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* In the ''VideoGame/HarryPotter'' Game Boy Color games, leveling up a character fully restores that character's health and magic.
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* ''VideoGame/TheWorldIsYourWeapon'': Upon leveling up and choosing a level up bonus, Weaco's HP will be restored, though her SP won't be restored.
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What happened? Whence come these new found HitPoints? You didn't use a potion or heal spell, so it must be... a Level Up Fill Up.

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

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* In ''VideoGame/FireEmblem'' a few games have HP restored when a character classes up, but averts it with normal level ups, leaving a character with 1 hp of damage (if at full health). This usually comes into play as a free chance to allow your staff wielders heal and get XP themselves.

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* In ''VideoGame/FireEmblem'' a few games have HP restored when a character classes up, but averts it with normal level ups, leaving ups- if a character with 1 hp of damage (if at full health).character's maximum HP increases, their current HP will not. This usually comes into play as a free chance to allow your staff wielders heal and get XP themselves.


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** Averted in some of the newer ''Persona'' games, such as the fourth and the fifth. If, for example, you have 50/100 HP and 40/80 SP when you level up, and gain 5 HP and 3 SP, you will go up to 55 HP and 43 SP, rather than full health and SP.

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* ''VideoGame/GuildWars2'' gives full health and endurance, revives you if you're downed, instantly charges certain class abilities, and launches nearby enemies. Tomes of knowledge give a level on use. Cue underleveled players using them to [[GameBreaker instantly heal and send enemies flying]], especially in World Vs. World. This has since been corrected by making them unusable in combat.

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* ''VideoGame/GuildWars2'' gives full health and endurance, revives you if you're downed, instantly charges certain class abilities, and launches nearby enemies. Tomes of knowledge give a level on use. Cue underleveled players using them to [[GameBreaker instantly heal and send enemies flying]], flying, especially in World Vs. World. This has since been corrected by making them unusable in combat.



* In every ''Franchise/RatchetAndClank'' game starting with the second, you have two kinds of fill-ups. When Ratchet's health levels up, he gets fully healed (in most games) and emits a flash of energy that kills every nearby enemy. When a weapon levels up, its ammo gets refilled.
** 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 JustForFun/{{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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* In every ''Franchise/RatchetAndClank'' game starting with the second, you have two kinds of fill-ups. When Ratchet's health levels up, he gets fully healed (in most games) and emits a flash of energy that kills every nearby enemy. When a weapon levels up, its ammo gets refilled.
** Leading
refilled, 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 JustForFun/{{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.



* ''VideoGame/LaMulana'' doesn't actually have character levels, but it does have an EXP bar. When you fill it up, it replenishes your life meter.

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* ''VideoGame/LaMulana'' doesn't actually have character levels, but it does have an EXP bar. When you fill it up, it replenishes your life meter. This is highlighted in a puzzle where you need to traverse a body of water that [[SuperDrowningSkills hurts you]]: no matter how much life you have, you will die before reaching the other side, unless you ''almost'' fill up your EXP, and kill some enemies partway through to refill your life.



* Taken [[UpToEleven up to twelve]] in the first ''VideoGame/LuminousArc''. To elaborate: Your HP ''and'' MP refill whenever you level up. If one of your units heals or buffs any of your other units, it gets 30 EXP; if one of your units heals or buffs itself and ''any other unit'' (enemies included) at the same time, it gets 30 EXP. You level up at every 100 EXP. You can see the infinite loop where you can [[GameBreaker get your]] WhiteMage [[GameBreaker to Lv.99 in a single battle as soon as she's able to cast a multi-target heal spell that heals as much damage as the weakest enemy in the game can deal]] (for the record, the basic multitarget heal spell heals about 4x the caster's level); if she's too weak to take out enemies on her own at the time, bring a unit that can buff ''her'' for even more leveling. Yes, you can [[CrazyAwesome level up by being a nice guy and healing enemies (as long as you heal the caster with the same spell)]]. Why is this Up To Twelve instead of UpToEleven? If you repeatedly cast healing spells on a character enough times, they'll get ''an AntiMagic shield that lasts for 3 hits''. And the next time you cast a heal spell on them after the shield disappears? They'll probably get another one, ''even if it's not in the same battle''. Yes, this makes preparations for the FinalBoss much easier, whose primary attacks are also magic. So, in short, not only does ''Luminous Arc'' give you a Level Up Fill Up, it ''rewards you for abusing it''.

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* Taken [[UpToEleven up to twelve]] in the first ''VideoGame/LuminousArc''. To elaborate: Your HP ''and'' MP refill whenever you level up. If one of your units heals or buffs any of your other units, it gets 30 EXP; if one of your units heals or buffs itself and ''any other unit'' (enemies included) at the same time, it gets 30 EXP. You level up at every 100 EXP. You can see the infinite loop where you can [[GameBreaker get your]] your WhiteMage [[GameBreaker to Lv.99 in a single battle as soon as she's able to cast a multi-target heal spell that heals as much damage as the weakest enemy in the game can deal]] deal (for the record, the basic multitarget heal spell heals about 4x the caster's level); if she's too weak to take out enemies on her own at the time, bring a unit that can buff ''her'' for even more leveling. Yes, you can [[CrazyAwesome level up by being a nice guy and healing enemies (as long as you heal the caster with the same spell)]].spell). Why is this Up To Twelve instead of UpToEleven? If you repeatedly cast healing spells on a character enough times, they'll get ''an AntiMagic shield that lasts for 3 hits''. And the next time you cast a heal spell on them after the shield disappears? They'll probably get another one, ''even if it's not in the same battle''. Yes, this makes preparations for the FinalBoss much easier, whose primary attacks are also magic. So, in short, not only does ''Luminous Arc'' give you a Level Up Fill Up, it ''rewards you for abusing it''.
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* In ''VideoGame/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. Playing on Overkill or Overkill 145+ removes this.

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* In ''VideoGame/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. Playing on Overkill or Overkill 145+ removes this.this, as does playing [[VideoGame/Payday2 the sequel]], which only actually gives you your earned experience at the end of a day or heist.
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* In ''VideoGame/OdinSphere'', your HP will be refilled every time you gain a new HP level.
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* ''VideoGame/FinalFantasyRecordKeeper'' fully restores HP and cures any negative status conditions, and most importantly ability uses (AP), when a character levels up. In its early days when orbs were handed out with an eyedropper making it slow and difficult to hone abilities, level cap was 50 and Record Materia had yet to be introduced, [[LimitBreak Soul Breaks]] were rare and single hit, and BossRush stages consisted of 5+ boss fights (as opposed to the max of 2 that exist now); it was a common tactic to carefully manage EXP so that characters would level after the 2nd or 3rd boss to restore their extremely limited ability count.
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* ''DragonBallZ: Legend of the Super Saiyan'' restores your HP and KI at a level up without having to go to an inn or using an item card. It helps when you're in a dangerous situation because if your character's HP reaches zero, [[FinalDeath they're dead]].

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* ''DragonBallZ: ''Anime/DragonBallZ: Legend of the Super Saiyan'' restores your HP and KI at a level up without having to go to an inn or using an item card. It helps when you're in a dangerous situation because if your character's HP reaches zero, [[FinalDeath they're dead]].
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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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** 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}} JustForFun/{{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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* The SuperFamicom game ''VideoGame/ShikiEiyuuden'' has this. Since the game is very hard, you might as well not make it to level 2 without going to the shrine to fill your HP.

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* The SuperFamicom UsefulNotes/SuperFamicom game ''VideoGame/ShikiEiyuuden'' has this. Since the game is very hard, you might as well not make it to level 2 without going to the shrine to fill your HP.
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* A vital strategy in puzzle/{{roguelike}} ''DesktopDungeons'', where natural regeneration is very finite and arranging to level midbattle is almost necessary to defeat strong monsters.

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* A vital strategy in puzzle/{{roguelike}} ''DesktopDungeons'', ''VideoGame/DesktopDungeons'', where natural regeneration is very finite and arranging to level midbattle is almost necessary to defeat strong monsters.

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Removed games where level ups require you to rest, since the healing doesn't come from leveling up, but resting.


* In ''VideoGame/TheElderScrollsIIIMorrowind'' and ''VideoGame/TheElderScrollsIVOblivion'' at least, you have to rest in a bed to level up, so you heal up regardless. ''VideoGame/TheElderScrollsVSkyrim'' on the other hand lets you level up at any time. And not only that, but after leveling up, you aren't healed until you choose a stat to increase. This gives you the opportunity to intentionally wait to choose a stat until you're in a fight and you need healing.

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* In ''VideoGame/TheElderScrollsIIIMorrowind'' and ''VideoGame/TheElderScrollsIVOblivion'' at least, you have to rest in a bed to level up, so you heal up regardless. ''VideoGame/TheElderScrollsVSkyrim'' on the other hand lets you level up at any time. And not only that, but after leveling up, you aren't healed until you choose a stat to increase. This gives you the opportunity to intentionally wait to choose a stat until you're in a fight and you need healing.



* Some titles in the ''VideoGame/MightAndMagic'' series do this.
** ''Might and Magic VI'', ''Might and Magic VII'' and ''Might and Magic VIII'' all require you visit a training centre to level up, but as part of the actual gaining of a level, your party will rest, fully healing them. Of course, if you then spend the skill point you got on Body Building or Meditation (which increase a character's hit points and spell points, respectively), they won't still be fully healed.
** ''Might and Magic X: Legacy'', on the other hand, almost plays the trope completely straight... except for the fact that leveling up still gives each character skill points they can put into skills that raise their HP and MP, and ALSO gives them points they can put into their stats including the stats governing how much HP and MP they have. Still, it's still possible for a character to level mid-combat, allowing them to then fire off their super-powerful spell a second time that combat.

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* Some titles in the ''VideoGame/MightAndMagic'' series do this.
** ''Might and Magic VI'', ''Might and Magic VII'' and ''Might and Magic VIII'' all require you visit a training centre to level up, but as part of the actual gaining of a level, your party will rest, fully healing them. Of course, if you then spend the skill point you got on Body Building or Meditation (which increase a character's hit points and spell points, respectively), they won't still be fully healed.
**
''Might and Magic X: Legacy'', on the other hand, Legacy'' almost plays the trope completely straight... except for the fact that leveling up still gives each character skill points they can put into skills that raise their HP and MP, and ALSO gives them points they can put into their stats including the stats governing how much HP and MP they have. Still, it's still possible for a character to level mid-combat, allowing them to then fire off their super-powerful spell a second time that combat.
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* In ''VideoGame/{{Miitopia}}'', leveling up the relationship between two Miis during a battle will instantly restore all their HP.
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* In ''VideoGame/Titanfall2, the Monarch [[HumongousMecha Titan]] gets a free shield recharge every time it levels up it's Upgrade Core. Given that the Upgrade Core's SuperMeter rolls back around to the beginning after getting a full level, a savvy Monarch pilot can stay in their mech for a very long time, especially in Attrition, Bounty Hunt, and Frontier Defense games.

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* In ''VideoGame/Titanfall2, ''VideoGame/Titanfall2'', the Monarch [[HumongousMecha Titan]] gets a free shield recharge every time it levels up it's its Upgrade Core. Given that the Upgrade Core's SuperMeter Meter rolls back around to the beginning after getting a full level, a savvy Monarch pilot can stay in their mech for a very long time, especially in Attrition, Bounty Hunt, and Frontier Defense games.
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* In ''VideoGame/Titanfall2, the Monarch [[HumongousMecha Titan]] gets a free shield recharge every time it levels up it's Upgrade Core. Given that the Upgrade Core's SuperMeter rolls back around to the beginning after getting a full level, a savvy Monarch pilot can stay in their mech for a very long time, especially in Attrition, Bounty Hunt, and Frontier Defense games.

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* Even an RPG that has been stripped down to its simplest mechanics can have this, as seen in ''VideoGame/{{Parameters}}''.

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* ''VideoGame/{{Parameters}}'': Even an RPG that has been stripped down to its simplest mechanics can have this, as seen in ''VideoGame/{{Parameters}}''.this.



* In ''FireEmblem'' a few games have HP restored when a character classes up, but averts it with normal level ups, leaving a character with 1 hp of damage (if at full health). This usually comes into play as a free chance to allow your staff wielders heal and get XP themselves.

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* In ''FireEmblem'' ''VideoGame/FireEmblem'' a few games have HP restored when a character classes up, but averts it with normal level ups, leaving a character with 1 hp of damage (if at full health). This usually comes into play as a free chance to allow your staff wielders heal and get XP themselves.



* Taken [[UpToEleven up to twelve]] in the first ''VideoGame/LuminousArc''. To elaborate: Your HP ''and'' MP refill whenever you level up. If one of your units heals or buffs any of your other units, it gets 30 EXP; if one of your units heals or buffs itself and ''any other unit'' (enemies included) at the same time, it gets 30 EXP. You level up at every 100 EXP. You can see the infinite loop where you can [[GameBreaker get your]] WhiteMage [[GameBreaker to Lv.99 in a single battle as soon as she's able to cast a multi-target heal spell that heals as much damage as the weakest enemy in the game can deal]] (for the record, the basic multitarget heal spell heals about 4x the caster's level); if she's too weak to take out enemies on her own at the time, bring a unit that can buff ''her'' for even more leveling. Yes, you can [[CrazyAwesome level up by being a nice guy and healing enemies (as long as you heal the caster with the same spell)]]. Why is this Up To Twelve instead of UpToEleven? If you repeatedly cast healing spells on a character enough times, they'll get ''an AntiMagic shield that lasts for 3 hits''. And the next time you cast a heal spell on them after the shield disappears? They'll probably get another one, ''even if it's not in the same battle''. Yes, this makes preparations for the {{final boss}} much easier: did I mention its primary attacks are magic? So, in short, not only does ''Luminous Arc'' give you a Level Up Fill Up, it ''rewards you for abusing it''.

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* Taken [[UpToEleven up to twelve]] in the first ''VideoGame/LuminousArc''. To elaborate: Your HP ''and'' MP refill whenever you level up. If one of your units heals or buffs any of your other units, it gets 30 EXP; if one of your units heals or buffs itself and ''any other unit'' (enemies included) at the same time, it gets 30 EXP. You level up at every 100 EXP. You can see the infinite loop where you can [[GameBreaker get your]] WhiteMage [[GameBreaker to Lv.99 in a single battle as soon as she's able to cast a multi-target heal spell that heals as much damage as the weakest enemy in the game can deal]] (for the record, the basic multitarget heal spell heals about 4x the caster's level); if she's too weak to take out enemies on her own at the time, bring a unit that can buff ''her'' for even more leveling. Yes, you can [[CrazyAwesome level up by being a nice guy and healing enemies (as long as you heal the caster with the same spell)]]. Why is this Up To Twelve instead of UpToEleven? If you repeatedly cast healing spells on a character enough times, they'll get ''an AntiMagic shield that lasts for 3 hits''. And the next time you cast a heal spell on them after the shield disappears? They'll probably get another one, ''even if it's not in the same battle''. Yes, this makes preparations for the {{final boss}} FinalBoss much easier: did I mention its easier, whose primary attacks are magic? also magic. So, in short, not only does ''Luminous Arc'' give you a Level Up Fill Up, it ''rewards you for abusing it''.



* The SuperFamicom game ''Shiki Eiyuuden'' has this. Since the game is very hard, you might as well not make it to level 2 without going to the shrine to fill your HP.

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* The SuperFamicom game ''Shiki Eiyuuden'' ''VideoGame/ShikiEiyuuden'' has this. Since the game is very hard, you might as well not make it to level 2 without going to the shrine to fill your HP.



* Leveling up in ''VideoGame/{{Wasteland 2}}'' restores health to full, but you can't use this mid-battle because the level represent [[RankUp a rank increase]] that you need to call in by radio to receive once you have enough XP.

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* Leveling up in ''VideoGame/{{Wasteland 2}}'' ''VideoGame/Wasteland2'' restores health to full, but you can't use this mid-battle because the level represent [[RankUp a rank increase]] that you need to call in by radio to receive once you have enough XP.


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* ''VideoGame/YandereSimulator'': The [[ShowWithinAShow internal game]] ''Yanvania'', has this. When you level up, your LifeMeter is refilled. But that stops after you reach the {{Cap}} at Level 99.

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* When you gain a level or Paragon Level in ''VideoGame/DiabloIII'', not only is your health and whatever form of {{Mana}} your class is using fully restored, but all enemies are knocked away from you.



** Diablo3 even takes this further where you shoot off an aura that damages your enemies on Level-up.

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** Diablo3 ''VideoGame/DiabloIII'' even takes this further where you shoot off an aura that damages your enemies on Level-up.Level-up. When you gain a level or Paragon Level, not only is your health and whatever form of {{Mana}} your class is using fully restored, but all enemies are knocked away from you.
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* Partially used in VideoGame/BatmanArkhamAsylum, every time you get EXP, it refills your health gauge an equivalent amount. Since you only get EXP after defeating all enemies in an encounter it won't save you in the middle of a fight, but it's convenient to heal you immediately after.

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* Partially used in VideoGame/BatmanArkhamAsylum, ''VideoGame/BatmanArkhamAsylum'', every time you get EXP, it refills your health gauge an equivalent amount. Since you only get EXP after defeating all enemies in an encounter it won't save you in the middle of a fight, but it's convenient to heal you immediately after.
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* The 3DS remake of ''VideoGame/DragonQuestVIII'' does this, completely refilling a character's HP and MP when they level up. Handy when it happens in the middle of a dungeon.
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What happened? Whence come these new found HitPoints? You didn't use a potion or heal spell, so it must be... a LevelUpFillUp.

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



* Occurs in ''VideoGame/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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* Occurs in ''VideoGame/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.when this happens.



* Taken [[UpToEleven up to twelve]] in the first ''LuminousArc''. To elaborate: Your HP ''and'' MP refill whenever you level up. If one of your units heals or buffs any of your other units, it gets 30 EXP; if one of your units heals or buffs itself and ''any other unit'' (enemies included) at the same time, it gets 30 EXP. You level up at every 100 EXP. You can see the infinite loop where you can [[GameBreaker get your]] WhiteMage [[GameBreaker to Lv.99 in a single battle as soon as she's able to cast a multi-target heal spell that heals as much damage as the weakest enemy in the game can deal]] (for the record, the basic multitarget heal spell heals about 4x the caster's level); if she's too weak to take out enemies on her own at the time, bring a unit that can buff ''her'' for even more levelling. Yes, you can [[CrazyAwesome level up by being a nice guy and healing enemies (as long as you heal the caster with the same spell)]]. Why is this Up To Twelve instead of UpToEleven? If you repeatedly cast healing spells on a character enough times, they'll get ''an AntiMagic shield that lasts for 3 hits''. And the next time you cast a heal spell on them after the shield disappears? They'll probably get another one, ''even if it's not in the same battle''. Yes, this makes preparations for the {{final boss}} much easier: did I mention its primary attacks are magic? So, in short, not only does ''LuminousArc'' give you a LevelUpFillUp, it ''rewards you for abusing it''.

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* Taken [[UpToEleven up to twelve]] in the first ''LuminousArc''.''VideoGame/LuminousArc''. To elaborate: Your HP ''and'' MP refill whenever you level up. If one of your units heals or buffs any of your other units, it gets 30 EXP; if one of your units heals or buffs itself and ''any other unit'' (enemies included) at the same time, it gets 30 EXP. You level up at every 100 EXP. You can see the infinite loop where you can [[GameBreaker get your]] WhiteMage [[GameBreaker to Lv.99 in a single battle as soon as she's able to cast a multi-target heal spell that heals as much damage as the weakest enemy in the game can deal]] (for the record, the basic multitarget heal spell heals about 4x the caster's level); if she's too weak to take out enemies on her own at the time, bring a unit that can buff ''her'' for even more levelling.leveling. Yes, you can [[CrazyAwesome level up by being a nice guy and healing enemies (as long as you heal the caster with the same spell)]]. Why is this Up To Twelve instead of UpToEleven? If you repeatedly cast healing spells on a character enough times, they'll get ''an AntiMagic shield that lasts for 3 hits''. And the next time you cast a heal spell on them after the shield disappears? They'll probably get another one, ''even if it's not in the same battle''. Yes, this makes preparations for the {{final boss}} much easier: did I mention its primary attacks are magic? So, in short, not only does ''LuminousArc'' ''Luminous Arc'' give you a LevelUpFillUp, Level Up Fill Up, it ''rewards you for abusing it''.
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* The ''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 a 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. The level-up refill is also much more useful in this game. There is a point in the end-game where you must fight two bosses in a row, and if you time your level-up to happen after killing the first one, you get back all your HP and FP for the second one. It is also a very useful tool for refilling health during the Pit of 100 Trials, where healing items are scarce.
** ''VideoGame/SuperPaperMario'' is more platformy, and takes each enemy as a separate deal.

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* ''VideoGame/PaperMario'':
**
The ''VideoGame/PaperMario'' series as a whole restores Mario's Heart Points when he levels up. whenever his health increases, whether that's by leveling up (''[[VideoGame/PaperMario64 64]]'', ''[[VideoGame/PaperMarioTheThousandYearDoor The Thousand-Year Door]]'', ''[[VideoGame/SuperPaperMario Super]]'') or by collecting an HP Up Heart (''[[VideoGame/PaperMarioStickerStar Sticker Star]]'', ''[[VideoGame/PaperMarioColorSplash Color Splash]]''). The first two games 1) also restore Flower Points (used for special moves) at this time, and 2) they also defer Star Point (exp) (xp) gains, and therefore level ups, to the ends end of battles. It's a reliable useful way of recovering HP in dungeons without using many items or if you can't find heart boxes.
**
boxes. ''The Thousand-Year Door'' also restores your partner's HP during level ups. The level-up refill is also much more useful in this game. There is a point in the end-game where you must fight two bosses in a row, and if you time ups.
** ''Color Splash'' refills all 3 colors of
your level-up to happen after killing the first one, you get back all paint whenever your HP and FP for the second one. It is also a very useful tool for refilling health during the Pit of 100 Trials, where healing items are scarce.
** ''VideoGame/SuperPaperMario'' is more platformy, and takes each enemy as a separate deal.
paint capacity increases.
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* ''VideoGame/MedalOfHonor: Airborne'' gets a minor version, where whenever you make enough kills with a weapon to unlock an attachment or upgrade to it, time slows down as you're given that attachment and the game tells you what it does, leading to things such as the military-style foregrip on your Thompson instantly transforming into a gangland-esque pistol grip or the magazine loaded into your gun magically doubling in length or taping a second one to itself. You also get [[BottomlessMagazines infinite ammunition]] for the duration of the slow-down effect, making it easier to clear out an area if you level up after killing one or two of five-plus guys.

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* ''VideoGame/MedalOfHonor: Airborne'' ''VideoGame/MedalOfHonorAirborne'' gets a minor version, where whenever you make enough kills with a weapon to unlock an attachment or upgrade to it, time slows down as you're given that attachment and the game tells you what it does, leading to things such as the military-style foregrip on your Thompson instantly transforming into a gangland-esque pistol grip or the magazine loaded into your gun magically doubling in length or taping a second one to itself. You also get [[BottomlessMagazines infinite ammunition]] for the duration of the slow-down effect, making it easier to clear out an area if you level up after killing one or two of five-plus guys.



** As does its sequel, ''PhantasyStarUniverse''.

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** As does its sequel, ''PhantasyStarUniverse''.''VideoGame/PhantasyStarUniverse''.
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* Leveling up in ''VideoGame/StarWarsTheOldRepublic'' grants you full HP. Since xp are granted as each enemy is killed, not after you exit combat, leveling up while still in combat is both possible and helpful, essentially granting you HeroicSecondWind.
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* ''VideoGame/NetHack'' does this to a certain extent. It's not a complete fill up, but Hp remain proportional to [=MaxHp=]. For an early character that gains Hp quickly when leveling up this can be the difference between life and death in a fight with a group of monsters.

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* Leveling up in ''VideoGame/NetHack'' does this to a certain extent. It's not a complete fill up, doesn't fully restore health, but Hp remain proportional to [=MaxHp=].[=MaxHp=] (i.e. 50/100 Hp and +10 MaxHP through level up will bring you to 55/110). For an early character that gains Hp quickly when leveling up this can be the difference between life and death in a fight with a group of monsters.
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* Leveling up in ''VideoGame/{{Wasteland 2}}'' restores health to full, but you can't use this mid-battle because the level represent [[RankUp a rank increase]] that you need to call in by radio to receive once you have enough XP.
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* ''VideoGame/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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* ''VideoGame/MapleStory'' both ''VideoGame/MapleStory''. Originally, leveling up would only restore your health and mana to their natural (that is, without equipment bonuses) maximums. But now, it not only plays this trope straight and averts it. Leveling up increases straight, but also takes it UpToEleven, with level-ups fully restoring both your HP health and MP to their max ''base'' values. Have equipment that grants mana AND instantly killing any non-boss monsters onscreen at the time, giving you extra HP or MP? The level-up fillup doesn't care; you'll have experience. At very low levels, it's even possible for this effect to gain those points through standard gameplay means.chain off itself, giving you multiple levels as each one kills enough foes to trigger the next.
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* In ''VideoGame/TheElderScrollsIIIMorrowind'' and ''VideoGame/TheElderScrollsIVOblivion'' at least, you have to rest in a bed to level up, so you heal up regardless. ''VideoGame/TheElderScrollsVSkyrim'' on the other hand 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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* In ''VideoGame/TheElderScrollsIIIMorrowind'' and ''VideoGame/TheElderScrollsIVOblivion'' at least, you have to rest in a bed to level up, so you heal up regardless. ''VideoGame/TheElderScrollsVSkyrim'' on the other hand lets you level up at any time, which naturally allows time. And not only that, but after leveling up, you aren't healed until you choose a stat to use a level up in increase. This gives you the middle of opportunity to intentionally wait to choose a stat until you're in a fight for cheap, one-time and you need healing.

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* Leveling up also restores all HP and MP in ''VideoGame/{{Final Fantasy XI}}''. It's actually employed as a strategy in certain fights by using an [[RareCandy EXP scroll]] with your EXP towards the next level at the minimum for leveling up.



* Leveling up also restores all HP and MP in ''VideoGame/{{Final Fantasy XI}}''. It's actually employed as a strategy in certain fights by using an [[RareCandy EXP scroll]] with your EXP towards the next level at the minimum for leveling up.
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* Units in ''BattleForWesnoth'' regain all their hit points when they level up... leading to a dilemma of whether or not to attack a wounded unit that's about to fill its XP bar.

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* Units in ''BattleForWesnoth'' ''VideoGame/BattleForWesnoth'' regain all their hit points when they level up... leading to a dilemma of whether or not to attack a wounded unit that's about to fill its XP bar.

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