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* The 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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* The UsefulNotes/SuperFamicom Platform/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 ''VideoGame/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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* The ''VideoGame/ScottPilgrim'' game ''VideoGame/ScottPilgrimVsTheWorldTheGame'' 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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* In ''VideoGame/SpudsAdventure'', gaining 100 EXP will level you up and restore all your health, making it useful even in cases where you can't increase your max health anymore.
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[[folder:Racing]]
* ''VideoGame/FZero99'':
** If you KO another player-controlled vehicle, your maximum Power will increase and your Power will immediately refill back to full.
** When you get a health extension via KO'ing a Gray Bumper or getting a Team KO in Team Race, your maximum Power will increase, but instead of getting a full Power refill your current Power will only extend for the amount of added gauge.
[[/folder]]
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crosswicking

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* ''VideoGame/DemonHunterTheReturnOfTheWings'': Leveling up refills the health and mana bars, and also knocks back nearby enemies.

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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 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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* ''VideoGame/GunWitch'': Levelling up refills Beretta's HitPoints and {{Mana}}.


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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 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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Disambig dewicking


LevelUp!

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LevelUp!
Level Up!
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* Averted in ''Franchise/{{Pokemon}}'', when a Pokemon levels up, its current HP is increased by the same rate as the increase of its maximum HP, so it's not much in most cases, and your Pokemon will keep the same amount of damage as before.

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* Averted in ''Franchise/{{Pokemon}}'', when a Pokemon Pokémon levels up, its current HP is increased by the same rate as the increase of its maximum HP, so it's not much in most cases, and your Pokemon Pokémon will keep the same amount of damage as before.



* Evolution in the ''Anime/{{Pokemon}}'' anime is treated this way, unlike in the games. No matter how beaten up a Pokémon is in battle, once they evolve, they are raring to go. Many a battle in the series has been swung by a mid-battle evolution. This became a more downplayed example as seasons went on where evolution is treated more along the lines of a HeroicSecondWind with a few cases of pokemon evolving and beating their current opponent but then still going down later due to all the damage they accrued beforehand.

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* Evolution in the ''Anime/{{Pokemon}}'' anime ''Anime/PokemonTheSeries'' is treated this way, unlike in the games. No matter how beaten up a Pokémon is in battle, once they evolve, they are raring to go. Many a battle in the series has been swung by a mid-battle evolution. This became a more downplayed example as seasons went on where evolution is treated more along the lines of a HeroicSecondWind with a few cases of pokemon Pokémon evolving and beating their current opponent but then still going down later due to all the damage they accrued beforehand.
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Dead Rising and Wizard 101 both have examples of this.

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* ''Franchise/DeadRising'' games refill your health completely, regardless of whether your level would give you another block of life or not.


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* ''VideoGame/Wizard101'' restores your health, mana and energy on level ups. Energy is especially notable as lots of players will use their newly restored energy to train their pet if they are working on one.
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* In ''LightNovel/SoImASpiderSoWhat'', when Kumoko, the spider protagonist, gains a new level, her old carapace molts away and any injuries and StatusEffects she suffers are instantly healed, which has saved her life on many occasions. This is a function of the unique skill [n%I=W] which [[spoiler:consumes soul energy to restore her body]].

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* In ''LightNovel/SoImASpiderSoWhat'', ''Literature/SoImASpiderSoWhat'', when Kumoko, the spider protagonist, gains a new level, her old carapace molts away and any injuries and StatusEffects she suffers are instantly healed, which has saved her life on many occasions. This is a function of the unique skill [n%I=W] which [[spoiler:consumes soul energy to restore her body]].
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* ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' does this two-fold: filling up your HP and your EP (essentially magic points). ''Very'' useful if you have consecutive or multi-stage bosses and you can keep your characters alive.

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* ''VideoGame/TheLegendOfHeroesTrailsInTheSky'' does The ''VideoGame/TrailsSeries'' has this two-fold: filling up your HP and your EP (essentially magic points). ''Very'' useful if you have consecutive or multi-stage bosses and you can keep your characters alive. The one thing that doesn't fill up is your CP, which are used to execute crafts and LimitBreak-like moves called S-Crafts.
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* ''VideoGame/SuperMarioRPG'' also exhibits this trope.

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* ''VideoGame/SuperMarioRPG'' also exhibits this trope. When a character levels up, their HP is fully restored.

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