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* The Refresh buff in ''VideoGame/GranblueFantasy'' will recover a party member's HP for a fixed amount every turn. The Revitalize buff does the same, but in addition, if a party member's HP is already at full, it instead grants them a small amount of charge bar.
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May overlap with RegeneratingHealth (the LifeMeter restores slowly), HealingFactor (a dramatic rather than a gameplay ability), RegeneratingMana (the ManaMeter restores slowly).

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May overlap with RegeneratingHealth (the and RegeneratingMana, if a LifeMeter or ManaMeter, respectively, restores slowly), HealingFactor (a slowly, but not if there's spontaneous regeneration to the maximum, after a battle ends, for instance, as that's not gradual.

May also overlap with HealingFactor, a
dramatic rather than a gameplay ability), RegeneratingMana (the ManaMeter restores slowly).ability, when there is GameplayAndStoryIntegration.
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* Recovery-over-time is the modus operandi of healing druids in ''VideoGame/WorldOFWarcraft'' who have no less than five different spells that heal over time. There's also several elixirs a character can drink that restore health over time, and warlocks have a self-buff that restores their health over time as well.

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* Recovery-over-time is the modus operandi of healing druids in ''VideoGame/WorldOFWarcraft'' who have no less fewer than five different spells that heal over time. There's also several elixirs a character can drink that restore health over time, and warlocks have a self-buff that restores their health over time as well.
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* Recovery-over-time is the modus operandi of healing druids in ''WorldOFWarcraft'' who have no less than five different spells that heal over time. There's also several elixirs a character can drink that restore health over time, and warlocks have a self-buff that restores their health over time as well.

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* Recovery-over-time is the modus operandi of healing druids in ''WorldOFWarcraft'' ''VideoGame/WorldOFWarcraft'' who have no less than five different spells that heal over time. There's also several elixirs a character can drink that restore health over time, and warlocks have a self-buff that restores their health over time as well.
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* In ''VideoGame/CommandAndConquer'', one of the special features of the Mammoth tank is that it gradually self-repairs to up to 50% of its full hit points, when it has been damaged to less than that. In later installments of the series some other units also get such an ability.

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* In ''VideoGame/CommandAndConquer'', one of the special features of the Mammoth tank is that it gradually self-repairs to up to 50% of its full hit points, when it has been damaged to less than that. In later installments of the series some other units also get such an ability.ability, particularly when at [[VeteranUnit elite status]] starting from ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]''.
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* From ''VideoGame/TalesOfSymphonia'' on, TP can be regained in the Franchise/TalesSeries by attacking enemies physically. Watch in horror as your SquishyWizard runs up to punch the Giga Dragon in the face after blowing his load on Meteor Swarm spells. There are also equippable items that give characters regeneration, that [[CombatExclusiveHealing inexplicably only works while in battle]].

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* From ''VideoGame/TalesOfSymphonia'' on, TP can be regained in the Franchise/TalesSeries ''VideoGame/TalesSeries'' by attacking enemies physically. Watch in horror as your SquishyWizard runs up to punch the Giga Dragon in the face after blowing his load on Meteor Swarm spells. There are also equippable items that give characters regeneration, that [[CombatExclusiveHealing inexplicably only works while in battle]].
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* In ''VideoGame/PersonaQ'', Fuuka's Healing Breeze restores a small amount of health for all surviving party members at the end of each round.

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* In ''VideoGame/PersonaQ'', ''VideoGame/PersonaQShadowOfTheLabyrinth'', Fuuka's Healing Breeze restores a small amount of health for all surviving party members at the end of each round.
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* ''VideoGame/NocturneRebirth'' has passives that increase HP and MP regeneration. Additionally, HP regen items/spells tend to be more MP efficient and heal more in the long run than traditional instant healing items/spells.

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* ''VideoGame/{{STALKER}}'' always has a tree of artifacts that regenerates health when equipped, with certain downsides. In ''Shadow of Chernobyl'', they decrease resistance to all kinds of physical damage by 50%, which makes them bad choices for fighting but allow the Marked One from hiding in a peaceful spot to let his health recharge. In the other two games, however, the healing comes at the cost of radiation, which forces the stalker interested in their effects to use a radiation-eliminating artifact, but such a combo grants considerable regeneration. A stalker armed with three Koloboks and a Bubble to disperse the radiation is NighInvulnerable to mutant attacks, though bullets are still a big threat. Outside of the use of artifacts, there is gradual regeneration of your health provided that you're not bleeding or starving, but it's so slow as to be effectively impractical.
* In ''Daggerfall'', you can customize your character to regenerate Health or Magicka in sunlight or darkness.

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* ''VideoGame/{{STALKER}}'' always has a tree of artifacts that regenerates health when equipped, with certain downsides. In ''Shadow of Chernobyl'', they decrease resistance to all kinds of physical damage by 50%, which makes them bad choices for fighting but allow the Marked One from hiding to hide in a peaceful spot to let his health recharge. In the other two games, however, the healing comes at the cost of radiation, which forces the stalker interested in their effects to use a radiation-eliminating artifact, but such a combo grants considerable regeneration. A stalker armed with three Koloboks and a Bubble to disperse the radiation is NighInvulnerable to mutant attacks, though bullets are still a big threat. Outside of the use of artifacts, there is gradual regeneration of your health provided that you're not bleeding or starving, but it's so slow as to be effectively impractical.
* In ''Daggerfall'', ''VideoGame/TheElderScrollsIIDaggerfall'', you can customize your character to regenerate Health or Magicka in sunlight or darkness.



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** ''VideoGame/FinalFantasyXII'' has abilities to get MP when losing health, killing and enemy, and hitting an enemy with a physical or magical attack. MP also regenerates gradually if you [[WalkItOff walk around]]. [[JustifiedTrope Justified]] in that magic in XII comes in the form of Mist, which can be absorbed via inhalation, and is often released by striking magical monsters. [[GameplayAndStoryIntegration It even regenerates more quickly in highly magical areas!]]

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** ''VideoGame/FinalFantasyXII'' has abilities to get MP when losing health, killing and an enemy, and hitting an enemy with a physical or magical attack. MP also regenerates gradually if you [[WalkItOff walk around]]. [[JustifiedTrope Justified]] in that magic in XII comes in the form of Mist, which can be absorbed via inhalation, and is often released by striking magical monsters. [[GameplayAndStoryIntegration It even regenerates more quickly in highly magical areas!]]
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* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': The Lifeblood Necklace gives back a small percentage of HP per turn.
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* ''VideoGame/LuxarenAllure'':
** Chisa's 'Pearl Breeze' Impulse Skill gives health regeneration.
** The Angelic Ring grants health regeneration to the character that has it equipped.
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* Two characters in ''VideoGame/JimmyAndThePulsatingMass'' have this as an intrinsic trait: Lars' laziness allows him to regenerate HP over time, while Andrew's erudition gives him passive MP regeneration.
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* None of the Vault Hunters has it available by default, but the ''VideoGame/{{Borderlands}}'' franchise offers a variety of skills or class mods (or the odd piece of gear) that provide passive regeneration of health or, less commonly, ammo. Shields will always passively regenerate.

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* None of the Vault Hunters has it available by default, but the ''VideoGame/{{Borderlands}}'' franchise offers a variety of skills or class mods (or the odd piece of gear) that provide passive regeneration of health or, less commonly, ammo. Shields will always passively regenerate.regenerate, starting a good few seconds after the last bit of damage was dealt. Some character abilities like Quick Charge will force shield regeneration upon an enemy kill.
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* ''VideoGame/{{STALKER}}'' always has a tree of artifacts that regenerates health when equipped, with certain downsides. In ''Shadow of Chernobyl'', they decreased resistance to all kinds of damage by 50%, which nonetheless didn't stop the player from hiding in a peaceful hole to let his health recharge. In the other two games, however, the healing comes at the cost of radiation, which forces the stalker interested in their effects to use a radiation-eliminating artifact, but such a combo grants considerable regeneration. A stalker armed with three Koloboks and a Bubble to disperse the radiation is NighInvulnerable to mutant attacks, though bullets are still a big threat. Outside of the use of artifacts, there is gradual regeneration of your health provided that you're not bleeding or starving, but it's so slow as to be effectively impractical.

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* ''VideoGame/{{STALKER}}'' always has a tree of artifacts that regenerates health when equipped, with certain downsides. In ''Shadow of Chernobyl'', they decreased decrease resistance to all kinds of physical damage by 50%, which nonetheless didn't stop makes them bad choices for fighting but allow the player Marked One from hiding in a peaceful hole spot to let his health recharge. In the other two games, however, the healing comes at the cost of radiation, which forces the stalker interested in their effects to use a radiation-eliminating artifact, but such a combo grants considerable regeneration. A stalker armed with three Koloboks and a Bubble to disperse the radiation is NighInvulnerable to mutant attacks, though bullets are still a big threat. Outside of the use of artifacts, there is gradual regeneration of your health provided that you're not bleeding or starving, but it's so slow as to be effectively impractical.

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** ''VideoGame/FinalFantasyXII'' has abilities to get MP when losing health, killing and enemy, and hitting an enemy with a physical or magical attack. MP also regenerates gradually if you [[WalkItOff walk around]]. [[JustifiedTrope Justified]] in that magic in XII comes in the form of Mist, which can be absorbed via inhalation, and is often released by striking magical monsters. [[GameplayAndStoryIntegration It even regenerates faster in highly magical areas!]]

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** In ''Franchise/FinalFantasyVII'', Regen is time-based, and the rate of regeneration is doubled while under the effects of a Haste spell, making this combination a borderline GameBreaker.
** ''VideoGame/FinalFantasyXII'' has abilities to get MP when losing health, killing and enemy, and hitting an enemy with a physical or magical attack. MP also regenerates gradually if you [[WalkItOff walk around]]. [[JustifiedTrope Justified]] in that magic in XII comes in the form of Mist, which can be absorbed via inhalation, and is often released by striking magical monsters. [[GameplayAndStoryIntegration It even regenerates faster more quickly in highly magical areas!]]
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** The Concheror grants a 2 HP per second healing buff to the Soldier when worn.


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* None of the Vault Hunters has it available by default, but the ''VideoGame/{{Borderlands}}'' franchise offers a variety of skills or class mods (or the odd piece of gear) that provide passive regeneration of health or, less commonly, ammo. Shields will always passively regenerate.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{STALKER}}'' always has a tree of artifacts that regenerates health when equipped, with certain downsides. In ''Shadow of Chernobyl'', they decreased resistance to all kinds of damage by 50%, which nonetheless didn't stop the player from hiding in a peaceful hole to let his health recharge. In the other two games, however, the healing comes at the cost of radiation, which forces the stalker interested in their effects to use a radiation-eliminating artifact, but such a combo grants considerable regeneration. A stalker armed with three Koloboks and a Bubble to disperse the radiation is NighInvulnerable to mutant attacks, though bullets are still a big threat.

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* ''VideoGame/{{STALKER}}'' always has a tree of artifacts that regenerates health when equipped, with certain downsides. In ''Shadow of Chernobyl'', they decreased resistance to all kinds of damage by 50%, which nonetheless didn't stop the player from hiding in a peaceful hole to let his health recharge. In the other two games, however, the healing comes at the cost of radiation, which forces the stalker interested in their effects to use a radiation-eliminating artifact, but such a combo grants considerable regeneration. A stalker armed with three Koloboks and a Bubble to disperse the radiation is NighInvulnerable to mutant attacks, though bullets are still a big threat. Outside of the use of artifacts, there is gradual regeneration of your health provided that you're not bleeding or starving, but it's so slow as to be effectively impractical.
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None

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* In ''VideoGame/PersonaQ'', Fuuka's Healing Breeze restores a small amount of health for all surviving party members at the end of each round.
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* This is one of the magical effects that can be applied to loot in ''VideoGame/DiabloIII''; at late levels, it tends not to be as good for most builds as [[LifeDrain Life Per hit]], which synergizes with high Attack Speed to offer more healing while in combat (which is when you need it the most anyway). It does, however, increase the utility of certain skills.
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* In ''VideoGame/LegendOfGrimrock'' your health and stamina very slowly refills over time, but really slowly. To truly heal you must "rest" having your party sleep where it will gradually fill up but at a much faster rate than normal. The downside is that enemies are still free to attack you so you better be sure you're in a safe place.
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Expanded the Dungeon Crawl entry.

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** In addition to this natural regeneration (which is heavily race dependent, from ultra-fast and [[HyperactiveMetabolism ultra hungry]] Trolls on one edge of the scale and non-regenerating-at-all Deep Dwarves and bloodless Vampires on the other), there are several sources that boost (or slow) player's regeneration rate, including mutations (these affect regeneration permanently), rings of regeneration, random artifacts with Regen property and a Regeneration spell (this one, oddly enough, falls into Necromancy school, and as such is not available for followers of good gods).
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** ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' includes gradual healing ''in combat'' (though it's slower than out of combat) and a feat to increase regeneration rate.

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** ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' includes gradual healing ''in combat'' (though it's slower than out of combat) and a feat to increase regeneration rate. Certain items and upgrades also include this. In the first game, Canderous has a regeneration "implant" (also in the second, though he can use it to increase stats as well).
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**''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' includes gradual healing ''in combat'' (though it's slower than out of combat) and a feat to increase regeneration rate.
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* ''VideoGame/{{MOTHER 3}}'' has a traditional example of this in Lucas' PK Refresh, which regenerates 10% of the party's HP per turn. While very useful, it's unfortunately learned at such a high level that you might not even have it by the time you reach the final boss.
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* One of the effects of Hardcore mode in ''VideoGame/FalloutNewVegas'' is to make Stimpaks work this way instead of the instant-heals they provide in the vanilla game.

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* One of the effects of Hardcore mode in ''VideoGame/FalloutNewVegas'' is to make Stimpaks and [=RadAway=] work this way instead of the instant-heals instant healing and radiation-reduction they provide in the vanilla game.game. Food and drink also work this way at all times.

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* ''Franchise/StarWars'' video games in which the player controls a Jedi often allow him/her to learn a variation of "Force Heal", which allows the player to heal themselves with [[ManaPoints their regenerating Force points]] instead of a one-use medkit.

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* ''Franchise/StarWars'' video games in which the player controls a Jedi often allow him/her to learn a variation of "Force Heal", which allows the player to heal themselves with [[ManaPoints their [[RegeneratingMana regenerating Force points]] pool]] instead of a one-use medkit.medkit.
** ''VideoGame/StarWarsBattlefront'' features this as a passive ability for the "Pilot" class - when they are at the controls of a vehicle, it will automatically repair itself at a slow rate. The sequel allows players to unlock this as a reward for any class in singleplayer modes.
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* In Daggerfall you can customize your character to regenerate Health or Magicka in sunlight or darkness.

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* In Daggerfall ''Daggerfall'', you can customize your character to regenerate Health or Magicka in sunlight or darkness.
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cut trope


* ''VideoGame/LastScenario'' has two spells, one that slowly regenerates HP and one that regenerates MP. The latter is AwesomeYetPractical, as the cost is very low and the amount regenerated each turn is rather generous.

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* ''VideoGame/LastScenario'' has two spells, one that slowly regenerates HP and one that regenerates MP. The latter is AwesomeYetPractical, as the cost is very low and the amount regenerated each turn is rather generous.

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