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* ''MuramasaTheDemonBlade'' employs this trope... unless you're playing in [[OneHitPointWonder Shigurui Mode]].

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* ''MuramasaTheDemonBlade'' employs this trope... unless you're playing in [[OneHitPointWonder Shigurui Mode]]. Due to DynamicDifficulty and LevelScaling, the game is always intended to be a challenge, so just to keep up, one must be ''overlevelled'' for the last BonusDungeon. Not to the level {{cap}} of 99, however, due to this trope. It's a recommended tactic to level to the mid-nineties or a little lower, and use level ups in place of healing items, which you can only carry a limited amount of at any time.
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** Well, in ''[[TheElderScrollsFour Oblivion]]'' at least. ''{{Skyrim}}'' on the other hand plays it straight, allowing you to use a level up in the middle of a fight for cheap, one-time healing.

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** Well, in ''[[TheElderScrollsFour Oblivion]]'' at least. ''{{Skyrim}}'' on the other hand plays it straight, allowing lets you level up at any time, which naturally allows you to use a level up in the middle of a fight for cheap, one-time healing.
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** Well, in ''[[TheElderScrollsFour Oblivion]]'' at least. ''{{Skyrim}}'' on the other hand plays it straight, allowing you to use a level up in the middle of a fight for cheap, one-time healing.
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Namespace move.


* No matter where you put the stat point gained for an Omega Factor entry in ''AstroBoyOmegaFactor'', you get your HP restored.

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* No matter where you put the stat point gained for an Omega Factor entry in ''AstroBoyOmegaFactor'', ''VideoGame/AstroBoyOmegaFactor'', you get your HP restored.
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* In PAYDAYTheHeist, when you get a Reputation Level increase, your health gets reset back to maximum, you get placed back on your feet if you're downed (and it counts as being helped up for the purposes of challenges), and if you just unlocked your first secondary weapon, you also get that weapon at however much ammo you would've had at the start of the mission. Very handy, but if you hit level 145, you won't be getting another one until another skill tree gets added.

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* In PAYDAYTheHeist, when you get a Reputation Level increase, your health gets reset back to maximum, you get placed back on your feet if you're downed (and it counts as being helped up for the purposes of challenges), and if you just unlocked your first secondary weapon, you also get that weapon at however much ammo you would've had at the start of the mission. Very handy, but if you hit level 145, you won't be getting another one until another skill tree gets added.added.
* ''RuneFactory'' games do this with both Health and Rune Power (magic).
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* In ''{{Recettear}}'', you get an HP ''and'' SP refill when you level up, as well as when you exit a dungeon. Once you hit the level cap, you can still earn EXP to fill up the level progress ring; doing so gets you another free refill and empties the ring again.

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* In ''{{Recettear}}'', you get an HP ''and'' SP refill when you level up, as well as when you exit a dungeon. Once you hit the level cap, you can still earn EXP to fill up the level progress ring; doing so gets you another free refill and empties the ring again.again.
* In PAYDAYTheHeist, when you get a Reputation Level increase, your health gets reset back to maximum, you get placed back on your feet if you're downed (and it counts as being helped up for the purposes of challenges), and if you just unlocked your first secondary weapon, you also get that weapon at however much ammo you would've had at the start of the mission. Very handy, but if you hit level 145, you won't be getting another one until another skill tree gets added.
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* ''{{Radiata Stories}}''.

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* ''{{Radiata Stories}}''.Stories}}''.
* In ''{{Recettear}}'', you get an HP ''and'' SP refill when you level up, as well as when you exit a dungeon. Once you hit the level cap, you can still earn EXP to fill up the level progress ring; doing so gets you another free refill and empties the ring again.
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* At least one of the ''FinalFantayCrystalChronicles'' games do this. Somewhat bizarre if you're familiar with the regular ''FinalFantasy'' games, which don't even bother to heal you you by the amount your HP increased.
* Occurs in CityOfHeroes, although this is a relatively new addition to gameplay. If your character levels up while defeated (i.e. killed) due to team shared experience, they will be revived during their LevelUpFillUp.

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* At least one of the ''FinalFantayCrystalChronicles'' ''FinalFantasyCrystalChronicles'' games do this. Somewhat bizarre if you're familiar with the regular ''FinalFantasy'' games, which don't even bother to heal you you by the amount your HP increased.
* Occurs in CityOfHeroes, ''CityOfHeroes'', although this is a relatively new addition to gameplay. If your character levels up while defeated (i.e. killed) due to team shared experience, they will be revived during their LevelUpFillUp.



* ''[[CastlevaniaIISimonsQuest Castlevania II: Simon's Quest]]'' does this and gives you more health as per the level up.

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* ''[[CastlevaniaIISimonsQuest Castlevania II: Simon's Quest]]'' ''CastlevaniaIISimonsQuest'' does this and gives you more health as per the level up.



* No matter where you put the stat point gained for an Omega Factor entry in ''AstroBoy: Omega Factor'', you get your HP restored.

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* No matter where you put the stat point gained for an Omega Factor entry in ''AstroBoy: Omega Factor'', ''AstroBoyOmegaFactor'', you get your HP restored.
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What happened? Whence comes these new found HitPoints? You didn't use a potion or heal spell, so it must be... a LevelUpFillUp.

Commonly occurs either after defeating an enemy or at the end of a battle when ExperiencePoints are distributed. Depending on how scarce healing is, and when Hitpoints are restored, this can be a major factor in your strategy. Usually though, its just a perk. Frequently averted in more "realistic" games where a level up gives additional health, but no heal is given.

Not to be confused with AfterBossRecovery where your health is restored after a boss fight, regardless of experience point totals(Although boss fights do frequently cause characters to level).

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What happened? Whence comes come these new found HitPoints? You didn't use a potion or heal spell, so it must be... a LevelUpFillUp.

Commonly occurs either after defeating an enemy or at the end of a battle when ExperiencePoints are distributed. Depending on how scarce healing is, and when Hitpoints hit points are restored, this can be a major factor in your strategy. Usually though, its just a perk. Frequently averted in more "realistic" games where a level up gives additional health, but no heal is given.

Not to be confused with AfterBossRecovery where your health is restored after a boss fight, regardless of experience point totals(Although totals (although boss fights do frequently cause characters to level).
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* ''SuperMarioRPG'' also exhibits this trope.

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* ''SuperMarioRPG'' ''VideoGame/SuperMarioRPG'' also exhibits this trope.
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* The ''PaperMario'' series restores Mario's Heart Points when he levels up. The first two games 1) also restore Flower Points at this time, and 2) defer Star Point (exp) gains, and therefore level ups, to the ends of battles. It's the more reliable way of recovering HP in dungeons without using many items or if you can't find heart boxes. ''The Thousand-Year Door'' also restores your partner's HP during level ups. ''SuperPaperMario'' is more platformy, and takes each enemy as a separate deal.

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* The ''PaperMario'' ''VideoGame/PaperMario'' series restores Mario's Heart Points when he levels up. The first two games 1) also restore Flower Points at this time, and 2) defer Star Point (exp) gains, and therefore level ups, to the ends of battles. It's the more reliable way of recovering HP in dungeons without using many items or if you can't find heart boxes. ''The Thousand-Year Door'' also restores your partner's HP during level ups. ''SuperPaperMario'' ''VideoGame/SuperPaperMario'' is more platformy, and takes each enemy as a separate deal.
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* ''RondoOfSwords'' doesn't have it by default, but certain characters can learn and set the Eternal Rage skill, which completely restores HP and MP upon leveling up.

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* ''RondoOfSwords'' doesn't have it by default, but certain characters can learn and set the Eternal Rage skill, which completely restores HP and MP upon leveling up.up.
* ''{{Radiata Stories}}''.
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** Leading to the odd effect that it's often easier/better to be lower levels than be full-up, due to the rate of growth; especially {{egregious}} is the Harbinger weapon in the 4th game that pretty much doesn't run out of ammo until you reach max level with it, at which point it's often TooAwesomeToUse.
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* ''ResonanceOfFate'' characters will be healed when they level up, especially useful as they will typically level up mid battle rather then after.

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* ''ResonanceOfFate'' characters will be healed when they level up, especially useful as they will typically level up mid battle rather then after.after.
* ''RondoOfSwords'' doesn't have it by default, but certain characters can learn and set the Eternal Rage skill, which completely restores HP and MP upon leveling up.
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**Not completely; one of the Wood Golem's evilities is "Fresh Green Sprout", which invokes this trope, but given that it's a later evility, it's up to the player as to wether they use it or not.

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* Rare strategy example: In ''Civilization IV'' promoting a unit heals it partially, frequently allowing the player to attack multiple consecutive turns with the same unit if it has leveled. This can frequently be the difference between capturing a city or being unable to move forward, too injured to continue.

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* Rare strategy example: In ''Civilization ''{{Civilization}} IV'' promoting a unit heals it partially, frequently allowing the player to attack multiple consecutive turns with the same unit if it has leveled. This can frequently be the difference between capturing a city or being unable to move forward, too injured to continue.\\
''Civilization V'' exchanges this for a different mechanic: one can choose to completely restore the health of a leveled-up unit in exchange for not selecting any permanent bonus for them that level.
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----* ''ResonanceOfFate'' characters will be healed when they level up, especially useful as they will typically level up mid battle rather then after.
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* Occurs in {{Borderlands}}, upon levelling up.
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* ''MuramasaTheDemonBlade'' employs this trope... unless you're playing in [[OneHitPointWonder Shigurui Mode]].

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* ''DragonBallZ: Legend of the Super Saiyan'' does this upon leveling up without having to go to an inn or using an item card. It helps that leveling up heals and if HP reaches zero, the character's dead.

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* ''DragonBallZ: Legend of the Super Saiyan'' does this upon leveling up without having to go to an inn or using an item card. It helps that leveling up heals and if HP reaches zero, the character's dead. dead.
* The ''ScottPilgrim'' game has this, which is a life-saver, since unless you've grinded 500+ dollars or found the secret shop, there's only 1 extra life in the game.
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* ''DragonBallZ: Legend of the Super Saiyan'' does this upon leveling up without having to go to an inn or using an item card. It helps that leveling up heals and if HP reaches zero, the character's dead.
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* Also occurs in ''Diablo'' and the sequel, where both your health and mana is restored on leveling.

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* Also occurs in ''Diablo'' ''{{Diablo}}'' and the sequel, where both your health and mana is restored on leveling.
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** This happens even if a Pokémon is fainted (where it is still possible to use a Rare Candy), which causes the Pokémon to revive.
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*MapleStory both plays this trope straight and averts it. Leveling up increases your HP and MP to their max ''base'' values. Have equipment that grants you extra HP or MP? The level-up fillup doesn't care; you'll have to gain those points through standard gameplay means.
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** It is, however, played straight in the spinoff game PokemonRanger, and its sequels.
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** Also in ''SwordOfMana'', but with a twist: You don't get healed until you've opened the RingMenu and picked the [[ClassAndLevelSystem level-up path your character is to take.]] It's possible to "stock up" levels in this way and only use them when your health is low to save on resources and time.
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* ''DokaponKingdom'', the RPG party game, maxes your HP at a level up. Given that you move around the board based on a spin of a dial, it can be frustratingly difficult to heal yourself on a whim, so this HP handout is a welcome gift.
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* Games from the DigimonWorld franchise usually feature this. In DigimonWorld2, though, it's quite welcome, since you don't have [[VideogameInventoryPuzzle that much space]] for healing items, anyway.

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* Games from the DigimonWorld franchise usually feature this. In DigimonWorld2, though, it's quite welcome, since you don't have [[VideogameInventoryPuzzle [[InventoryManagementPuzzle that much space]] for healing items, anyway.
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* Games from the DigimonWorld franchise usually feature this. In DigimonWorld2, though, it's quite welcome, since you don't have [[VideogameInventoryPuzzle that much space]] for healing items, anyway.
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* ''Science Girls!'' for the PC has this trope kick in for whichever of your characters levels up after combat. Due to the general scarcity of healing items, this can be a real life saver.

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* ''Science Girls!'' ''{{Science Girls}}!'' for the PC has this trope kick in for whichever of your characters levels up after combat. Due to the general scarcity of healing items, this can be a real life saver.

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