Flasks

Flasks are magical glass vials. They are able to hold great soul energy and allow the user to heal themselves or regenerate as needed.

Flasks regain charges via resting, wells of soul energy, waypoints and killing enemies in combat. The more powerful the enemy, the more charges gained.

Flasks can hold 10 charges of soul energy. As a minor action, you can use your flask to consume 4 charges and either heal your Threshold in, or regenerate half your total. If a flask uses more charges than 10 in a single use, then it can hold enough charges for exactly one use instead.

A player may have 2 flasks equipped and functioning at any given time. Attempting to use any more interferes with the magical functioning of the flask, preventing charges from being gained from any equipped flasks.

Flasks can have up to one of the magical abilities listed below:

Greedy
Double your healing and regeneration per use. This flask uses ten charges.

Ample
Extra 5 maximum charges.

Deadly
Regain 1 flask charge on a crit.

Bully
Increases your by 4 per tier for 1 round.

Granite
Doubles your for 1 round. Does not regenerate or  and costs 8 charges per use.

Thawing
Removes chilled effect.

General
Also heals minions equal to their.

Shield
Doubles your for 1 round. Does not regenerate or  and costs 8 charges per use.

Slippery
Increases your by 4 per tier  for 1 round.

Blessed
Removes all Curses.

Clarity
Remove any stun effect.

Dousing
Remove any burning effect.

Rubber
Remove any shock effect.

Supportive
This flask only requires a minor action to use on another instead of a Major Action.