Plasma Vials: healing you have to earn
Healing in Mina the Hollower runs on Plasma Vials — think of them as the Estus flask of Tenebrous Isle. The twist is that you can’t potion-spam your way out of trouble. A meter at the bottom of the screen must be filled by dealing damage to enemies before a Vial will heal you effectively. Healing is a reward for fighting well, not a panic button.
The yellow recoverable-life bar
As you take damage you’ll notice a yellow bar forming where the red once was. That yellow is your recoverable life, and the rule is simple: the bigger the yellow bar, the more effective your Plasma Vial will be. Trading a couple of hits before you heal can actually make the heal go further.
Heal at the right moment
The heal animation takes up to about three seconds, and during it Mina is immobile and vulnerable. You have to find a safe window — bait out an attack, slip away with a Hollowing burrow, then drink. Healing mid-combo gets you punished.
Stretching your Plasma
- Plasma capacity is upgradeable, and Vial Pouches raise your maximum number of Vials.
- The Primed Vial Pouch trinket adds two extra Vials and makes every Vial restore some health even on a partial heal.
- Vascular Syrup gives a rolling, slow-draining health bar that buys time to heal.
- Iron Lung extends your Plasma reserve, and the Plasma Funnel lets you drink twice as fast.
- Beyond Vials, restore Plasma with Plasma Roses, the Mist Jar sidearm, fishing pickups, and the Joule Syringe trinket.
| Detail | Value |
|---|---|
| Heal item | Plasma Vials (an Estus-flask analog) |
| How healing builds | A yellow bar fills as you deal damage to enemies |
| Heal animation | Up to ~3 seconds, and Mina is immobile and vulnerable |
| Capacity | Upgradeable — Vial Pouches expand max Vials |
| Other Plasma sources | Plasma Roses, the Mist Jar sidearm, fishing, the Joule Syringe trinket |