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[[quoteright:350:[[VideoGame/{{OFF}} http://static.tvtropes.org/pmwiki/pub/images/healt_3.png]]]]

Reaching a {{Checkpoint}} or SavePoint refills your LifeMeter, ManaMeter, ammo, whatever. Once you get to the checkpoint, you'll be fully replenished and ready for the next [[GameLevel level]].

Sometimes this is just a part of the same mechanic that's saving your progress--this is common when saving at a TraumaInn, for example. Other times, the save point or checkpoint won't heal you directly, but it ''will'' be surrounded by strategically-placed {{Healing Potion}}s and {{Mana Potion}}s or a convenient HealingSpring. In games with [[InfiniteLives Infinite]] or MeaninglessLives, these kinds of checkpoints just make sense, as the player could choose to get themselves killed for a free refill anyway.

This is a {{Subtrope}} of AntiFrustrationFeatures. {{Sister Trope}}s include LevelUpFillUp, for when you heal up after a LevelUp, and AfterBossRecovery, for when you heal up after a BossBattle. Frequently overlaps with SuspiciousVideoGameGenerosity in those cases where you conveniently get a save point and a full heal right before a boss fight.
!! Examples:


[[folder:Action Adventure]]
* The pubs in ''VideoGame/ArmedAndDangerous'' serve double duty as save points and health/ammo restore points.
* Stepping on an Origin Mirror in ''VideoGame/{{Okami}}'' refills your [[CallAHitpointASmeerp Solar Energy]] and [[MagicPoints Ink]].


[[folder:Action RPG]]
* The save points in ''VideoGame/DustAnElysianTail'' heal up to a certain amount, depending on your difficulty. On Normal mode, they'll heal up to half of your maximum health if it's anything below that.
* The bonfires in ''VideoGame/DarkSouls'' fully heal the player, replenish their spells and healing potions, but fully revive enemies.
* Step onto a SavePoint in any game in the ''VideoGame/KingdomHearts'' franchise, and it'll quickly restore your HP and MP. The only real exception is ''[[VideoGame/KingdomHeartsBirthBySleep Birth by Sleep]]'', in which they only fill your HP; it doesn't do squat for your Focus meter or D-link gauge, though those are more like mini LimitBreak meters.
* Checkpoints and {{Save Point}}s in ''VideoGame/LufiaCurseOfTheSinistrals'' will revive and fully heal everyone in your party. Since you usually need certain party members to solve puzzles, [[AntiFrustrationFeatures this serves to let you use "Reset" to bring them back if you're out of Miracles]].

* In ''VideoGame/CthulhuSavesTheWorld'', save points replenish all of your mana.
* ''VideoGame/DragonQuest'' {{Save Point}}s are the priests inside churches in towns. While these do not heal HP and MP, they do resurrect party members and remove status effects like poison and curse--although they do charge you money proportional to your level. In most of the games, this is the only real way to remove the curse status effect and remove any [[ClingyCostume Cursed Equipment]], as well as the only reliable way to resurrect party members until late in the game (the TraumaInn won't do it, and the early resurrection spell "Zing" only works 25-50% of the time depending on the game).
* Most save logs in ''VideoGame/{{Dubloon}}'' are located close to either {{trauma inn}}s or red chests that replenish your crew's health and alcohol points. Ones that aren't are usually located somewhere within a dungeon.
* ''VideoGame/BatenKaitos'' had two varieties of this, in the original game. Red flowers which only saved your progress, and blue flowers which [[ItMakesSenseInContext brought you to a church and you could level up as well]].
* ''Franchise/FinalFantasy'':
** In ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyXII'', {{Save Point}}s heal you and remove negative status ailments, rendering the {{Trauma Inn}}s and {{Healing Spring}}s favored by previous titles obsolete.
*** strangely, ''X'' still has {{Trauma Inn}}s, while also having a save point near every such inn. The same applies to ''VideoGame/FinalFantasyX2'', where you can heal by sleeping in your bed in the [[GlobalAirship Celsius]] despite it also containing a Healing Checkpoint.
** In the older ''Final Fantasy'' games, save points can be used to deploy a Tent indoors (a Tent is an item that works like a portable TraumaInn and normally can only be used on the world map).
* Most games in the ''Franchise/{{Grandia}}'' series have save points that heal the party.
* ''Franchise/ShinMegamiTensei'':
** In some games in the series, save points can heal, but they charge you money proportional to the amount of mana and health restored. Most of these are known as Terminals.
** ''VideoGame/DigitalDevilSaga'': Large Karma Terminals do this. Small ones normally don't, but some Small Terminals might have a Life Terminal next to them to do the same job. (Small Terminals can also transport you to a large one if you need healing enough that you're willing to walk back.)
** In ''VideoGame/{{Persona 3}} Portable'', the SavePoint in Tartarus' first floor will do this, for a fee, which depends on your level.
* ''VideoGame/TalesSeries'':
** In ''VideoGame/TalesOfTheAbyss'', green save points completely restore your party's HP and TP in addition to letting you save. [[SuspiciousVideoGameGenerosity One showing up is a sign to be prepared for an upcoming boss fight]].
** Every save point in ''VideoGame/TalesOfInnocence'' heals you.
** ''VideoGame/TalesOfSymphonia'' has a special ability that Raine (the healer) can use which drops the ManaMeter cost of all her spells to 1 while standing on a save point, effectively allowing a similar effect as this. Unfortunately, you'll probably want to use a skill that helps you in battle rather than a skill that helps you while standing on a SavePoint, so unless you don't mind the micromanagement of swapping skills a lot this will see little use.
** Most savepoints right before major bossfights in VideoGame/TalesOfVesperia are green instead of the usual yellow, indicating they restore all HP and TP when you walk into them, but after you beat the said boss, they usually either disappear completely or turn yellow.
* The save points in the ''VideoGame/{{Ys}}'' series heal you on approaching them. Some of the games also have {{trauma inn}}s.
* ''Videogame/PokemonColosseum'' did this so subtly that it seems like [[GoodBadBugs it might have been an accident.]] [=PCs=] are used as save points, but they also provide opportunities to switch out the Pokemon in your current team, and newly-switched-in Pokemon are always at full health. Somewhat of a moot point for the most part, as virtually all [=PCs=] are either in a [[TraumaInn Pokémon Center]] or have a healing machine nearby.
* In ''VideoGame/LostOdyssey'' the save points don't heal you automatically, but loading a saved game does, so all you have to do is save and reload. Many -- but not all -- save points are nevertheless paired up with a healing orb, even though this ends up doing nothing but sparing you a quick reload.
* ''VideoGame/SeikenDensetsu3'': Only fully intact Goddess statues (or equivalent) heal; the final dungeon feature headless statues who only have a save function.

[[folder:Fighting Game]]
* The last level in the Subspace Emissary story mode of ''VideoGame/SuperSmashBrosBrawl'' includes save points that heal you and revive fallen party members.

[[folder: FirstPersonShooter]]
* Some inter-level checkpoints in ''VideoGame/MedalOfHonor: Allied Assault'' do this, but most don't.
* ''VideoGame/HardReset'''s checkpoints are almost always accompanied by jumbo-sized health and ammo pickups.

* Most ''Franchise/{{Castlevania}}'' games of the {{Metroidvania}} type have save points that heal.
* Likewise with ''VideoGame/SuperMetroid'' and ''VideoGame/MetroidFusion''; however, they do not replenish missiles or other special ammo, which can only be restored in separate missile rooms.
** In ''VideoGame/MetroidZeroMission'', however, all of the save points act this way until the second half of the game, where they act as full health and ammo restoration points.
* In the ''VideoGame/MetroidPrimeTrilogy'' most save points restore health only, but Samus's gunship also restores ammo, and there are a few separate ammo replenishing stations. ''VideoGame/MetroidOtherM'' has save stations that double as replenishing stations.
* In ''VideoGame/CaveStory'', most save points are next to heal points or beds.
* Save statues in ''VideoGame/AnUntitledStory'' completely refill player character's health aside from saving, which is nice since aside from [[AfterBossRecovery beating bosses]] or collecting {{heart|Container}}s (which are limited), there's no other way to recover health.
* Unusually for a game in this genre, save stations and health refill stations in VideoGame/EnvironmentalStationAlpha are the ''only'' way to recover health.
* ''VideoGame/HollowKnight'', similar to ''Dark Souls'' above, restores the player's masks when they sit down at a bench but respawns all slain enemies. Benches are also the only way to fill out the in-game maps if the player has the quill item and that area's map.

* In ''VideoGame/SuperMarioWorld'', ''VideoGame/NewSuperMarioBrosWii'', and ''VideoGame/SuperMario3DLand'', if Mario is in his small form when reaching the checkpoint, he will automatically change into Super Mario.
** ''VideoGame/SuperMarioOdyssey'' refills Mario's health at checkpoint flags, but only if he hasn't visited that specific flag before.
* In the original ''VideoGame/YoshisIsland'' for the Super Nintendo, if Yoshi and Baby Mario pass through a Middle Ring, they will get 10 stars and all enemies on the screen will turn into stars as well.
* Some ''Franchise/SonicTheHedgehog'' games have the checkpoints reward you with rings, extra lives, or any other items, like shields, speed shoes, boost refills, etc. In games prior to Sonic Rush, you were required to have a certain amount of rings when crossing the checkpoints in order for them to give said bonuses.
* Mainly averted in ''VideoGame/ShovelKnight'', but in the ''Specter of Torment'' NewGamePlus, reaching a checkpoint will restore your Will/Darkness. [[spoiler: After all, they've been combined into a single trickling-down bar that would otherwise run out far before the even the best player could finish the level.]]
* In ''VideoGame/Gamer2'', if Hailey loses her deflector plate she can get a new by touching a CheckPoint.

* In several singleplayer ''VideoGame/StarCraftII'' missions, the hero gets fully healed and regains full energy at each checkpoint, which also acts as a save point.

* ''VideoGame/SuperCrossfire'' fully replenishes your armor at every checkpoint. Doubles as LevelUpFillUp, since every checkpoint gains you a level as well.

* Safe Havens in ''VideoGame/AlanWakesAmericanNightmare'' heal you. In [[VideoGame/AlanWake the original game]] you had RegeneratingHealth, but Safe Havens made you regenerate more quickly.

* ''VideoGame/DragonAgeInquisition'', unlike its predecessors, has no RegeneratingHealth. However, Inquisition camps, in addition to functioning as WarpWhistle waypoints, heal the party to full and restock healing potions when first set up after unlocking a camp spot. On later visits, they provide a TraumaInn in the form of a tent and a desk to restock potions.
* Save Points in ''VideoGame/{{Undertale}}'' fill you with both: Determination and HP.