks, but inflicts Mana Burn on you, draining your mana at an increasing rate the longer the Tincture has been active. The Tincture can be manually deactivated, or will automatically deactivate when you run out of mana.
  • You can inherently only have one Tincture active at a time. Tinctures also have a cooldown, so once you have deactivated one, no Tincture can be activated for a time. Like Flasks, Tinctures can be Magic or Unique but not Rare.
  • NPCs in towns may now have Tinctures available to purchase.
3.23.2c
  • Charms and Tinctures will be deleted upon logging in.
3.23.0b
  • Updated the description on Tinctures to clarify they need to be equipped to a Flask equipment slot to be used.
3.23.0

See also

References