Acid Flask + Vial of Volatile Ice Interaction — Amazing Visuals, but Needs Clearer Tooltip Support

Hi there,

I’m a relatively new player to Last Epoch, and I recently stumbled across the unique Vial of Volatile Ice, which converts the Acid Flask skill from poison damage to cold damage. I enjoy creative and unusual build paths, so I immediately rerolled into Rogue just to try this interaction — and I wanted to share some feedback on the experience.

What Worked Really Well

First off, I was incredibly impressed that the visual effects of Acid Flask actually change when used with the unique. Instead of the usual green, toxic visuals, the skill becomes a blue-and-white cold ability — and it does this without requiring any microtransaction skins. This kind of visual coherence is rare in ARPGs and goes a long way in making unique items feel truly special. It was a great surprise and made me even more excited to try out the build.

I also appreciated the line on the unique that reads:

That made it clear the item was meant to work fully with cold/frostbite mechanics, not just superficially.

Where It Gets Confusing

However, once I started investing in the Acid Flask skill tree, I ran into some confusion. Several nodes — like “Increased Poison Duration” and “Poison Resistance Penetration/Shred” — appeared to no longer make sense with the skill being converted to cold. Because the unique only mentions converting poison chance, I wasn’t sure if those nodes would be entirely wasted.

Eventually, I allocated a node that causes Acid Flask to leave “poison pools” on the ground. I assumed this would literally mean poison — perhaps making the skill a hybrid that applies frostbite on impact and poison over time through the pool.

But to my surprise (and delight), the pool left behind was a white icy pool, and it was applying additional frostbite stacks, not poison. This was really cool — not only did the visuals match the new damage type again, but it showed the devs put real effort into making the conversion feel complete, not tacked on.

My Suggestion

Since Last Epoch already does such a great job visually adapting the skill to match the converted damage type, I think the next step would be to have the skill tree update its language dynamically when the unique is equipped.

For example:

  • Nodes that say “poison” could instead say “frostbite” or “cold DoT” where appropriate.

  • Or, at the very least, a tooltip note could appear when Vial of Volatile Ice is equipped, explaining how those interactions are being modified.

This would really help players — especially newer ones like me — feel more confident in experimenting with off-meta setups, without second-guessing whether half the tree is being wasted.

Thanks for the awesome work — I’m having a blast with the game so far, and this kind of interaction is a big reason why.

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This is a great idea. Though I would prefer if the original node was left untouched, you just got a disclaimer (in a different color to draw attention to it) saying that “The node X or the unique Y have changed this into:” and then what the changes were.

That way you can still see what the node is supposed to do. For example, you mentioned the poison pools node. If you read the node after you had the unique equipped (or you already had the node selected), you would only see the reworked version and would have no idea what it originally was.
Having both would increase the tooltip size, but would be a better experience.

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Yup, it does specify poison chance & yes, they are pointless.

My only issue with changing tooltips or having tooltips for tooltips is that it would get overly complicated to say what was & was not affected/changed/relevant/etc.

Not necessarily. For example, in the case of Poison Pools in Acid Flask, it already states (at least in LETools):
“This effect can be converted to Frostbite if Acid Flask is converted to cold”.
So all you’d need is to simply change it when it actually is converted to cold.

It’s not like there are that many changes in any given node. Most don’t even change ever. And it would actually prevent the constant threads about conversions and what gets converted or not.