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* The plant-based parts of Overgrowth from VideoGame/{{Chippy}} periodically grow back. This is one of the things that prove [[WakeUpCallBoss the importance of attacking bosses quickly to players]].

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* The plant-based parts of Overgrowth from VideoGame/{{Chippy}} ''VideoGame/{{Chippy}}'' periodically grow back. This is one of the things that prove [[WakeUpCallBoss the importance of attacking bosses quickly to players]].
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* The plant-based parts of Overgrowth from VideoGame/{{Chippy}} periodically grow back. This is one of the things that prove [[WakeUpCallBoss the importance of attacking bosses quickly to players]].
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** The Grassy Terrain field effect (for Pokemon that touch the ground).

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* In ''VideoGame/BaldursGate'', if a character has a constitution of at least 20, they gain a healing factor, allowing them to regenerate to full health within several (in-game) hours.

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* In ''VideoGame/TheElderScrollsIIDaggerfall'', you can customize your character to regenerate Health or Magicka in sunlight or darkness.

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* ''Franchise/TheElderScrolls'' series:
**
In ''VideoGame/TheElderScrollsIIDaggerfall'', you can customize your character to regenerate Health or Magicka in sunlight or darkness.darkness.
** ''VideoGame/TheElderScrollsIIIMorrowind'': The Necromancer's Amulet has a powerful Constant Effect enchantment which boosts the wearer's Intelligence by 25 points, adds a 25% "normal weapons" resistance, [[RegeneratingHealth restores 1pt of Health per second]], and gives a 25% chance to absorb incoming spells.
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** The Regenerate Light Wounds spell in ''Magazine/Dragon'' magazine #134. Heals 1 HitPoint per minute for 2-5 minutes. 5th Edition’s Regenerate spell does the same thing, but the effect lasts for 1 hour instead and it also gives some direct healing.

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** The Regenerate Light Wounds spell in ''Magazine/Dragon'' ''Magazine/{{Dragon}}'' magazine #134. Heals 1 HitPoint per minute for 2-5 minutes. 5th Edition’s Regenerate spell does the same thing, but the effect lasts for 1 hour instead and it also gives some direct healing.
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** The Regenerate Light Wounds spell in ''Dragon'' magazine #134. Heals 1 HitPoint per minute for 2-5 minutes. 5th Edition’s Regenerate spell does the same thing, but the effect lasts for 1 hour instead and it also gives some direct healing.

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** The Regenerate Light Wounds spell in ''Dragon'' ''Magazine/Dragon'' magazine #134. Heals 1 HitPoint per minute for 2-5 minutes. 5th Edition’s Regenerate spell does the same thing, but the effect lasts for 1 hour instead and it also gives some direct healing.
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** [[https://www.youtube.com/watch?v=obDWkjcXM0o The Regenerate Light Wounds spell]] in ''Dragon'' magazine #134. Heals 1 HitPoint per minute for 2-5 minutes. 5th Edition’s Regenerate spell does the same thing, but the effect lasts for 1 hour instead and it also gives some direct healing.

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** [[https://www.youtube.com/watch?v=obDWkjcXM0o The Regenerate Light Wounds spell]] spell in ''Dragon'' magazine #134. Heals 1 HitPoint per minute for 2-5 minutes. 5th Edition’s Regenerate spell does the same thing, but the effect lasts for 1 hour instead and it also gives some direct healing.
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* ''VideoGame/{{Parameters}}'': When HitPoints hit 0, all stats beyond ExperiencePoints, ACT, RCV, and CharacterLevel go to 0 and recover over time based on RCV, a.k.a Recovery.

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* ''VideoGame/ThisStarryMidnightWeMake'': Star seeds have a {{cap}} on the number available at any one time, and slowly replenish the stock over time if space is available.



* ''VideoGame/ThisStarryMidnightWeMake'': Star seeds have a {{cap}} on the number available at any one time, and slowly replenish the stock over time if space is available.
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* ''VideoGame/ThisStarryMidnightWeMake'': Star seeds have a {{cap}} on the number available at any one time, and slowly replenish the stock over time if space is available.
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* Browser-based RPG ''[[VideoGame/NeoPets Neo Quest II]]'' lets the characters heal 1% of their total for the first ten moves after a battle.

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* Browser-based RPG ''[[VideoGame/NeoPets ''[[Website/{{Neopets}} Neo Quest II]]'' lets the characters heal 1% of their total for the first ten moves after a battle.

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Folding the entries together.


* 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, 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.



* The ''VideoGame/{{Borderlands}}'' series does this with RegeneratingShieldStaticHealth, but also has RegeneratingHealth too, and effectively BottomlessMagazines via this, every game:

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* The ''VideoGame/{{Borderlands}}'' series does this with multiple stats:
**
RegeneratingShieldStaticHealth, which always passively 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.
** None of the Vault Hunters has it available by default,
but also has RegeneratingHealth too, there's a variety of skills or class mods (or the odd piece of gear) that provide passive regeneration of health or, less commonly, ammo, giving RegeneratingHealth, and effectively BottomlessMagazines via this, BottomlessMagazines, every game:
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Fix


* The ''VideoGame/{{Borderlands}}'' series does this with RegeneratingShieldStaticHealth, but also has HealthRegeneration too, and effectively BottomlessMagazines via this, every game:

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* The ''VideoGame/{{Borderlands}}'' series does this with RegeneratingShieldStaticHealth, but also has HealthRegeneration RegeneratingHealth too, and effectively BottomlessMagazines via this, every game:

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Not sure why it's bringing After Combat Recovery ideas into this.


May overlap with RegeneratingHealth and RegeneratingMana, if a HitPoints or {{Mana}}, respectively, restores slowly, but not if there's spontaneous regeneration to the maximum, after a battle ends, for instance, as that's regenerating, but it's not a gradual regeneration.

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May overlap with RegeneratingHealth and RegeneratingMana, if a it's HitPoints or {{Mana}}, respectively, restores slowly, but not if there's spontaneous regeneration to the maximum, after a battle ends, for instance, as that's regenerating, but it's not a gradual regeneration.
that restore slowly.


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* The ''VideoGame/{{Borderlands}}'' series does this with RegeneratingShieldStaticHealth, but also has HealthRegeneration too, and effectively BottomlessMagazines via this, every game:
** ''VideoGame/Borderlands1'':
*** The Tediore {{legendary weapon}}s such as "Unending Firepower", regenerate ammo.
*** Tediore's Shields
*** "Wee Wee's Super Booster", with "Very quick Health Regeneration!", but TheComputerIsALyingBastard. It's only as fast as the fastest always RegeneratingHealth, Tediore Shields, the Panacea.
*** Each class has its own way to gradually regenerate health.
*** Healing Kits work this way. For example, the Greater ones heal 300 HP over 10 seconds.
** ''VideoGame/Borderlands2'': There are some shields that restore your health over time, but there are more ways to gain regeneration, like abilities that grant it through action skill use or killing an enemy, or certain class mods.
** ''VideoGame/BorderlandsThePreSequel'':
*** Class Mods that grant RegeneratingHealth do it as a fixed number of HitPoints a second.
*** By TheComputerIsALyingBastard, Nurse Nina's "Health Now!". It says "Instantly heals you to full health.", but looking closely shows it as very-not-gradual RegeneratingHealth.
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* The RPG-influenced TowerDefense game ''VideoGame/CursedTreasure'' has both Mana Pools, which speed MP regen if you build on them, and the Mana Extraction skill, which does the same thing without requiring any particular building pattern.

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* The RPG-influenced TowerDefense game ''VideoGame/CursedTreasure'' has both Mana Pools, which speed MP regen if you build on them, and the Mana Extraction skill, which does the same thing without requiring any particular building pattern. The two effects can be stacked.
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** ''VideoGame/MOTHER3'' has a traditional example of this in Lucas' PK Refresh, which regenerates 1/8 of the party's HP every turn by turns. 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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** ''VideoGame/MOTHER3'' has a traditional example of this in Lucas' PK Refresh, which regenerates 1/8 of the party's HP every turn by for five turns. 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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More accurate.


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

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May overlap with RegeneratingHealth and RegeneratingMana, if a LifeMeter HitPoints or ManaMeter, {{Mana}}, respectively, restores slowly, but not if there's spontaneous regeneration to the maximum, after a battle ends, for instance, as that's regenerating, but it's not a gradual regeneration.



** ''VideoGame/FinalFantasyXII'' has abilities to get MP when losing health, killing an enemy, and hitting an enemy with a physical or magical attack. MP also regenerates gradually if you [[RegeneratingMana walk around]]. {{Justified|Trope}} 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 an enemy, and hitting an enemy with a physical or magical attack. MP [[RegeneratingMana MP]] also regenerates gradually if you [[RegeneratingMana walk around]].around. {{Justified|Trope}} 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!]]



* ''Franchise/{{Pokemon}}'': The Leftovers and Black Sludge (for Poison-type Pokemon) items, the moves Ingrain and Aqua Ring, and the abilities Rain Dish, Ice Body, Dry Skin (which rely on weather conditions), and Poison Heal (which relies on the Poisoned Status Effect) all restore a small amount of health each turn when active.

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* ''Franchise/{{Pokemon}}'': All RegeneratingHealth on a per-turn basis:
**
The Leftovers and Black Sludge (for Poison-type Pokemon) items, the items
** The
moves Ingrain and Aqua Ring, and the Ring.
** The
abilities Rain Dish, Ice Body, Dry Skin (which rely on weather conditions), and Poison Heal (which relies on the Poisoned Status Effect) all restore a small amount of health each turn when active.Effect).



* ''[[WebSite/GaiaOnline zOMG!]]'': the Healing Halo and Divinity rings greatly increase the amount of HitPoints and Stamina restored respectively, and the Fitness ring does both by a small amount. The Demon and Shaman ringsets do the same respectively. Sitting down restores more than standing up as well.

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* ''[[WebSite/GaiaOnline ''[[Website/GaiaOnline zOMG!]]'': the Healing Halo and Divinity rings greatly increase the amount of HitPoints and Stamina restored respectively, and the Fitness ring does both by a small amount. The Demon and Shaman ringsets do the same respectively. Sitting down restores more than standing up as well.



* In the ''VideoGame/{{Mother}}'' series, the rolling HP meter mechanic works for recovery items or PSI (Which is the name given to 'magic' in this game) too: they do not instantly recover all of your HP, even though they heal a predetermined amount of hit points, instead the points keep going up until they reach how much the item/spell heals.
* ''VideoGame/{{MOTHER 3}}'' has a traditional example of this in Lucas' PK Refresh, which regenerates 12.5% of the party's HP every turn by turns. 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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* In the The ''VideoGame/{{Mother}}'' series, the series: The rolling HP meter mechanic works for recovery items or PSI (Which is the name given to 'magic' in this game) too: they do not instantly recover all of your HP, even though they heal a predetermined amount of hit points, instead the points keep going up until they reach how much the item/spell heals.
* ''VideoGame/{{MOTHER 3}}'' ** ''VideoGame/MOTHER3'' has a traditional example of this in Lucas' PK Refresh, which regenerates 12.5% 1/8 of the party's HP every turn by turns. 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.



* 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.
* ''VideoGame/LuxarenAllure'':

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* Two characters in ''VideoGame/JimmyAndThePulsatingMass'' have this as an intrinsic trait: trait:
**
Lars' laziness allows gives him to regenerate HP RegeneratingHealth over time, while time.
**
Andrew's erudition gives him passive MP regeneration.
RegeneratingMana.
* ''VideoGame/LuxarenAllure'':''VideoGame/LuxarenAllure'': For skills and items:


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* ''VideoGame/EternalSeniaHydrangeaAfterTheRain'': Senia has RegeneratingHealth that happens slowly while in battle, at some base amount that is below 1%, but can be increased with passive skills from companion cards.
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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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* ''VideoGame/{{MOTHER 3}}'' has a traditional example of this in Lucas' PK Refresh, which regenerates 10% 12.5% of the party's HP per turn.every turn by turns. 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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* ''VideoGame/EternalDarkness'' has the Magick Pool spell. Casting it with the Chattur'gha rune replenishes your health, Xel'lotath replenishes the SanityMeter, and Mantorok replenishes both. Your ManaMeter also gradually replenishes naturally as an innate property.
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** [[https://www.youtube.com/watch?v=obDWkjcXM0o The Regenerate Light Wounds spell]] in ''Dragon'' magazine #134. Heals 1 HitPoint per minute for 2-5 minutes.

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** [[https://www.youtube.com/watch?v=obDWkjcXM0o The Regenerate Light Wounds spell]] in ''Dragon'' magazine #134. Heals 1 HitPoint per minute for 2-5 minutes. 5th Edition’s Regenerate spell does the same thing, but the effect lasts for 1 hour instead and it also gives some direct healing.
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* In ''VideoGame/CryingSuns'', there is an officer ability which lets your battleship recover 0.5 hit points per second, and another ability which gives each squadron in your deployment zone 10 seconds of gradual healing every 15 seconds. There is also a battleship weapon which gives the targeted squadron several seconds of gradual healing in addition to a hefty dose of direct healing.
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Because we have Armor Points, and other other points. No reason to restrict to those 2 kinds.


An item or ability used in recovering a small amount of HitPoints and/or ManaPoints per a certain amount of time, or just increasing the effects of an already-existing regeneration mechanic. In games that are turn-based or have the passage of time marked by actions performed by the player, health or mana may recover based on turns or steps taken rather than in real time.

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An item or ability used in recovering a small amount of HitPoints and/or ManaPoints some stat, that has been decreased, per a certain amount of time, or just increasing the effects of an already-existing regeneration mechanic. In games that are turn-based or have the passage of time marked by actions performed by the player, health or mana may recover based on turns or steps taken rather than in real time.
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Clarity.


** ''VideoGame/FinalFantasyXII'' has abilities to get MP when losing health, killing 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/FinalFantasyXII'' has abilities to get MP when losing health, killing an enemy, and hitting an enemy with a physical or magical attack. MP also regenerates gradually if you [[WalkItOff [[RegeneratingMana walk around]]. [[JustifiedTrope Justified]] {{Justified|Trope}} 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!]]



* Recovery-over-time is the modus operandi of healing druids in ''VideoGame/WorldOFWarcraft'' who have no 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 ''VideoGame/WorldOFWarcraft'' ''VideoGame/WorldOfWarcraft'' who have no 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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Clarity.


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

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May overlap with RegeneratingHealth and RegeneratingMana, if a LifeMeter or ManaMeter, respectively, restores slowly, but not if there's spontaneous regeneration to the maximum, after a battle ends, for instance, as that's regenerating, but it's not gradual.
a gradual regeneration.
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** In 2nd Edition rules, having a Constitution score of 20 or higher would cause a character to heal hitpoints at a very slow rate (one per minute, speeding up with higher Con scores). However, it was impossible to get a Constitution score that high without powerful magic involved.
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** https://www.youtube.com/watch?v=obDWkjcXM0oRegenerate Light Wounds spell in ''Dragon'' magazine #134. Heals 1 HitPoint per minute for 2-5 minutes.

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** https://www.[[https://www.youtube.com/watch?v=obDWkjcXM0oRegenerate com/watch?v=obDWkjcXM0o The Regenerate Light Wounds spell spell]] in ''Dragon'' magazine #134. Heals 1 HitPoint per minute for 2-5 minutes.
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** The Ring of Regeneration, which heals one HitPoint of damage per turn (10 minutes).
** Regenerate Light Wounds spell in ''Dragon'' magazine #134. Heals 1 HitPoint per minute for 2-5 minutes.

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** The Ring of Regeneration, which heals one HitPoint of damage per turn minute (10 minutes).
turns).
** Regenerate https://www.youtube.com/watch?v=obDWkjcXM0oRegenerate Light Wounds spell in ''Dragon'' magazine #134. Heals 1 HitPoint per minute for 2-5 minutes.
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* In ''VideoGame/Ghost10'', repair kits gradually restore Ghost’s health over time at a rate of 10 hit points per second.
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Fixed a wick


** 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.

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** In ''Franchise/FinalFantasyVII'', ''VideoGame/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.

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