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10[[quoteright:166:[[Webcomic/{{Hejibits}} https://static.tvtropes.org/pmwiki/pub/images/reghealth2.png]]]]
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12->''"Medicine became obsolete in the year 2004, when doctors noticed that hiding behind a wall caused human health to regenerate to 100%."''
13-->-- '''Games Radar''', [[http://www.gamesradar.com/f/101-things-weve-learned-from-videogames/a-20081126162511389033 101 things we've learned from games]]
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15You remember when you'd get a stitch in PE and the teacher would tell you to walk it off, even though that only made it worse? Now imagine them saying that after you've taken five bullets to the chest. Then imagine it ''working''.
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17That's the technique that a number of FirstPersonShooter games since the 2000s use for restoring health; if a player finds himself nearing death, all he has to do is go hide somewhere or dodge attacks until health regeneration kicks in. It's still one of the AcceptableBreaksFromReality, especially in shooters which encourage slower pace, since the character recovering health -- even at an unusually fast rate -- is only slightly less absurd than him instantly healing by simply touching [[HealThyself medikits]] and [[HyperactiveMetabolism implausibly healthy beefburgers]]. It also has the advantage of avoiding {{Unwinnable}} situations where the player literally has no chance to get through the level because he's run out of both ammunition and healing items, but tends to invoke ItsEasySoItSucks in the process. On the other hand, in theory you can regenerate from damage but in practice you get mowed down by a wall of lead any time you even dream of poking your head out of cover.
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19Instead of making the game about conserving the resources of the level ([[BreatherLevel or game]]) as a whole, the player has to mostly worry about surviving individual encounters. Setpiece shootouts become the order of the day, as does [[TakeCover searching for and using cover]] which is said to lead to a glorified game of whack a mole; pop up and kill a target, pop under cover and regenerate, repeat until you win. Regenerating health is the most common in shooters which fall near the middle of the FacklerScaleOfFPSRealism.
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21Many of these games still use healing items to provide instant energy boosts during nasty confrontations, and some will vary the method of regeneration, by only allowing the player to regain health in specific areas, or by crouching or doing some other action. Sometimes the player can only regenerate a small amount of health, with medikits needed to top it off. Alternatively, the player may have a standard energy bar, but [[RegeneratingShieldStaticHealth with a replenishing energy shield over the top]] - or have automatically replenishing health, but with a standard bar representing degrading body armour. The basic principle is ultimately the same though.
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23A rare variant has health divided into a number of 'blocks'. If a block is not completely depleted it will regenerate, but depleted blocks do not refill without outside assistance.
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25This trope largely originates from TheEighties, with the FightingGame ''VideoGame/PunchOut'' and {{Action RPG}} ''VideoGame/{{Hydlide}}'' being {{Ur Example}}s, and ''VideoGame/{{Ys}}'' being a TropeMaker; ''MIDI Maze'' for the Platform/AtariST introduced this mechanic to the FirstPersonShooter genre, decades before ''Franchise/{{Halo}}'' [[TropeCodifier codified]] the FPS version of this mechanic.
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27If this is actually a dramatic ability and not just a gameplay mechanic, then it's a HealingFactor.
28
29A SubTrope of ReducedDowntimeFeatures and SisterTrope to GradualRegeneration, RegeneratingShieldStaticHealth, RegeneratingMana. Compare/contrast RestingRecovery.
30
31----
32!Examples
33[[foldercontrol]]
34%%
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36%% Please list examples alphabetically.
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38%%
39
40!!Video Games
41
42[[folder:Action]]
43* ''VideoGame/CarriesOrderUp'' has a "Friendly Mode" that turns your SprintMeter into this, expending some stamina each time you bump into a customer or slip on a puddle, and it replenishes fast enough to rarely be an issue. On any other mode, you're a OneHitPointWonder.
44* ''VideoGame/DevilMayCry'': Activating [[SuperMode Devil Trigger]] will make Dante or most other playable characters regenerate their health for as long as it's active. It also works similarly in ''VideoGame/MarvelVsCapcom3''.
45* ''VideoGame/{{Lugaru}}: The Rabbit's Foot'' has a system where blunt trauma gradually fades away for the most part, but being slashed or stabbed causes permanent damage. All damage is healed between levels.
46* ''VideoGame/MafiaII'' made use of the partial regeneration mechanic, which calls for eating or drinking in order for Vito to fully heal when he takes significant damage, either from sustaining too much gunshots or vehicle-related injuries. While this made the game a tad easier than the original game (in fact, Joe Barbaro jokingly [[BreakingTheFourthWall broke the Fourth Wall]] for indirectly referring to the health system in Chapter 5), it still won't keep the player from getting killed instantly in a gunfight without generous use of the cover system, especially on hard difficulty.
47* ''VideoGame/NinjaGaiden: Dragon Sword'' does this partially. When you're hit, part of the health lost can be recovered at the end of the battle.
48* ''VideoGame/VersusUmbra'': Health is recovered by 2 points per second. The Regeneration perk, as the name implies, raises it to 3.
49* One of the main complaints about the game ''VideoGame/X2WolverinesRevenge'' was that you had to spend quite a bit of time hiding and waiting for Wolverine's HealingFactor to kick in. Several other X-Men games (including ''VideoGame/XMen2CloneWars'') have similar strategies for playing as Wolverine.
50[[/folder]]
51
52[[folder:Action Adventure]]
53* In ''VideoGame/ArkistasRing'', the eponymous ring, recieved on a NewGamePlus, does this. You're gonna need it in the higher loops.
54* ''Franchise/{{Castlevania}}'':
55** In ''VideoGame/CastlevaniaCircleOfTheMoon'', one of the spells allows you to heal gradually, but you have to stand still for it to work. This costs quite a bit of MP, but you recover MP gradually too--more with a higher Intelligence stat.
56** The Time Heal move from ''Curse of Darkness'' also allows you to heal some of Hector's health gradually. You do get to run around while using it, though.
57* This is available to you in the ''VideoGame/{{Coraline}}'' licensed game. Just as long as it isn't interrupted, just standing around restores your health.
58* Monkey, the protagonist of ''VideoGame/EnslavedOdysseyToTheWest'', has one of these in the form of a deflector shield built into his gauntlets. He can also buy an upgrade that increases the regeneration rate of his shields, as well as an upgrade that actually regenerates his health. The latter can become invaluable during some of the trap-intensive sequences.
59* ''[[http://en.wikipedia.org/wiki/Exile_(arcade_adventure) Exile]]'' ([[SimilarlyNamedWorks not that]] [[VideoGame/{{Exile}} one]]) had it back in the 1980s. You still don't have a whole lot of it and many enemies will deplete it quickly, but at least you just get teleported back to your last teleporter marker (and lose a lot of points) instead of dying. This happens in ''VideoGame/{{inFamous}}'' if you wait long enough but its easier just to find something electrical and drain it as doing so restores health also (as does grinding on a power cable if you have the relevant upgrade).
60* ''Franchise/TheLegendOfZelda'':
61** In ''VideoGame/TheLegendOfZeldaSkywardSword'', you can sit on a chair, bench, or even a toilet to rest and regain health.
62** The [[VideoGame/TheLegendOfZeldaOracleGames Oracle games]] featured the Heart Ring, which gave you constant health regeneration while equipped.
63* ''VideoGame/TheMatrixPathOfNeo'' if you can't find or already used a health-pack, just stand or walk around and Neo heals right up.
64* ''Franchise/{{Metroid}}'':
65** ''VideoGame/MetroidPrime2Echoes'' has certain safe zones in Dark Aether. Not only can they protect you from the corrosive effects of Dark Aether's atmosphere but they also cause your energy tank to slowly recharge which makes them useful, even after getting the Light Suit which is immune to corrosive effects.
66** ''VideoGame/MetroidOtherM'' has regenerating health and missiles by using the Concentration technique, which can be interrupted by attacks. You can restore missiles at any time, but to recover energy, your health has to be below a certain threshold (critical status mostly), and that takes longer than regaining missiles. Reserve Tanks allow you to recover more energy and at a higher threshold. This mechanic is vital, since you cannot regain health or ammo unless you use a save station.
67* Very noticeable in ''[[VideoGame/MirrorsEdge Mirror's Edge]]'': you can take an awful lot of machine-gun fire as long as you have somewhere to run after. Hiding behind something works too, of course.
68* VideoGame/TeamIcoSeries:
69** Ico from ''VideoGame/{{Ico}}'' doesn't have a health bar but does have regenerating health confirmed in the novel, [[spoiler:which explains that Yorda "gives" him health when they're holding hands.]]
70** Wander in ''VideoGame/ShadowOfTheColossus'' has no health pickups to restore his lost strength, so he simply has to wait a few minutes for his injuries to heal. Yes, even though said injuries are usually inflicted by falling off enormous colossi several dozen stories tall.
71** The unnamed boy in ''VideoGame/TheLastGuardian'' has no health bar -- you merely limp slowly for a short time after a long fall and then recover.
72* ''VideoGame/TombRaiderUnderworld'' is the first game in the Tomb Raider series where health packs aren't necessary, as Lara regains her health over time.
73* The ''VideoGame/{{Uncharted}}'' series relies upon this type of healing method. As Nathan Drake takes damage, the graphics slowly begin to lose saturation, and in order to recover his health he must take cover. WordOfGod says that it isn't actually his health, but his luck - only the last bullet that hits you when your luck depletes actually counts for the kill. In other words, if you die, it is not because you were riddled with lead quickly enough to suffer CriticalExistenceFailure, but because [[InstantDeathBullet one single bullet]] managed to get you when you ran out of luck.
74[[/folder]]
75
76[[folder:Action RPG]]
77* In ''VideoGame/BeyondOasis'', as one progresses through the game they get key items that allow this. The pendant restores HP while in sunlight, the ring restores SP when you have no spirit summoned and the amulet restores HP and SP at a quicker rate.
78* ''VideoGame/DemonHunterTheReturnOfTheWings'': Enemies will start to heal if not attacked for a while.
79* In ''VideoGame/{{Faria}}'', your health will constantly but slowly regenerate in action sequences once you get the Ring.
80* The UrExample of the Regenerating Health mechanic was the 1984 ActionRPG ''VideoGame/{{Hydlide}}'', where health and magic slowly regenerate when standing still.
81* In ''VideoGame/{{Lagoon}}'', Nasir's health regenerates in dungeons as well as in the overworld, depending on how many enemies are around.
82* In ''VideoGame/{{Landstalker}}'' the pretty useful healing boots do this, allowing a player with enough patience to avoid paying for inns.
83* In the ''VideoGame/MonsterHunter'' series, half of the health you lose from hits turns red instead of disappearing. If you can keep from getting hit again, the red portion will regenerate, but no more than that. Of course, potions will be necessary for any consequential amount of healing. Certain armor skills speed up the rate at which the red portion regenerates, and in ''World'', the Vaal Hazak armor's SetBonus allows regeneration beyond the red portion, though that will take some time as the enhanced regeneration (past the red portion) does not benefit from regeneration rate bonuses.
84* Scratch Damage (inflicted by all enemies when you have Hero Points left, inflicted by the player characters with machine guns) in ''VideoGame/ResonanceOfFate'' heals automatically, even during combat, especially during Invincible Action (AKA Hero Actions). Direct Damage (inflicted by poison, regular enemy attacks when in Condition Critical, or the players using grenades or pistols), however, is permanent unless you rest or use a Perfect Aid - it also makes Scratch Damage permanent.
85* In ''VideoGame/ShinKugyokuden'', health will slowly regenerate when the player stands still, except in towns and during {{Boss Battle}}s.
86* In ''VideoGame/SwordOfVermilion'', the [[GuideDangIt tricky to find]] Crimson Armor heals you 8 HP per step taken, but is otherwise rather weak, so its usefulness is debatable.
87* ''VideoGame/TitanQuest'': For both players and some monsters:
88** At the start of the game, you regenerate 2 health points every second. Various skills and gear can affect your rate by lowering or increasing it.
89** Certain types of Satyrs in the Helos area regenerate health, but not most.
90* ''VideoGame/XenobladeChronicles1'' slowly regenerates health during battle and regenerates faster after battle. Health-restoring items do not exist because they are unnecessary.
91* ''VideoGame/{{Ys}}'' is a TropeMaker of this mechanic. In ''[[VideoGame/YsIAncientYsVanishedOmen Ys I]] and [[VideoGame/YsIIAncientYsVanishedTheFinalChapter II]]'', your HP regenerates when you stand in place outdoors or in cleared {{Boss Room}}s. Once you get the Heal Ring (or the Cape of Holy Spirit in ''II''), you can regenerate health in dungeons as well. Most of the later games also have some type of HP-regenerating item (which sometimes consumes MP).
92[[/folder]]
93
94[[folder:Beat 'em Up]]
95* In ''VideoGame/FistOfTheNorthStarKensRage'', bosses have multiple health bar segments, and when they are on their last bar of health, that section of their health bar will slowly regenerate until you've beaten to the point where you can execute a FinishingMove on them.
96* ''VideoGame/GriefSyndrome'' combines this with HarmfulHealing. Characters automatically regenerate health, as well as [[DeathIsASlapOnTheWrist automatically revive upon death.]] However, all of this drains the character's Soul Limit, which acts as the stage's timer, and if the Soul Limit reaches 0, that character is DeaderThanDead until the player starts a new game.
97[[/folder]]
98
99[[folder:Card Battle Game]]
100* ''VideoGame/ShanghaiEXEGensoNetwork'': Ghost and its [[UndergroundMonkey variants]] recover 1 HP every few frames after they get damaged.
101[[/folder]]
102
103[[folder:Eastern Role Playing Games]]
104* The ''VideoGame/BreathOfFire'' series has armor and items that grant this property: the Life Armor and the Love Bracelet/Cupid's Lyre heal the wearer 1 HP per step taken.
105* In ''VideoGame/DragonQuestI'', you can get a special armor that heals you every time you make a step.
106* A recurring ability in ''Franchise/FinalFantasy'' when a certain armor or accessory is equipped, HP or MP is recovered by walking. Also the regen spell which has a regenerating effect when used in battle.
107* The ''VideoGame/{{Medabots}}'' game for the UsefulNotes/GameBoyAdvance, ''Medabots AX'' (both [[OneGameForThePriceOfTwo versions]]) had a variant of this: while not regenerating health, standing still for a while triggered an IdleAnimation that charged ''your robot's Medaforce move'' faster. [[GameBreaker A whole lot faster.]]
108* ''VideoGame/MegaManBattleNetwork'' series: If you activate Wood Style (in second and third games) or use Wood-element Soul/Cross (fourth to sixth games), you can regenerate health while [[GeoEffects standing on a grassy panel]]. Along with the equippable [[LastChanceHitPoint Undershirt program]], it becomes a nigh GameBreaker; later games nerfed its potency, making it regenerate health slower when Mega Man's health is critical.
109* ''Franchise/{{Persona}}'': Starting around ''VideoGame/Persona3'', the Regenerate Skills allow the user to regain HP in combat. These skills also happen to ''stack''.
110** In ''Persona 3'' itself there is Chidori, whose own Persona has the "Wellspring of Life" trait, giving her incredible regeneration, not only for herself, but also to things around her. [[spoiler: She later passes this trait along to Junpei to save his life, at the cost of her own.]]
111** ''VideoGame/Persona5'' ''[[UpdatedRerelease Royal]]'' gives us Maria, the Ultimate Faith-arcana Persona. Her "Holy Whisper" passive regains 15% HP and 15 SP per turn, with "Holy Embrace" regaining 25% HP per turn. These also stack with the Regenerate passives, and by passing a certain trait onto her in fusion, these passives ''double'' their effect!
112* In ''VideoGame/PhantasyStarIV'' robots (that is, Demi and Wren) regenerate health as they walk around, to compensate for the fact that most healing magic does not work on them.
113* The ability Regenerator in ''{{Franchise/Pokemon}}'' allows some health to be regained if the Pokemon is switched out, then returned to the field.
114* ''VideoGame/PrayerOfTheFaithless'': Miasma Charge grants the user regenerating health on top of increased stats and additional effects for their skills. Only Miasma monsters and fully-powered Manna can use Miasma Charge.
115* In ''VideoGame/VagrantStory'' you regenerate health and lose risk (which makes you more vulnerable but also gives you more attack power) continuously when outside of combat.
116[[/folder]]
117
118[[folder:Fighting Games]]
119* ''VideoGame/BloodyRoar'' has partial regeneration as one of the bonuses to transforming into beast mode (except for the fourth game, which had the beast meter act as an entirely separate second health bar, albeit one still charged by taking damage to your regular health). A small portion of any damage taken is represented by a shaded section of the health bar rather than being depleted outright, and transforming allows that portion to regenerate. Landing a Beast Drive from ''2'' onwards instantly refills the shaded portion.
120* Some of the games in the ''VideoGame/CapcomVs'' series has a small part of a character's health bar turn red when the a character takes damage. The red section can be recovered if the character tags out for someone else. A character who comes in as a support character (as opposed to tagging out) has all damage they take turn red instead of deplete, but it takes a long time to recover. Also, when a character tags in, any red health instantly depletes and can't be recovered.
121* The third ''{{VideoGame/Darkstalkers}}'' entry has the character's life bars split into 3 colors: Green is remaining life, red is lost life, and white (which can also appear from chip damage). As long as you don't take damage, you will begin recovering the white portion.
122* ''Fist II: The Legend Continues'' gives a slow health regeneration when not in combat. The player may opt for a faster healing by visiting a meditation room.
123* ''VideoGame/MagicalGirlLyricalNanohaAsPortable: The Gears of Destiny'' introduced a variant of this to the ''Nanoha'' fighting games. When dealing magical damage to an opponent such as a projectile, some of the damaged part of their life bar will turn to yellow instead of disappearing completely. If you fail to continue damaging them, this yellow life bar will slowly regenerate back to green, giving extra incentive to players to be very good at blocking and/or dodging (to take advantage of the regenerating health since there's no cover) and/or to be very good at making their attacks hit constantly (to stop their opponent from making too much use of it).
124* Similar to some Capcom crossover games, ''VideoGame/{{Maribato}}'' also features a TagTeam gameplay, so you can switch characters in the middle of battle, and the ''soeurs'' start recovering the red portion of their LifeMeter.
125* In The ''VideoGame/MeltyBlood'' series, as the characters take damage, one part of their life bar is colored crimson red; The games allow to actĂ­vate a Heat Mode, provided the [[ManaMeter Magic Circuit]] is at 100% or higher, the magic cicuit starts depleting, but your character recovers the red portion of the life bar at a relatively fast pace. ''Actress Again'' adds varians of this in their three styles: Crescent Moon is the variant that existed up until ''Act Cadenza''; In Full Moon, the Magic Circuit can only be activated (In Blood Heat Mode) after reaching 300%, but, when activated, the character recovers the red portion instantly; In Half Moon, the character starts recovering health automatically once the Magic Circuit reaches 200% , however, if hit during this time, he/she will automatically activates a ComboBreaker that reduced the magic circuit to 0, and thus, stopping the regenerating process.
126* ''VideoGame/PunchOut'': Released in early 1984 with its first arcade game, this series provides the UrExample for the medium. After a boxer gets knocked down and gets up again, the health generates, though never back to full health (with very rare exceptions, such as Bald Bull and Mr. Sandman in the Wii game, when knocked down in their Title Defense rematches). There are also unique instances with certain boxers: Bald Bull in his rematches (he mildly recovers if his health is depleted with a normal punch, only a star-powered uppercut will knock him down properly), Soda Popinski in the Wii game (he drinks soda to recover some health), and Little Mac himself if he's flexing his punches while an opponent is knocked down. Doc Louis can also recover some HP by eating a chocolate in the ''Doc Louis' Punch-Out!!'' spinoff.
127* ''Franchise/{{Tekken}}'':
128** Yoshimitsu has a couple of stances where he can restore his health by meditating. That said, he does have a couple of moves and stances where [[AttackingThroughYourself he deliberately injures himself]]... he's weird like that.
129** The ''Tag'' games feature this as a an incentive to tag. In the same vein as ''Darkstalkers 3'', the health bar is divided into three parts: blue (health remaining), red (damage recently taken), and blank (permanently lost health). If a character is tagged out, he will gradually recover the red portion of the health bar. Since the final boss of the first ''Tag'' game, Unknown, fights by herself, she recovers the red portion while on the ring, since she can't be tagged out. The same applies to the single bosses in ''Tag 2'', as well as any player who chooses to fight by himself in 1x2 fights.
130* The ''Franchise/TouhouProject'' spin-off game ''[[VideoGame/TouhouSuimusouImmaterialAndMissingPower Immaterial and Missing Power]]'' has its own health-recover mechanic: As the characters take damage, one part of the life bar is colored crimson red, but it can be instantly regenerated once a character declares a Spell Card, also gaining access to their most powerful moves, potentially turning the tables.
131* ''VideoGame/DragonBallFighterZ'' features Sparking Blast, a mechanic allowing characters to actively recover their [[ExactlyWhatItSaysOnTheTin Recoverable Health]], represented in blue in their health bar. They'll also recover said part of their health when switched out.
132[[/folder]]
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134[[folder:First Person Shooter]]
135* Due to Eldrid beliefs, the playable Eldrid characters of ''VideoGame/{{Battleborn}}'' don't use shields like the other playable characters. They instead are capable of passively regenerating health as well as having greater amounts of health.
136* ''VideoGame/{{Battlefield}}: [[VideoGame/BattlefieldBadCompany Bad Company 2]]'' adds regenerating health to the series, though it occurs much faster in singleplayer. In multiplayer, it happens very slowly, so as to not obsolete the medic class. Hardcore mode removes the regenerating health all together.
137* ''VideoGame/{{Battlefield 3}}'': Both players and vehicles have it; however, like ''Deus Ex: Human Revolution'', it takes a while to kick in, it's nowhere near fast enough to protect a player from sustained damage, and there are ways for attackers prevent it:
138** If shots are fired close enough to a player (i.e. an almost-headshot from a sniper rifle or a long burst from a machine gun), the player is considered "suppressed" -- the screen goes blurry, accuracy goes down, and normal health regeneration does not occur, although an Assault player's medkit (immediate health regeneration for teammates within range of the medkit) will still work normally on a suppressed player.
139** A vehicle at half-health is considered "disabled," whereupon they catch on fire and health will actually bleed out unless the vehicle is repaired by an Engineer, or (for aircraft) the Extinguisher is used (this ability immediately restores the aircraft to 53% health, putting it above the disabling threshold; however, if a land vehicle is disabled it needs to be repaired to full health, otherwise it is still classed as disabled and will keep bleeding health.
140* ''VideoGame/{{Battlefield 4}}'' handles health similarly to ''[=BF3=]'', with the exception that in the campaign the time for it to kick in is reduced, and once it's started up it goes at lightning speed.
141* Certain shields and class perks in ''VideoGame/{{Borderlands}}'' can regenerate your health since you can't do it by natural means.
142** In [[VideoGame/Borderlands2 the sequel]], a few of the classes can get skills that grant this. The Gunzerker's Brawn tree in particular is dedicated to skills that give massive health regeneration, turning him into a "unstoppable tank made of rage and meat".
143* ''VideoGame/BrothersInArms: Hell's Highway'' includes a variant of this. In that game, the screen goes more red the more you're exposed to fire, with the red reflecting your risk of actually getting shot, and the screen will eventually go back to normal if you stay in cover. If you stayed without cover for too long and the screen is dark red, you'll die rather quickly when exposed (even from just peeking briefly out of cover). The thing here is that you more or less die from one shot not that you can walk off the damage but the mechanic is somewhat reminscient of regenerating health. It's also possible to suddenly keel over out of apparently nowhere because an enemy got a lucky shot/grenade off. The squadmates generally start yelling about how lucky you are and to get in cover when your screen starts going red.
144* The ''VideoGame/CallOfDuty'' series starting from the second game does this, with a red outline on the screen that gradually grows more insistent the more damage you take and slowly fades out if you go long enough without taking damage.
145** The third-to-last mission, "Rebirth," in ''VideoGame/CallOfDutyBlackOps'' has a portion where damage doesn't heal, as you're wearing a hazmat suit and the enemy dropped Nova 6 nerve gas all over the combat area. If you take too much cumulative damage, your suit is compromised and the Nova 6 kills you. An achievement/trophy requires the player to successfully clear the entire portion while the gas mask is worn without dying.
146** The aspect becomes ludicrous in the multiplayer of ''VideoGame/ModernWarfare2'' and later, where you can take ten rounds from [[{{BFG}} a 7.62mm light machine gun]] to the stomach over the course of about forty-five seconds and walk away with no real damage, but die instantly when a thrown knife or a small steel hatchet hits your foot.
147* ''Franchise/TheChroniclesOfRiddick: VideoGame/EscapeFromButcherBay'' and ''VideoGame/AssaultOnDarkAthena'' use a partial health regeneration system. Health is divided up into "blocks" (starting at four, through there are special [=NanoMED=] stations that can add an extra block to your max health.) Your health will regenerate only up to the current block. Once a block is completely depleted, the only way to restore it is to go to a health station.
148* ''VideoGame/CondemnedCriminalOrigins'' handles this the same as ''F.E.A.R.'' below: you only regenerate a tiny bit of health once it's below a certain (very low) threshold. ''[[VideoGame/Condemned2Bloodshot Bloodshot]]'' switches to a partial-regenerating system, where the health bar is divided into three blocks (with an upgrade available depending on how well you complete a certain level letting you unlock up to one full fourth block), and a block that is depleted requires a medkit before it will regenerate.
149* ''VideoGame/TheConduit'', after Mission 3 when you first get the high-tech alien armor shown on the front cover of the game. Before that, all you're equipped with is a standard Secret Service suit and tie, and you're dependent on picking up medikits for health.
150* ''VideoGame/DeepRockGalactic'' has health regeneration as an emergency when the player's health is critically low. It slowly refills back to about 20% of your maximum health when you avoid taking damage for a while. You still need Red Sugar or using supplies from a Supply Drop to heal up.
151* ''VideoGame/DeusExHumanRevolution'' and its companion game, ''VideoGame/DeusExTheFall'': The developers opted to put this in, instead of the health packs like in ''VideoGame/DeusEx'' and ''[[VideoGame/DeusExInvisibleWar Invisible War]]''. The regen system is relatively slow, and even on normal mode will take about a minute to fully regenerate health. Medpacks still exist, but they are more for increasing health when you don't have time to wait for your health to regenerate.
152* This was one of the more controversial features in ''VideoGame/DukeNukemForever'', since regenerated health implies hiding to heal up, and hiding isn't Duke's style. Of course, since the health bar is [[CallAHitpointASmeerp labeled as Duke's ego]], the player can make it regenerate faster by killing enemies or permanently boost it by engaging in diversions like bench-pressing, urinating, and ogling strippers.
153* ''Franchise/FarCry'':
154** In ''VideoGame/FarCryInstincts'', Jack Carver is a biochemically altered superhuman who regenerates most wounds very quickly. The rate of healing is proportional to the amount of adrenaline he has, however; if he's overusing his Feral Attack, Feral Run, or Feral Vision abilities, he's stuck with health that slowly creeps back up, while if his adrenaline is full, he can hide behind cover in a firefight and be fully healed in seconds.
155** ''VideoGame/FarCry2'' goes for a segmented health bar, where segments will regenerate on their own unless they're emptied, at which point you have to use a healing syrette to recover any lost segments. At the last segment, your health will begin bleeding out on its own, where you will have to use another syrette, or, if you have none, perform [[WorstAid an in-field healing action]] such as ripping your dislocated thumb back into place, pulling a bullet out with a pair of pliers, cauterizing a wound with several matches, etc. ''VideoGame/FarCry3'', ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'', and ''[[VideoGame/FarCry4 4]]'' use the same system, the main differences being that you don't bleed out on your last segment, and you don't start with as many health segments (two in ''3'' and ''4'', four in ''Blood Dragon'') but can upgrade to more health slots (up to six in ''3'' and ''4'' and ''sixteen'' in ''Blood Dragon'') as well as how many bars are replenished both from health syringes and from worst-aid. ''VideoGame/FarCry5'', in contrast, goes to straight regenerating health, though still with the ability to heal yourself faster with medkits (the switch being made to compensate for the fact that you can no longer craft them yourself).
156* In ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'', your health regenerates, but only up to about 25 health (which is only enough to survive 1 bullet, at most). You can use medkits to regain 50 health, and you can carry up to 10 medkits at a time. In the sequel, this was changed - you could only carry 3 medkits, but they restored full health, and your natural regeneration when not getting shot is up to about 40% of your health. But it's played straight in the third game, where your health regenerates to 100% and no health meter is displayed at all (but you do get veiny red ambiance on the edges of the screen) outside of the powered armors. It regenerates pretty fast, too, even before you achieve character ranks to heal faster.
157* ''VideoGame/FrontlinesFuelOfWar'' has this in much the same way as the ''Call of Duty'' games, as taking hits made the screen fade red, and even included your soldier breathing heavily with an audible heartbeat at high damage levels. You could simply find cover and be back to normal in a matter of seconds even then.
158* The ''VideoGame/GoldenEyeWii'' remake features regenerating health, but in a callback to the original, "007 Classic" difficulty gives you a health meter and armor pickups to stay alive.
159* ''VideoGame/GoldeneyeRogueAgent'' has this. One ''could'' handwave it as one of the [=GoldenEye=]'s abilities. Also, it takes a while to kick in.
160* A variation of regenerating health occurs in ''VideoGame/HalfLife2'' and its Episodes where it's the [=NPCs=] Alyx Vance, Father Grigori and Barney Calhoun who have regenerating health, instead of the main player Gordon Freeman who has to rely on health and armor pickups/stations. It helps makes the missions they accompany you in a lot easier because it allows them to stay in a fight, but they can still die if they are overwhelmed by Combine/Zombies/etc. The rebel fighters who accompany Gordon during the later chapters also regenerate health, albeit ''very'' slowly.
161* ''Franchise/{{Halo}}'':
162** ''VideoGame/HaloCombatEvolved'' used [[RegeneratingShieldStaticHealth regenerating shields with a limited health bar beneath]]; subsequent mainline games just have the player regenerate both health and shields when they're not being hit (though it wasn't until ''VideoGame/Halo5Guardians'' that you could actually ''see'' the 'health bar' again), via [[AppliedPhlebotinum automated biofoam injectors]]. CriticalExistenceFailure is still in full effect despite it.
163** Surprisingly, ''VideoGame/Halo3ODST'' rolls back to the original health system in this regard. Just [[CallAHitPointASmeerp replace "Shield" with "Stamina"]].
164** ''VideoGame/HaloReach'' (which is set before ''Combat Evolved'' and the aforementioned auto biofoam injectors) also returns to the health pack system. It still includes some limited health regeneration, but only up to the nearest third of the lifebar. Unless you're playing as an Elite in multiplayer, in which case you can heal fully, albeit at a much slower pace than most examples.
165* ''VideoGame/KnightsOfPenAndPaper'': Warriors have the Taunt passive, which gets them regeneration of 2 HitPoints every turn.
166* A mutation mode in ''VideoGame/Left4Dead2'' called "Healing Gnome" uses this trope. There are no healing items at all; the only way to recover is to hold the gnome from ''Dark Carnival''. In normal gameplay, ''VideoGame/Left4Dead'' and ''[=L4D2=]'' invert this with the temporary health granted by pain pills and the sequel's adrenaline injectors, which slowly ticks away, while regular health granted by medkits stays until you take damage - interestingly, when you do take damage, it's prioritized towards regular health rather than temporary health.
167* The ''VideoGame/MedalOfHonor'' series of games starting with its 10th instalment, ''VideoGame/MedalOfHonorVanguard'' and onwards feature regenerating health.
168* Much like the ''S.T.A.L.K.E.R.'' example, ''VideoGame/{{Metro 2033}}'' and ''VideoGame/MetroLastLight'' downplay the trope: Artyom's health regenerates painfully slowly, enough that a quick tactical retreat isn't enough to recover from grievous wounds. You ''will'' have to use [[HealThyself your medical syrettes]] if you get seriously hurt in a fight that isn't about to end.
169* In the Atari ST game ''MIDI Maze'', released later on Super NES and Game Boy as ''Faceball 2000'', each happy-face character regains one hit point if not attacked for a few seconds. This was released in 1987, long before the formation of Bungie Inc., let alone the realization of ''Halo''.
170* ''VideoGame/OddworldStrangersWrath'' had an odd healing mechanic. The Stranger could stand still and shake all the bullets, knives, and arrows out of his body, healing him, so long as he had "stamina." Stamina is used for nothing else and regenerates automatically.
171* ''VideoGame/{{Overwatch}}'' averts this and uses RegeneratingShieldStaticHealth with all of its characters except for one: Mercy. She regenerates her health after not taking damage for 1 second.
172* In ''VideoGame/{{Paladins}}'', every champion has regenerating health that activates when they're not taking damage or using their abilities. However, it takes a few seconds for it to kick in and the regeneration isn't very fast, so it's more practical to be healed by a Support champion unless you find a good place to hide. There used to be a Healing item; Veteran, that made this effect stronger, but it was rebalanced to work entirely differently.
173* ''VideoGame/{{Pariah}}'' has health separated into blocks, which will automatically heal if not fully depleted.
174* ''VideoGame/Payday2'', like [[VideoGame/PaydayTheHeist its predecessor]], normally uses regenerating armor over a static health bar that can only be replenished by use of medic bags and first-aid kits, but it has several skills and perk decks that allow health to regenerate normally. The Hostage Taker skill lets you regenerate a small amount of health every 5 seconds while you have a hostage, and the final perk in the Muscle perk deck also slowly heals you over time. The Grinder, Infiltrator, Sociopath, and Biker perk decks all have perks that heal you when hurting or killing enemies.
175* In ''VideoGame/PerfectDark Zero'', Joanna can sustain either "shock damage", which can be walked off, or non-recovering damage. On the HarderThanHard Dark Agent difficulty, all damage is non-recoverable. In multiplayer, only a percentage of damage can be recovered; being shot may deal 75% in shock damage that can be healed if you take cover, and 25% in permanent damage that accumulates until you die. The developers' motive for doing it this way is that ''all players'', no matter how good, will eventually die even if only by accumulation of ScratchDamage.
176* ''VideoGame/{{Portal}}'' has a hidden regenerating {{life meter}}. Since nobody else had one (especially the turrets, the only harmful things that don't kill you in one hit), it was more a matter of "either the turret kills you or you get past it".
177* ''VideoGame/Prey2017'' regenerates your health from 1 to 20 as standard. Upgrading your health can raise this regenerating amount to 50. Other neuromods let you regenerate a small amount of health after taking damage.
178* ''VideoGame/PrimalCarnage'': Normally not present, but any dinosaur in the vicinity of the ''Acrocanthosaurus'' when it unleashes its roar will temporarily be given a HealingFactor (explained in FlavorText as dispersing pheromones which accelerate immune functions), regenerating ten health per second for several seconds.
179* The ''VideoGame/QuantumOfSolace'' video game had the "screen turns grey" variant, with a slight variation in that a translucent version of Bond's signature opening gun barrel creeps in.
180* Both ''VideoGame/RedSteel'' games use an interesting form of this.
181** In the first game, health regenerates normally in normal gameplay, but sword duels turn off regeneration until you win (since they're typically slow-paced enough that you would be able to recover from every hit and make them unloseable).
182** ''VideoGame/RedSteel2'' goes for more of an AfterCombatRecovery version, where your health is static for the duration of any sort of combat. As soon as the last enemy in an encounter is killed, you recover to full health.
183* ''VideoGame/{{Resistance}}'':
184** In ''Resistance: Fall of Man'', the protagonist is infected with [[TheVirus the Chimera virus]] at the beginning of the game but has an inherent immunity to it, granting him the Chimeras' regenerative abilities but not the "horrible alien mutation" part. This isn't a standard regeneration system, but rather, it's an interesting hybrid of the health bar/medkit system and this; you have a health bar in four equal segments, each representing 25% health. Regeneration is limited to the current segment, and the only way to regenerate a depleted segment is to pick up a medkit-analogue. Furthermore, the regeneration ability is entirely absent in the first mission for plot reasons, resulting in the odd effect of the first mission being one of the toughest.
185** ''Resistance 2'' uses the more common system of having you able to fully regenerate health, justified in-universe by the fact that Hale has been infected for longer and is starting to turn into a Chimera. The third game, on the other hand, completely gets rid of this in favor of a more traditional health bar and medkits, again justified in-universe by your character having been cured of the virus before the start of the game.
186** ''[[GaidenGame Resistance: Burning Skies]]'' uses the same regeneration system as R2, though unlike the second game, no in-universe explanation is given for this.
187* {{Downplayed|Trope}} in the ''VideoGame/{{STALKER}}'' series. Your health recovers as long as you're not irradiated, bleeding, on fire, etc, but even with GradualRegeneration artifacts, the rate of recovery is rather slow (it takes several minutes, which is ''hours'' in game-time, to recover to full health), so it doesn't really do you any good in firefights.
188* Unlike the rest of the classes in ''VideoGame/TeamFortress2'', the Medic regenerates health automatically, at a rate that varies depending on what items you happen to have equipped and how long it's been since you last took damage. Since he's equipped with a backpack-powered [[HealingShiv gun that heals teammates]], it's reasonable that it would be designed to passively heal its wearer as well.
189** The Sniper can unlock the Cozy Camper, a backpack that lets him regenerate health at the expense of a secondary weapon, along with other benefits.
190** The Concheror for the Soldier provides a passive regeneration effect, again taking up his secondary slot. It provides more effects briefly when fully charged, but the regen is permanent.
191** Any class can purchase a health regeneration upgrade in MVM, providing +2 HP per second. You can buy this up to five times for +10 HP per second, and it stacks with the aforementioned regeneration effects.
192* ''{{VideoGame/Tribes}}: Vengeance'' has GradualRegeneration for anyone equipped with a repair pack, with the rate of regeneration substantially increased and with a limited area-of-effect for a short duration upon activation. ''Tribes: Ascend'' instead gives everyone regenerating health by default, but with a massive delay of around 30 seconds or so before it kicks in (without perks to reduce the delay), thus it cannot be relied upon in the same sense as most other current [=FPSs=], and carrying a flag disables regeneration entirely. ''Starsiege: Tribes'' and ''Tribes 2'', by contrast, do not have regenerating health at all; the closest thing to it is repairing yourself with the repair pack. Otherwise, any carried medkits are all the healing you get in the field, and their use is rather limited.
193* One of the adrenaline combos in ''VideoGame/UnrealTournament2004'', Booster, gives you this for a limited time. Press backwards four times and you'll start regenerating health, then once you reach the maximum of 199, armor as well. The regeneration lasts as long as you have adrenaline, so killing enemies (balancing the regeneration with the fact that enemies can take health away much faster than the combo will give you it) and other things that give you adrenaline allows you to slightly extend it. Getting into a vehicle immediately stops the regeneration, while holding an objective (e.g. carrying an enemy flag) will drain your adrenaline faster, in return for getting half of your adrenaline back if you manage to score a point with it.
194* Justified in ''VideoGame/WaterWarfare''-your "health" is based on how wet your clothes are, and not getting hit allows them to dry off.
195[[/folder]]
196
197[[folder:Massively Multiplayer Online Role Playing Games]]
198* ''VideoGame/BattlestarGalacticaOnline'' has regen, but it only works outside combat. You need to use Damage Control Packs to HealThyself in a fight.
199* ''VideoGame/CityOfHeroes'' is somewhat unusual for an MMORPG in that all characters and most-to-all enemies slowly regenerate ''in combat'', even if they don't have any explicit HealingFactor. In addition, characters do have an explicit "Rest" power, intended for very fast recuperation between encounters ("panels")... but it's possible if risky to try this in combat, and certain powersets can make it ''practical'' to rest while under direct attack from multiple opponents. This fits in with the rest of the game's design, in particular its intention of avoiding the need for any specific "party balance". In fact, running away from a fight going badly just far enough to be able to rest before pursuers catch up is a pretty effective tactic, even if it's slower than not needing to.
200* In ''VideoGame/{{Elsword}}'' sitting down in a field (not a dungeon) causes your character to rest, slowly regaining HP. HP also naturally regenerates while visiting a town or rest area. Certain random items or orbs can also create a small area in a dungeon that, when inside the area, regenerates HP.
201* ''VideoGame/FinalFantasyXIV'' has regenerating health at all times. The amount of HP that is restored per tick is very tiny during battle. Outside of battle, you'll recover more HP over time. The Regen status effect adds another layer of regenerating health on top of the naturally occurring one.
202* ''VideoGame/GuildWars2'':
203** All players regenerate health outside of battle. Certain attack combinations and skills can also give players a regeneration buff for a short time.
204* In ''VideoGame/Lineage2'' this is ''the'' method to regenerate health while LevelGrinding for most classes and even most combination of classes. This pretty much means the game gets paused every couple minutes.
205* In ''VideoGame/TheLordOfTheRingsOnline'' the health is actually morale, leading to status such as in combat and out of combat regeneration. Although it is always quicker to "heal" using food, potions, of by way of a healer - If you really want to wait for a few minutes you will "heal" just fine on your own.
206* ''{{VideoGame/Neverwinter}}'' has out of combat regen, which is sped up when near a campfire. You'll need to use potions and other items for combat healing.
207* ''{{VideoGame/Onigiri}}'' has regen both inside and out of combat, but it's notably pretty small.
208* In ''VideoGame/{{Runescape}}'', eating heals your health, but without food, all you have to do is just wander around and stay out of trouble until you get better... but once your Constitution levels get higher, that's ''really'' slow (1 life point per 6 seconds, when the max life points a player can normally have is 990). Also, running saps your energy, but even at 0% energy you can just keep walking, and you'll recover your energy...without resting.
209* ''VideoGame/StarTrekOnline'' has health regeneration both in and (faster) out of combat (in addition to the -- significantly faster regenerating -- personal shields). Some of the ways to speed it up suggests 25th-century technology is responsible for this.
210* In ''VideoGame/StarWarsTheOldRepublic'', health regenerates slowly outside of combat, and every class has a much faster health-regen ability that can be used only when out of combat and standing still. The cartel market also sells regen abilities equivalent to the default ones but with different animations.
211* ''VideoGame/WorldOfWarcraft'':
212** All players regenerate health depending on their spirit attribute outside of combat (trolls keep 10% in combat), but it's a really minor factor at later levels - so much so that trolls later got an additional racial ability to offset the weakness of it.
213** In practice, [[HyperactiveMetabolism foods and drinks]] are this trope, too; they regenerate your food/mana (relatively) slowly, are common, cheap (or free) and requires you to be out of combat.
214[[/folder]]
215
216[[folder:Platformers]]
217* ''VideoGame/BangOnBallsChronicles'' contains a variation. Normally, your health can only be regenerated by health pickups, but if you only have 2 to 1 HP left, your health regenerates to 3 if you survive for long enough.
218* ''VideoGame/BanjoTooie'':
219** Upon returning enough pages to Cheato, he will eventually give you the "HONEYBACK" cheat which, when turned on, will let you recover health at a steady rate.
220** The Snooze Pack ability, learned in Grunty Industries and available whenever Banjo is solo, has him jump into his empty backpack and ''sleep off'' any damage.
221* ''VideoGame/MegaManX'':
222** X3 had the healing helmet upgrade (with the Head Chip), which let X refill his energy (and health tanks) by finding a place to hide. Hooray for those short, empty halls before bosses, huh?
223** ''X8'' lets whichever character is on the bench regenerate health, but only up to whatever portion of lost health is shown in red. If you don't switch out while part of your health is red, the red marks will deplete over time. If you switch back to a character while they still have red marks on their health, the red marks will immediately disappear. One of X's body upgrades converts all the damage he takes to red, so that he can regenerate it all if you switch him out. It's taken from ''VideoGame/CapcomVs'' series.
224* In ''VideoGame/{{Psychonauts}}'', Raz gets the ability to regenerate his mental health when he reaches PSI Cadet Rank 90.
225* ''VideoGame/SuperMarioWorld2YoshisIsland'': The health in this game is a timer that starts counting down after you get hit until you recollect Baby Mario. If the time runs out, Baby Mario gets kidnapped and you lose a life. If the timer is below 10 seconds, it will recharge until it hits that number, though Yoshi can also collect an additional 20 non-recharging seconds for a grand total of 30.
226* ''VideoGame/SuperMario64'': Since the OxygenMeter is shared with the LifeMeter, you can heal completely by simply finding water over Mario's head and Swimming It Off (except for the [[GrimyWater chilly water]] in [[SlippySlideyIceWorld Snowman's Land]]). This was removed in ''VideoGame/SuperMarioSunshine'' and ''VideoGame/SuperMarioGalaxy''.
227[[/folder]]
228
229[[folder:Racing]]
230* ''VideoGame/DucatiWorldChampionship'' has rider health (which lowers if you fall from the bike) recover slowly during the race. Health damage persists across races, and can be healed by the doctor, but it's usually better to simply recover by starting a new race and being careful not to take damage. Bike Damage doesn't regenerate, and requires driving through the pit if you want it repaired.
231[[/folder]]
232
233[[folder:Real Time Strategy]]
234* ''VideoGame/CommandAndConquer'' games usually give this ability to any unit that reaches the highest veterancy level. Some units, like the perennial Mammoth Tank, have it by default (though earlier games only allowed it to restore health up to half of the maximum). Other games allow for the player to capture "tech buildings" to give bonuses, including health regeneration for all infantry units if they take over a hospital.
235* All units in ''VideoGame/DawnOfWar II'' automatically regenerate health over time, but quite slowly. Being in a base or near a relay beacon rapidly increases health recovery, while some hero wargear can increase the recovery rate of that hero at all times. The Apothecary Hero for the Space Marines also has a passive which speeds up the health recovery of allied units in a certain radius, and the Plague Champion's Nurgle worship has a similar effect.
236* ''VideoGame/EndWar'': Units have two life bars - shield and health. The shield bar will refill after a few seconds out of combat. However, the health bar '''won't'''. Also, unit performance degrades as it loses health.
237* ''VideoGame/{{Starcraft}}'':
238** Zerg units and structures regenerate health albeit at a rather slow rate.
239** In the ''VideoGame/WingsOfLiberty'' campaign, Regenerative Biosteel is available from the Hyperion Lab as perk, mutually exclusive to the Cellular Reactor perk. The former allows mechanic units to regenerate while the later increases the starting and maximum energy of spell casters. The later is typically recommended however due to the questionably slow regeneration.
240** Terran Reapers from ''VideoGame/HeartOfTheSwarm'' on have the Combat Drugs ability to allow regeneration when not taking damage, much like in an FPS game.
241* ''VideoGame/StarRuler'' has subsystems that enable regeneration. Crew quarters provide a small amount of regen. Repair bays give you more regen. Nano armor repairs itself, but does nothing for the rest of the spacecraft's systems.
242* In ''VideoGame/SuddenStrike'' units with moderate damage heal roughly 3/4 of their health on their own, but heavily damaged units' health will actually go down to zero unless they're seen to by a repair unit.
243* Many units in ''VideoGame/SupremeCommander'', including the ACU, support commanders, most of the experimentals and many Tech 3 units, regenerate HP automatically.
244* ''VideoGame/UniverseAtWar'': All hero units are rather tough and regenerate health, which makes them quite handy for tanking damage without having to micromanage repair units to heal them afterwards. The downside is that this might make you place them on the front lines more often where they might die when you're not paying attention.
245* ''VideoGame/{{Warcraft}}'':
246** In ''Warcraft II'', the Troll Berserkers can acquire the ability to very slowly regenerate health. The effect is so slow in fact that in a fast-paced match, it's of marginal value, and typically a low-priority upgrade.
247** In ''Warcraft 3'', Human and Orc units regenerate health, but it happens so slowly that they may as well not have it at all. Troll units (part of the Orc faction) can be upgraded to regenerate faster. Undead units regenerate while standing on Blight, while Night Elves regenerate only at nighttime. All heroes regenerate health much faster than regular units do, but it's still usually too slow to make much of a difference most of the time.
248[[/folder]]
249
250[[folder:Roguelikes]]
251%%* Almost all {{Roguelike}} games (like ''VideoGame/NetHack'' and ''VideoGame/{{Angband}}'') are like this.
252* ''VideoGame/{{Baroque}}'' has you heal over time as long as your Stamina isn't empty, but your Stamina also decreases over time. Once you run out of Stamina you'll slowly take damage instead of healing, so relying on this too much will kill you.
253* ''VideoGame/TheBindingOfIsaac'' doesn't normally have regenerating health. However, you can gain it with the Placenta item... which regenerates at the ''painfully'' slow rate of a >50% chance to regenerate half a heart once every minute. It's still a decent pickup, since it can randomly top off your health even in combat and lets you restore yourself to full on demand if you have the patience.
254* ''VideoGame/DungeonCrawl'' generally follows this trope for both players and monsters, but averts it with Deep Dwarves, who have no natural regeneration at all and must rely on items, Vampires, whose regeneration rate is dependent on their blood level (bloodless ones don't regenerate at all, while full ones regenerate at troll-like rate), and skeletons and zombies on the monster side.
255* ''VideoGame/{{Moria}}'' and games based on that roguelike have health recover over time, also including a rest command that automates the resting period. While there is a hunger meter in that game, it's not too much of an issue as food is still easy to repurchase, or otherwise substituted with the create food spell.
256* This is the primary way your team members can regain health in ''VideoGame/PokemonMysteryDungeon'', if healing items are scarce or not available. Staying in one spot and holding down the B button to use up your turns also works. The process is slow however, and only heals one hit point a turn or step, though this can be augmented with IQ skills. It's also the main reason why the Poison status is threatening, as while the actual damage it deals is minor, it disables your HP regeneration.
257[[/folder]]
258
259[[folder:Simulation Games]]
260* ''VideoGame/AceCombat'' series:
261** ''VideoGame/AceCombatAssaultHorizon'' brings this mechanic to the series for the first time, including the reddening screen. Some fans were... most displeased. To offset this though, health regenerates very slowly and you can still be taken down with at most three missiles. Playing on [[HarderThanHard Ace difficulty]], however, disables regenerating health. The game also introduces a checkpoint system for the first time. While a welcome addition to long missions, damage taken while in Ace difficulty does not recover to 100% health, only to how much you had before the checkpoint. This very quickly devolves into UnintentionallyUnwinnable territory, which is, adding to the entire TheyChangedItNowItSucks view for this game, is like throwing saltwater, sand, and burning ash to a festering, infected wound.
262** ''VideoGame/AceCombatInfinity'' allows for a minor example with the Extinguisher parts, which (outside of Team Deathmatch maps/events) automatically bring your plane's health back above a certain threshold once it's brought below that.
263* ''VideoGame/IndependenceWar'' has a constant auto-repair system on all ships, but it's rather slow relative to the damage that weapons inflict. This is why you want to finish off ships quickly when attacking (firing [=LDSi=] missiles if necessary to prevent them running away, taking a time-out for auto-repair to do its thing, and jumping back in), while trying to keep out of range of attack while defending for as long as possible.
264* ''[[VideoGame/MechWarrior MechWarrior Living Legends]]''s' [[PoweredArmor battlearmor]] will regenerate health via their AutoDoc when not exposed to weapons fire for a few seconds in order to compensate for their [[FragileSpeedster very squishy]] nature. All the other vehicles can only be repaired at hangars or Mobile Field Bases.
265* ''VideoGame/{{Starsiege}}'' has the Quicksilver nano-armor, a tank-exclusive armor that repairs itself if it goes without taking damage for a little while (by taking armor points from less damaged areas to cover up critically damaged parts), and nano-repair packs, a heavy but valuable piece of equipment packed full of {{Nanomachines}} that repairs any damage done to your armor or components. Thanks to CompetitiveBalance, these won't save you if you take too much damage in a short period of time, but they will allow you to recover between engagements or survive long enough to leg it back to friendly territory for proper repairs.
266* ''Franchise/StarWars: VideoGame/XWing'' and ''VideoGame/TIEFighter'' have regenerating shields [[RegeneratingShieldStaticHealth on top of static hull integrity]]. The shields recharge rather slowly, though the rate can be increased by rerouting power from the engines or cannons.
267[[/folder]]
268
269[[folder:Stealth Based Games]]
270* Due to its FramingDevice, AltaĂŻr in ''[[VideoGame/AssassinsCreedI Assassin's Creed]]'' has "Synchronization" instead of health, which is basically how well you, the player, are matching AltaĂŻr's actions (presumably, he never got himself killed, so getting injured reduces your Synchronization). Synchronization can be regained by staying hidden, or completing various goals. It also regenerates much more slowly in combat.
271** In ''VideoGame/AssassinsCreedII'', ''VideoGame/AssassinsCreedBrotherhood'' and ''VideoGame/AssassinsCreedRevelations'', parts of the synch gauge would refill when hit (except when it's black; you use Medicine to recover those), and you have to repair armor every now and again when it gets broken (which turns those parts of the gauge red).
272* ''Franchise/{{Hitman}}'':
273** ''VideoGame/HitmanAbsolution'' has regenerating health, [[http://www.strategyinformer.com/news/19678/hitman-absolution-dumped-regenerating-health but it only regenerates part of your health]]. To fully heal you need to use a first aid station.
274** The ''VideoGame/WorldOfAssassinationTrilogy'' also uses regenerating health, but it is very slow to heal up. ''VideoGame/Hitman2016'' briefly changed 47's health to make him more resistant to bullets, but later toned down this change as it made 47 and his regenerating health too powerful.
275* ''VideoGame/MetalGear'':
276** ''VideoGame/MetalGearSolid2SonsOfLiberty'' and ''VideoGame/MetalGearSolid: The Twin Snakes'' let you recover health if you're below the threshold for bleeding by crouching or lying on the ground. This only recovers enough health until the bleeding stops on its own; the upsides are that A) you can save on bandages for when you absolutely need them this way, and B) when you ''do'' need to use them, such as when the bleeding is giving your position away to cautious guards, you can still recover that little bit of health in this manner.
277** ''VideoGame/MetalGearSolid3SnakeEater'': Naked Snake can wait out his injuries. The rate of health increase is dependent on how high his Stamina Gauge is. If you can't be bothered waiting for his health to rise like that, you can also knock him out with a sedative mushroom or with chloroform - during his sleep, he recovers faster. You can even save, turn the game off, and come back after a day or so has elapsed on your console's clock. There's also a Cure menu to heal Snake from grievous wounds that cut into his total health (represented by a red section of it); healing from wounds of that nature actually increases his total health slightly.
278** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' does the same with the similar Psyche bar, but with the removal of the Cure system and adding a Stress counter that goes up slowly when Snake is in harsh sunlight or bad weather, and spikes rapidly when he's discovered and/or in open combat, which can cause Psyche to deplete even if he's lying down and not moving.
279** ''VideoGame/MetalGearSolidVThePhantomPain'' has full health regeneration, but the regeneration rate is ''very'' slow if you're in open combat, and even slower when running or sprinting, though certain upgrades to Venom Snake's bionic arm can speed it up. You can also recover from a CriticalHit by using a [[HealingPotion first-aid spray]] or doing some SelfSurgery.
280** ''VideoGame/MetalGearSolid2SonsOfLiberty'' has regenerating health for [[EscortMission Emma]] as an AntiFrustrationFeature since you can't heal her. Letting Emma sit down to rest will have her slowly recover her health.
281[[/folder]]
282
283[[folder:Survival Horror]]
284* In ''{{VideoGame/Penumbra}}'', Philip can go from "I can't feel my arms and legs" to "I'm as fit as can be expected" in a matter of minutes, though this isn't fast enough to help much in the middle of combat.
285* ''VideoGame/ResidentEvil2Remake:'' On the lowest difficulty, health will recover from Danger to Caution. Recovering from Caution to Fine still requires healing items.
286* Since ''VideoGame/ResidentEvil6'' is essentially a hybrid of ''VideoGame/CallOfDuty'' and SurvivalHorror, the developers decided to combine regenerating health with a health bar. Your health is divided into 6 segments. As long as you don't lose an entire segment, it will regenerate in time. However, if you lose an entire segment or more, it doesn't regenerate and you need to take a health tablet to restore it.
287* ''VideoGame/SilentHill4'' provides regeneration for the player while he is in his apartment -- but only in the first part of the game.
288[[/folder]]
289
290[[folder:Third Person Shooter]]
291* ''VideoGame/{{Crackdown}}'' let you walk off damage to both yourself and your shield. But enemies ''also'' regenerate health, and they do it quicker than you. On normal difficulty, this isn't a big deal, but higher difficulties force you to plan strategies around killing generals before they can hide and heal back to full health.
292* ''VideoGame/GearsOfWar'':
293** The game has an opaque, bloody red gear encircling a skull appearing in the middle of the screen; once it becomes fully visible, the player is down and begins bleeding out helplessly (in the sequel, a character can crawl to safety, or if they're holding a grenade, detonate it to take their enemy with them if they're close enough). Being curbstomped or having more ammo put into them will cause their death, while an ally helping them up will let them get back into the action. Regeneration occurs when the player is undamaged for a period.
294** When an ally helps a player get up it's generally accompanied by the player being told to walk it off or some equivalent. Failing that the downed player will usually boast about how they are too badass to be killed or proclaim that they are now angry.
295* ''VideoGame/TheGetaway'' allowed characters to regain health by leaning against walls for a breather. This is perhaps the earliest example of regenerating health in the common modern sense.
296* ''VideoGame/KaneAndLynch'' uses a similar system to ''VideoGame/GearsOfWar'' in single player, down to the use of cover, though if the player is knocked down too many times in too short of a period, they'll OD on the adrenaline shots administered to revive them.
297* ''VideoGame/KillSwitch'', one of the earliest games to use a [[TakeCover cover mechanic]], also had a regenerating health bar. Taking heavy damage over a short period of time, however, could cause the bar itself to shrink, reducing your maximum health and making you increasingly vulnerable until you found a medkit to restore it to its original length.
298* In ''VideoGame/LostPlanet'', [[PlayerCharacter Wayne]] has a device called a "Harmonizer" on his right arm. It takes the Thermal Energy he finds throughout the world and converts the energy for use in his body.
299* ''VideoGame/MaxPayne'':
300** In the original ''VideoGame/MaxPayne1'', using a shootdodge efficiently allows Max's pain meter (life meter) to fill up entirely without killing him. He then limps for a bit as the meter slowly empties to a certain point, at which point he's fine. Normally, it's pretty cool. Abused, it allows Max to do things like ''dive into a grenade blast and walk it off''. Then it's ''really'' cool.
301** ''VideoGame/MaxPayne3'' has a downplayed example. If the red in the pain meter reaches the head and you manage to get back into cover before dying, Max will regenerate just enough health to get it back below the neck.
302* In ''VideoGame/SecondSight'', John Vattic can recover his health by using his psychic regenerative powers. This does have the trade-off of leaving him unable to attack psychically for a while, however.
303* While ''VideoGame/SniperElite'' had a static health bar, ''VideoGame/SniperEliteV2'' had this trope in full force. ''VideoGame/SniperEliteIII'' split the difference, dividing the health bar into five sections. Partially-depleted sections of health regenerate to full, but any fully-depleted sections stay empty until you use a bandage or health kit to refill them.
304* ''Franchise/{{Splatoon}}'' has damage represented by [[ShowsDamage how much enemy ink is covering the Inkling]], with the sides of the screen will also getting covered as well. Spending some time out of fire will slowly "clean up" the Inkling, but doing so while swimming in their own ink significantly speeds this up. The Octarian enemies in the single player campaign can also regen by staying out of the fire, but only a handful of them are capable of swimming in their ink to accelerate it. In ''VideoGame/Splatoon2[=:=] Octo Expansion'', [[spoiler:[[DuelingPlayerCharacters Agent 3]] also gets this -- painful when you first fight them, [[SNKBoss incredibly brutal]] in their OptionalBoss fight]].
305* The Videogame-movie-tie-in ''Film/TerminatorSalvation'' has regen health but it won't trigger until you defeat all the enemies in the area. In theory this means that you can't hide behind a rock, you've only got a limited amount of health. However you could just run away from the battle area and recuperate.
306* ''VideoGame/TransformersWarForCybertron'' uses the block system. The sequel, ''VideoGame/TransformersFallOfCybertron'', uses RegeneratingShieldStaticHealth.
307* ''{{VideoGame/Warframe}}'' normally uses RegeneratingShieldStaticHealth, but Nidus has no shields, and thus relies on this to survive. On another angle, there is the Rejuvenation Aura Mod, which allows your team to gradually heal over time.
308[[/folder]]
309
310[[folder:Turn-Based Strategy]]
311* ''{{Franchise/Disgaea}}'': ''Disgaea 2'' introduced Wood Golems, which could regenerate 20% of its Max HP per turn (and due to the Lovers mechanic, it could go as high as 45%). ''Disgaea 3'' subsequently nerfed it to 10%, but also introduced the Fixed Innocent called Sweet Tempter, which recovered 50% HP per turn. Sweet Tempter was then nerfed to 5% HP per turn as of ''Disgaea 5'', but there was also an Evility that allowed for 5% HP recovery per turn.
312* ''VideoGame/PhantomBrave'': The Knight and Behemoth units having Healing Steps as an innate skill, allowing for a percentage of health to be recovered per turn depending on the level of the skill.
313* ''VideoGame/{{Prismata}}'' has two variants. Normal units regenerate to full at the end of every turn. Then, there are 'fragile' units that avert this, but some fragile units double-avert it by regenerating a fixed number of health every turn anyway.
314* ''VideoGame/XCOMEnemyUnknown'': In ''[[ExpansionPack Enemy Within]]'', units gene-modded with Adaptive Bone Marrow will regenerate 2 health points per turn if brought below their natural maximum health (armor doesn't count). They'll also recover from wounds at base three times faster. As it's cheap and available by default when you build the Genetics Lab, it's a good investment early in the game when body armor only [[BodyArmorAsHitPoints provides +1 HP]] and enemy attacks all hit for at least 2, and you really can't afford to have your best units benched for weeks; after you develop more advanced armor with much bigger HP bonuses and the aliens start deploying harder-hitting units that can one-shot a soldier that only has their base health to spare, it falls by the wayside in favor of [[InASingleBound Muscle Fiber Density]].
315[[/folder]]
316
317[[folder:Western Role Playing Games]]
318* ''VideoGame/TheElderScrollsVSkyrim'' adds regenerating health to [[Franchise/TheElderScrolls the series]] for the first time. It is extremely slow, and food and rest still exist to replenish it more quickly. "Histskin" is a racial power of the [[LizardFolk Argonians]], allowing them to, once per day, massively speed up this health regeneration rate to the point of it being a HealingFactor. Two notable exceptions to this are vampires (in sunlight) and werewolves (in wolf form).
319* ''VideoGame/{{Fallout}}'':
320** The {{RPG}}s have the player and his {{NPC}}s slowly regenerating health (and in the latter case stamina) over a surprisingly realistic amount of time, but it takes so long that a more practical route is to hide off to a safe area and use the "fast forward time" menu to... well, fast forward time. If badly wounded, however, this could take a lot longer than you wanted (to the tune of months), especially considering you're on a TimedMission...
321** Additionally, the ''VideoGame/{{Fallout}}'' games had the First Aid and Doctor skills, which let you gain some experience for healing yourself, ''and'' heal crippled limbs without paying a doctor. They could be used a limited number of times per day, however, even without the kits.
322** In ''VideoGame/Fallout3'' and ''VideoGame/FalloutNewVegas'', there are several Perks and implants available to more or less slowly regenerate health over time. Both games have the Solar Powered perk, which lets you regenerate health in sunlight, and ''New Vegas'' also has the Monocyte Breeder implant, which slowly regenerates health over time (including time spent sleeping and waiting).
323** In ''VideoGame/Fallout4'', in addition to the return of Solar Powered, there is also the Life Giver perk, which alongside increasing maximum Health, the final rank adds a passive regeneration that's only active outside of combat. Another perk involving this is Ghoulish, though it's unique in that it requires the player to become "infected" with radiation to a certain degree for the regeneration to occur.
324* Interplay's ''Lord of the Rings'' allowed characters to heal by eating beans or using plants, then walking around until their health got back to normal.
325* ''Franchise/MassEffect'':
326** ''VideoGame/MassEffect1'' has regeneration for some [[ClassAndLevelSystem character classes]]. The rest can get it as an armor upgrade.
327** ''VideoGame/MassEffect2'' gives this standard on all characters, combines it with generally reduced health. Particularly at higher difficulty levels, battles mainly consist of popping out of cover for a few shots, almost dying, then ducking back down and waiting a few seconds to completely heal. The in-universe explanation is that your armor has an onboard computer that detects injuries and releases small quantities of medi-gel to compensate.
328** ''VideoGame/MassEffect3'' uses sectioned health, where sections regenerate unless depleted, at which point must be recovered with medi-gel.
329* In ''VideoGame/MountAndBlade'' this is the only way to heal, it's very, very slow that it didn't recover in battle, and it took hours of in game time to recover to full health.
330* In ''VideoGame/NewHorizons'', this mechanism is present, but very slow even with perks. Player can notice it by accelerating time. Relying on it during combat instead of popping potions or using bandages is one of the quickest ways to get killed.
331* ''SEED: Rise of Darkness''... although it's painfully slow and usually easier to use a TraumaInn anyway.
332* ''VideoGame/VampireTheMasqueradeBloodlines''
333** The player is a vampire and thus has supernatural healing powers as standard. However, he can drink blood (from packs or people) for a quick boost and special attacks such as fire or electricity take longer to heal. Regeneration is painfully slow and barely noticeable, and will only fully heal you from near death if you've got over an hour of time to sit around and do nothing. Unless, of course, you happened to pick up the helpful "mummywrap fetish" item in [[spoiler:Andrei's mansion]], which makes healing a LOT faster.
334** There's also a DummiedOut power which rapidly converts stored blood into health, which at least one of the major fan supplied patch chains restores.
335** And finally, completing one sidequest grants you a Tzimisce artifact that collects blood as you kill enemies, which can then be converted into quick health.
336* In ''Fallout's'' spiritual ancestor ''VideoGame/{{Wasteland}}'', the Medic and Doctor skills only worked on seriously wounded characters. Normal hit point damage could only be healed by waiting, and the game would tell you so.
337* In ''VideoGame/YourBizarreAdventure'' (a ''Manga/JoJosBizarreAdventure'' FanGame), the player's health regenerates slightly over time. This can be upgraded through the TechTree, while posing substantially increases its potency as long as the player keeps it up.
338* ''VideoGame/MightAndMagic VIII'' added the Regeneration skill, which granted this trope to the character with it (slowly at first, but increasingly faster the higher the skill rank and skill tier). Not every class could gain it, with the undisputed master being the Troll class.
339[[/folder]]
340
341[[folder:Wide Open Sandbox]]
342* While third-party game mods allowed for similar functionality in earlier games, it wasn't until ''VideoGame/GrandTheftAutoV'' that Rockstar Games introduced a regenerating health system into the series. This game allows any of the player characters to regenerate health up to a maximum of only 50%, and only if they stand perfectly still and avoid taking damage for a set period of time. It was basically a compromise between the original GTA gameplay and that of modern shooters.
343* ''VideoGame/TheGodfather'' game combines this with the HealingPotion system. There's the olive green part of Aldo's health bar which represents his fixed health, a light green part which can regenerate and turn olive green, as well as a black part which he can't regenerate past. To be honest, though, it doesn't do much against sustained attack. The sequel made it a full regeneration system, but keeps the health potions for when you really need an instant pickup.
344* ''[[VideoGame/JustCause Just Cause 2]]'' has a limited form of regenerating health; it will only regenerate a certain amount of health after Rico stops taking damage. Anything beyond that cannot be healed without a medkit, which instantly raises your health to full. To get an idea of whether or not your health will be fully regenerated, observe how much the green cross indicating the health meter pulsates; the more it does, the closer your limited regeneration is to its limit.
345* ''VideoGame/LANoire'' plays this straight as an arrow, which can be rather jarring for a game trading mostly on gritty realism. Needless to say, [[GameplayAndStorySegregation if somebody gets shot during a cutscene they're not going to be able to walk it off]].
346* ''VideoGame/{{Minecraft}}'':
347** Health works this way as long as your "food meter" is nearly full. When the food meter is completely empty, [[WizardNeedsFoodBadly the exact opposite happens]].
348** Playing on Peaceful difficulty grants you regenerating health at all times. Potions of Regeneration and Golden Apples also grant temporary health regeneration.
349** The [[spoiler:Enderdragon]] mob also has this when you fight one. However, this can be stopped by [[spoiler:destroying the Ender Crystals]], which actually HARMS it.
350* ''VideoGame/{{Parameters}}'': In GradualRegeneration style, for you and your enemies. The enemies' stop when they die.
351* ''VideoGame/{{Prototype}}''. However, only the lower half of your LifeMeter will be regenerated, after which it doesn't regenerate any more. [[VideoGame/Prototype2 The sequel]] includes upgrades that let you regenerate to 100%.
352* ''VideoGame/RedDeadRedemption'' plays it straight, with John Marston being able to walk off a cougar attack like nothing happened, but then subverted in the [[VideoGame/RedDeadRedemption2 prequel]]; in that game, you (and your horse) have a "health core" that determines how fast, if at all, your health regenerates. The health core empties out overtime or as you take damage and is refilled by eating foods and drinking tonics. You can also consume certain foods to bolster the core's regeneration.
353* ''VideoGame/RedFactionII'' has a restoring health meter, thanks to your character's nanomachines, in addition to health packs that are expended when the meter completely drains. The regenerating health in ''Red Faction 2'' is noticeably slower than in most modern shooter games, and is more for avoiding a Unwinnable situation where the player is stuck in the middle of a level from not having enough health to progress, rather than quick healing in the middle of a firefight.
354** The sequel ''VideoGame/RedFactionGuerrilla'' took a step backward, with very fast regeneration and no story explanation.
355* ''VideoGame/{{Roadwarden}}'': Zigzagged. Your health indeed regenerates, but generally only if your hunger bar is full and you’re getting proper rest at an inn or other lodgings.
356* ''VideoGame/TheSaboteur'' features this, although with a ''VideoGame/ModernWarfare''-style reddening of the screen. Annoyingly, if you're badly wounded and climb into a vehicle, as long as the ''vehicle'' is being hit you will neither recover nor take damage - meaning you have to try and escape the Nazis through the streets of Paris while being completely unable to see where you're going.
357* From the same developer, ''VideoGame/SaintsRow'' has regenerating health, although the player will heal very slowly if they don't complete diversions that increase the rate of healing. And if even that isn't fast enough, the player can also [[HyperactiveMetabolism stop fighting for a second to chow down on a cheeseburger or donut and instantly regain at least half their total health]].
358* ''VideoGame/{{Subnautica}}'': Your health will automatically recover... very very slowly. In nearly all situations it's probably better to just use a health pack rather than wait for the obnoxiously long time it would take to fully refill your health bar.
359* ''VideoGame/{{Terraria}}'' had small red rings that slowly regenerate your HP at a point a second that stacked with one another, and was one of the only ways to regenerate your health without consuming an item, dying, or using a nurse. However, the game now has health that slowly regenerates after not taking any hits for so long, and gradually increases to about 3-4 HP points a second, and the bands of regeneration are somewhat obsolete, but still in the game and used by some for that little extra boost.
360* Many mods for the ''VideoGame/{{X}}-Universe'' series (which normally uses RegeneratingShieldsStaticHealth) allow ships to regenerate their hull on the fly. One mod makes [[LivingShip Boron ships]] capable of autonomous regeneration, another allows you to put your marines ([[BoardingParty normally used for boarding]]) [[MundaneUtility to work mending the hull]]. ''Xtended'' has the R6 ship system, which can enable automatic repairs on corvettes and capital ships, at the cost of draining your credits while repairs are in progress.
361[[/folder]]
362
363!!Other media
364
365[[AC:FanWorks]]
366* ''Fanfic/ThisBites'' deconstructs the ''Anime/OnePiece'' setting as a WorldOfBadass. For the locals, it's considered normal to heal minor injuries like cuts and rope burns in mere hours... which makes the protagonist, Cross, who comes from our world and has a more "realistic" healing process, look like some kind of frail weakling. One doctor suspects he has some kind of degenerative condition due to inbreeding (his cover story is that he comes from a small, very isolated community hidden on the Red Line). Thankfully, proper food, exercise and TrainingFromHell manages to bring him up to standards in fairly short order.
367
368[[AC:{{Gamebooks}}]]
369* ''Literature/CretanChronicles'', unlike most gamebooks of it's type whose measurements of the player's life is tallied in numbers, instead had it's hero's state of being alive tallied in stages, ranging from HEALTHY to CRITICALLY WOUNDED to DEATH. If the player defeat an enemy, their lives are reset to HEALTHY on the very next page.
370
371[[AC:{{Literature}}]]
372* ''Literature/DeadworldIsekai'': One of the stats available is the regen(eration) rate for HitPoints. A rate meaning that such regeneration is over time and repeating.
373* During his fight with Israel Hands in ''Literature/TreasureIsland'', Jim is wounded in the shoulder (by a dirk that was already dirty with another pirate's blood, no less). But even though the wound made him bleed freely, it wasn't mentioned again even when Jim next saw [[TheMedic Doctor Livesey.]]
374
375[[AC:ProfessionalWrestling]]
376* Some positioning or camera work combined with with a medical adhesives (glue) can lend the appearance of this trope in professional wrestling.(Wasn't he cut by the steps five minutes ago?) To think they used to employ tricks to make people bleed more, because blood was not coming out ''enough''. Like many other secrets, this was given away by Vince [=McMahon=], who had the adhesive applied in plain view during his "WWE INC" era (a.k.a. [[{{hatedom}} the rated PG era]]).
377
378[[AC:TabletopGames]]
379* ''TabletopGame/DungeonsAndDragons'':
380** The fourth edition rules introduced "healing surges" which follow the spirit of this trope. Unlike previous editions where players were dependent on finding healing potions or having someone play a Cleric, players could instead while out of combat take a short rest to regain a certain number of lost hit points for a limited amount of times each day. The ''TabletopGame/GammaWorld'' spin-off took it even further with players automatically regaining their max health as long as they were alive after a combat encounter.
381** The earliest editions had it so having a Constitution above 20 or so led to this trope. Health simply regenerated over time. There were also magical powers that granted this ability as well as monsters who had a HealingFactor.
382** At 18th level, the 5th Edition Champion, a subclass of the Fighter, gains the ability to regenerate health at the start of each of their turns as long as they're at half health or lower but still conscious.
383** The standard rules for 5th edition have characters regain full HP after a long rest, with variant rules for how much characters regain, how long a long rest is (normally 8 hours spent resting or not fighting), etc.
384* ''TabletopGame/Warhammer40000'' features several rules that allow a model to either gain back wounds at the start of a player's turn, or roll dice and attempt to recover lost wounds [[OneHitPointWonder (those that have wounds to spare anyway)]]. The [[HordeOfAlienLocusts Tyranids]] are renown for having this as an optional trait for most of their larger units.
385
386[[AC:WebOriginal]]
387* Discussed in ''Website/{{Cracked}}'':
388** Regeneration in first-person shooters is the #23 [[http://www.cracked.com/photoplasty_388_27-science-lessons-as-taught-by-famous-video-games/ Science Lesson As Taught by Famous Video Games]].
389** One of [[http://www.cracked.com/photoplasty_586_31-life-lessons-you-can-only-learn-from-video-games/ 31 Life Lessons You Can Only Learn From Video Games]] is to "duck and cover and stay put until you are fully healed."
390* An article from ''Blog/ElChiguireBipolar'' says that due to medicine scarcity [[http://www.elchiguirebipolar.net/28-05-2014/medicos-piden-a-pacientes-que-esperen-escondidos-a-que-se-regenere-la-barra-de-salud/ physicians ask patients to wait until their health bar regenerates]].
391
392[[AC:{{Webcomics}}]]
393* ''Webcomic/TheCyantianChronicles'': Some genetically-enhanced hunters in this setting have regenerating health, but only when they are walking/running. Takes the "Walk it off" to a whole new level.
394* ''Webcomic/ReturnToPlayer'': All players can regenerate to some extent. It is also possible to greatly increase the regeneration.
395
396[[AC:RealLife]]
397* A certain species of jellyfish, namely ''Turritopsis dohrnii'', is known to be able to regenerate in adverse conditions.
398* Planarian flatworms are just as capable of doing so, too.
399

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