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Healing Factors in video games.


  • A First-Person Shooter (as well as other shooters) trend has been to apply this trope to the main character. It doesn't matter how many bullets have pierced your body in total over the course of the adventure: As long as you can find some cover to hide behind for a few seconds before this particular batch of bullets kill you, you're fit for fight again.
    • Nathan Drake from the Uncharted series is thus able to run around punching gun-wielding mercenaries to death, as long as he can dart in and out of cover.
      • Developers handwaved this particular aspect of Drake as his health not actually representing his well being, but rather his (incredible) luck. The idea here is that Nate is effectively pushing his luck the longer he stands in the line of fire, and there is a point at which fate gives up on him and lets him die.
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    • Similarly, Marcus Fenix of Gears of War runs around without a helmet because this trope allows him to. Ironically, other characters wearing helmets are prone to headshots.

  • Expect Xenomorphs in any Alien vs. Predator game to have regen abilities. It can be accelerated with a quick headbite. It ties into the mythos; Xenos are adapted to be the perfect survivors. In the (unfortunately extremely rare) RTS, human Radiological Ammo stops it.
  • A variation of this comes up in Assassin's Creed: since the player is actually just reliving the memories of the characters in the main setting of each game, they technically don't suffer from any injuries that the character doesn't receive as an example of Gameplay and Story Segregation, such as Connor being visibly affected by injuries received from a near miss by a cannonball in a cutscene which hinders his movement. In normal gameplay, however, injuries are never as staggering even though they can lead to death in-game. This Healing Factor is partly justified by the framing device of the game: health actually indicates how well-synchronized the player is to how the character behaved historically, with loss of all their health resulting in a game over via death because the character did not die at that point in their lives.
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  • In Baldur's Gate, if a character has a constitution of at least 20, they gain a healing factor, allowing them to regenerate to full health within several (in-game) hours.
  • In the BioShock series, the Little Sisters personify this trope; because of the huge amounts of Applied Phlebotinum coursing through their veins, they can reconstruct their bodies instantly. In fact, they heal so fast that they frolic around with no suits at the bottom of the ocean. They heal so fast that their skeletal structure reconstructs itself 'before they explode from pressure.' However, BioShock 2 reveals that it's not all that it's cracked up to be. According to one Audio Diary, when a Little Sister fell off some railings, her leg bones regenerated in odd angles, forcing doctors to break her legs until it healed right. The diary ends with the doctor saying that although they may heal, he can confirm that they feel pain.
    • Two games have a water based healing factor, BioShock 2 has the Fountain of Youth gene tonic and Giants: Citizen Kabuto has it as Delphi's natural sea reaper trait.
  • Pretty much every character in Borderlands and Borderlands 2 can invest into skills granting health-points regeneration (the games feature shields, that can withstand large amount of damage, but they eventually fail and there are attacks that deplete shields at alerting speed). Also, there are items, bestowing such quality onto their wielder, and many skills restore some amount of health-points and shields on activation (usually after killing an enemy). Health-restoring items are a rare drop in-games and occupy limited space in inventory (in 2 they can't even be taken into the inventory - they just sit there until they vanish or you pick them up for instant heals), so it is easier to rely on natural regeneration.
    • Krieg is an interesting example. The devs went out of their way to avoid giving Krieg anything that provided non-combat health regeneration beyond simply picking up or buying health injections. They made up for this with multiple ways to recover health in the thick of it, from murdering enemies during a Buzz Axe Rampage to dealing massive damage to setting people on fire.
  • In Chaos Rings and Chaos Rings Omega, the winning Battle Couple is granted immortality that regenerates any injury short of vital organ removal and special telomeres that halt the aging process. It comes with a 10,000 year time limit though just in time for the next Ark Arena.
  • In City of Heroes, the "Regeneration" powerset emulates this.
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    • With a bit of creative tinkering, it was possible to create a Regen Scrapper that was essentially Nigh Invulnerable to attack from enemies ten levels higher and more... in a game where a four level gap was considered impossible for anything less than a full team. Suffice to say, the developers nerfed this ability no less than four times in a row.

      This is also why, in a game where numerous characters are disproportionately powerful in battles of attrition, and hit-run-and-repeat tactics are intentionally left viable, there are still things which take a group to bring down - their intrinsic combat regeneration is just too strong to overcome by anybody who can indefinitely survive their assault.
  • In Civilization: Beyond Earth, this is what makes Harmony affinity units camping in Miasma tiles so powerful. High-tier Harmony units are bristling with some pretty thorough biological augmentations and can often heal quickly through the damage inflicted on them. In the Rising Tide expansion, the Immortal unit exclusive to the Harmony-Purity hybrid affinity are genetically augmented humans who can heal 23HP per turn, the highest amount of any unit in the game.
  • In Darksiders Death canonically has this, and it seems to be unique to him of all the Horsemen. In the books and comics, he quickly heals from injures such as War impaling him on Chaoseater, being reduced to a torso and head, and even shrugging off with difficulty blows from a sword that makes wounds turn necrotic and spreads the rot through the body. This doesn't appear in Darksiders II, presumably because the developers didn't want him to turn into an invincible murder machine that could solo the game easily.
  • In Dead Space, The Hunter can regrow its limbs. Given that dismemberment is the only way to kill Necromorphs, this effectively makes it unkillable. You first stop it via cryogenic freezing, but it gets loose. You finally kill by incinerating it with a shuttle's engines, leaving nothing left of it to regenerate from.
    • This is repeated with The Ubermorph in Dead Space 2. Unlike the Hunter, you never quite kill it (although you can by exploiting a glitch) and have to merely trap it in a room before facing the Final Boss. It presumably dies when the whole station explodes shortly later.
  • One of the player character's augmentations in Deus Ex is Regeneration, this requires power to use.
    • Deus Ex: Human Revolution features a healing augmentation that can restore you to full health in a few minutes, balanced by the fact it takes a few seconds to kick in and your character is more fragile.
  • Devil May Cry - The potent-or-not Healing Factors of Dante and Vergil constitute one of the series' more annoying Cutscene Power to the Max moments.
  • The Wood Golems in the Disgaea series have this as their passive ability, which regenerates 20% of their HP each turn. They can also pass this onto another unit by becoming a Magichange weapon for them.
  • In Dragon Quest III, several of the bosses have healing factors, sometimes as much as 100 HP per round. It's especially nasty because this happens behind the scenes, and the player is given no indication of it.
  • The Dungeon Of Doom lets you accelerate healing by slipping on a regeneration ring. Just make sure it isn't one of those unremovable negative regeneration rings...
  • In Dwarf Fortress, Werebeasts heal completely upon transforming. This includes regrowing lost limbs.
  • The Elder Scrolls
    • This is a trait of Spriggans, a hostile tree-like race of Plant People with a Gaia's Vengeance tilt, throughout much of the series. Spriggans have a rapid healing factor which kicks in when their health drops to critically low levels. (In Morrowind's Bloodmoon expansion, they instead had to be slain three times before they would stay dead.)
    • This is a trait in some Tamriellic Vampire bloodlines. Often times, this occurs immediately after feeding. This was one of the very first traits displayed by Lamae Beolfag which terrified the nomads who rescued her, leading to them attacking and her slaughtering them all. Especially rapid healing is known to be a trait of the Thrafey bloodline of High Rock.
    • Ogrim are a massive form of lesser Daedra that are as dim-witted as they are strong. As formidable as they are to begin with, they also possess strong regenerative abilities.
    • The Necromancer's Amulet is a recurring artifact item throughout the series. Among the many powers it grants the wearer is a healing factor.
    • In the official Morrowind plug-in, Siege at Firemoth, the final boss is a Lich named Grurn who possesses a massive health pool in addition to a rapid healing factor. This combination can easily turn him into a Marathon Boss.
    • Skyrim:
      • All NPCs (as well as the Player Character) heal slowly in combat and slightly faster out of combat, with some magical effects increasing this rate. Argonians have a racial power that increases this healing rate by 1000% for 60 seconds once per day. The only exceptions are werewolves in wolf form and vampires in sunlight.
      • The Dragonborn DLC adds Lurkers, a fish-like form of lesser Daedra in service to Hermaeus Mora, the Daedric Prince of Knowledge. Lurkers quickly regenerate lost health.
  • Fallout 3 features a very slow healing factor in the form of the Solar Powered perk. As you would expect you need to be in direct sunlight for it to work. Another perk (Rad Regeneration) allows you to heal limb damage but not overall health so long as you have Advanced Radiation Sickness. Other Fallout games have a 'healing rate' which works in the standard way. There is also a hidden 'microregen' rate (natural healing) in the code that was 'inherited' from The Elder Scrolls IV: Oblivion, this restores health very very slowly.
    • All of the games also had the Fast Metabolism perk, which is Exactly What It Says on the Tin; you have a Hyperactive Metabolism that increases your natural healing rate significantly (Fallout, Fallout 2, Fallout Tactics), or increases the effect Stimpaks have on you to make you regenerate faster (Fallout 3 and Fallout: New Vegas). The problem is, it also makes you much more vulnerable to damage from poisons and radiation!
    • Fallout: New Vegas allows you to purchase the "Phoenix Monocyte Breeder" implant for 12000 caps. Once implanted, this implants allows you to regenerate 1 Hit Point every 10 seconds. While this rate of healing makes no difference during battle, it saves some cash and stimpacks in the long run.
  • White Mages in Final Fantasy XI have a version of this, when at level 25, they get Auto-Regen, which constantly restores 1 HP every 3 seconds (at level 76 this increases to 2 HP every three seconds). If they don't get hit after getting hurt and stand still for(At most) an hour, they can go from near-dead to full HP, so this trope does count.
    • Rune Fencers get no Healing Magic of any kind. They don't need it. A master-level Rune Fencer can cast Regen IV to last 93 seconds, restoring 30 HP every three seconds—on top of their 3HP/tick Auto Regen and any bonuses to Regen from their equipment—and if he still needs a little pick-me-up, he can use Vivacious Pulse once every minute to recover HP based on his stats and the runes he's using—for no MP cost. Ninjas tank by not getting hit, Paladins tank by not getting hurt, and Rune Fencers tank by not ''staying'' hurt.note 
    • Most of the Final Fantasy games have a similar Regen spell, most of which restore a set percentage of HP each turn, while the one in Final Fantasy VII restored HP constantly. If combined with a Haste effect, attacks that hit for less than 500 or so HP wouldn't even register on the status bar.
    • Speaking of which, a popular fan-theory states that people who have been infused with mako, such as the members of SOLDIER, have this. Nowhere near Wolverine levels, but just enough to endure injuries that would incapacitate an average person. It would explain how Cloud managed to get back to his feet after getting shish kabob-ed in Advent Children Complete.
  • Fire Emblem:
    • Renewal, first introduced in Fire Emblem: Genealogy of the Holy War, restores HP at the start of the unit's turn. The amount of HP restored varies in each game with Genealogy restores at a random number between 1 to 15 while every other game is a percentage of their maximum HP. In Fire Emblem Awakening and Fire Emblem Fates, Renewal is a skill exclusive to War Monks/Clerics (Awakening) who reach level 15 (Awakening) and Priestesses/Great Masters who get to level 5 (Fates). Any character with access to such class trees can potentially reclass into it and get it, and the children of a one of them can inherit it from his/her parent.
    • One of the effects of the Mantle skill in Fire Emblem: Radiant Dawn is regenerating an amount of HP equal to Luck at the beginning of each turn, in which all of the bosses that has Mantle has maxed out luck. In addition to Renewal, Imbue can restore HP based on the unit's magic stat. Obviously, it cannot be equipped by mages who has magic as their main stat.
    • Better Odds and Even Better in Fates are skills learned by Wolfssegner and Nine-Tails units, respectively, that heal up to 40% of maximum HP every odd-numbered turn, for the former, and every even-numbered turn, for the latter.
    • The Good Fortune skill, learned from the Mercenary class at Level 10, in Fates has a chance of healing 20% of a unit's HP at the start of the player phase, depending on their Luck stat. Velouria's personal skill, Goody Basket, is similar to Good Fortune but restores only 10% instead of 20% with the same activation rate.
    • Fire Emblem: Three Houses has Renewal returned as a mastery skill for Bishop. In addition, some units's personal skill restores HP depending on certain situation, with Linhardt's Catnap (restore HP if he uses the "wait" command), Raphael's Goody Basket (similar to Velouria's), and Marianne's Animal Friend (restore HP if she stands near mounted units).
  • In Ghost Trick, Yomiel has a fragment of the Temsik meteor lodged in his body that constantly restores his body to how it was just before his death.
  • League of Legends has Dr. Mundo, whose passive regenerates a small portion (.4%) of his maximum health every 4 seconds. That may not seem like a lot, but Mundo is encouraged to build items that increase his maximum health, which increases his health regeneration. His Ultimate kicks this into overdrive by letting him regenerate back up to 60% of his maximum health. A Mundo at his full build with his ultimate available is considered to be on of the hardest enemies to kill in the entire game.
    • To add to this, Garen gains extra Health Regen after 9 seconds of not being struck by a jungle monster or enemy champion (enemy minions don't reset the timer). Morgana has Spell Vamp, meaning a percent of damage she does with her abilities is given to her as health. Nasus has Life Steal, meaning a percent of damage from regular attacks is given to him as health. To compound this, everyone can build items that grants them Life Steal or Spell Vamp (Life Steal is far more common), and Warmog's Armor even grants a Passive similar to Mundo's (regenerate an extra 1% of health) while also adding a flat 1000 health to your max.
  • The Lost Odyssey characters have something more like this kind of immortality in actual gameplay; they can be injured and knocked out in battle, but automatically revive after a couple of turns.
  • Vito of Mafia II can shrug off and recover from bullet wounds that would leave his mobster companions cringing in pain (in cutscenes, at least)
    Joe: He's a doctor, deals a lot with people in our line of work. You shouldn't need to see him though, Vito, you always seem to heal quick enough. Must be your diet.
  • The boss Beef Cloud in Mario & Luigi: Dream Team is all about this gimmick. In fact, he doesn't actually attack at all, the whole 'difficulty' of the battle is that he heals a significant amount of health every two seconds or so, meaning you have to hit him more quickly than he can recover.
    • For that matter, many of the later bosses have this sort of health recovery anyway. The final boss for instance can jump into the background, then recover 200 HP per turn until you defeat his mooks in the foreground. And Pi'illodium can restore a fairly high amount of health on a regular basis if you don't get rid of those flunkies he summons every two turns or so.
  • In Mass Effect, this rapid healing is one of the abilities of the Soldier class, as well as the Krogan Battlemaster class.
    • It's a racial ability for both vorcha and krogan in the Mass Effect universe — the former because of their unique cell structures, the latter due to very resilient physiologies that include secondary and sometimes even tertiary organ systems (for a start, they have fully redundant nervous systems). In Mass Effect 2, in fact, they will heal from brink of death to full health in seconds unless you hit them with an Incinerate or Warp power, or shoot them with Incendiary (and possibly Warp) Ammo.
    • This is arguably the entire point of the vorcha multiplayer characters in Mass Effect 3. Their Bloodlust ability causes their health regeneration to not only skyrocket, but also to ignore the game's usual rule about avoiding damage for a few seconds to trigger regeneration; they can be getting sprayed with assault rifle fire and keep regenerating between bullets. Despite having pathetically weak shields, this health regeneration is enough to make the vorcha nigh-unkillable by commons Mooks like Assault Troopers or Cannibals.
  • A number of viruses in the Mega Man Battle Network series regenerate their HP at a varying rate when damaged, the N.O. virus in the third game being the most extreme example, maxing out its HP in a few seconds regardless of the damage incurred (A fact it exploits by using itself as a living shield). All wood element viruses and navis will also rapidly regain HP while standing on grass.
  • X gets it in Mega Man X3 when he gets either the enhanced helmet or the Golden Armor.
  • Vamp in the Metal Gear series has the ability to recover from apparently-fatal injuries (including multiple stabbings and headshots) after the Patriots used him as a guinea-pig to test an experimental strain of nanomachines.
    • In Metal Gear Rising: Revengeance, Raiden can instantly heal all damage through Zandatsu, cutting open enemy cyborgs and UGs and crushing their nanorepair modules.
  • Metroid - Ridley devours his enemies to repair wounds. Aside from cloning/cybernetics, no one really knows how he reappeared after being tossed down a kilometers-long shaft or being completely disintegrated. Metroid: Other M states that Super Metroid is the only true death of Ridley. This means that chronologically, he has survived every prior death due to his regenerative abilities. The two games that come after involve an unintentional clone and an X parasite infesting the corpse of said clone.
  • Nexus Champions and Redeemed in Nexus Clash get a pretty powerful healing factor to stay alive in the series' endless apocalyptic war. In the case of the Redeemed, it's because they're The Atoner and are trying to get themselves hurt to suffer for their past, so their new side offers them increased healing as a sort of compensation.
  • The Stranger of Oddworld: Stranger's Wrath can shake the pain away.
  • Persona 3: Chidori's persona, Media, grants her a passive ability called Spring of Life, which restores her health at a somewhat alarming rate, both in and out of combat. She later gives this ability to Junpei to save his life, and sacrificing hers.
  • The Nameless One in Planescape: Torment. In gameplay terms, this results in speedy regeneration of lost hit points. Also, some tasks take full advantage of this ability, requiring that you cut out various body parts and use them for some purpose probably not in the human body's user manual.
    • The healing factor is such that The Nameless One can spontaneously come back from the dead, too - there are a few quests in which 'killing' yourself is a valid solution.
    • His healing factor isn't perfect — there's a reason he's covered head to toe in scar tissue. His body is so ruined that items that normally only repair the undead can work on him.
  • Several Pokémon abilities and moves do this, such as Recover or Rain Dish (when it's raining). The "Leftovers" item gives a Regen-like effect, while the Poison Heal ability grants it when the Pokemon is "suffering" from poison. Introduced as an ability in its own right in Generation V, where Pokémon regenerate a small amount of health when recalled.
  • In [PROTOTYPE], Mercer can heal over time when not under attack. It's faster to consume people though. Alex tanked a lot of gunshot wounds from Blackwatch and the holes in his body were instantly healed.
    • [PROTOTYPE 2] reboots this whole mechanic with 4 levels of regeneration upgrades, from healing up to 50% of max health while not in alert, to recovering fully even in combat as long as no damage is incurred for a certain amount of time. Additionally, a Radnet mutation allows slow but constant regeneration as long as the shields are active, on top of whatever regeneration upgrades already present.
  • Fittingly, shra in The Reconstruction have very high rates of bodily regeneration, though not to the extent of most Healing Factors. This is deconstructed with Skint (who does have a very potent Healing Factor), who got stabbed in the back with a large sword...and his body healed the wound, with the sword still in. To make things worse, the sword was lodged through his heart, making it impossible to take out without killing him. It also means he can never take off his armour, which must make sleeping pretty difficult, too.
    • Qualstio's final passive skill, Physidrawing, gives him high regeneration rates as well (in gameplay terms); it is not as strong as the bodily regeneration of the shra, but regenerates all his gauges quickly. Plus, being intrinsic regeneration, it's still stackable with regeneration buffs.
  • Resident Evil:
    • In Resident Evil 2, William Birkin gets a healing factor after mutating due to injecting himself with the G-Virus. This causes his body to undergo further, more horrific mutations whenever he sustains injuries. However, it isn't perfect: after nearly getting done in in his fourth form, his healing factor fucks up and fails to properly heal his wounds, turning him into a grotesque and disgusting blob of flesh.
    • Regenerators in Resident Evil 4 can regenerate lost body parts, but will die if you deal enough raw damage to them or kill all of the parasites inside their bodies.
    • In Resident Evil 6, Sherry Birkin is revealed to have one after the G-virus in her body mutated when she received the vaccine.
    • Likewise in Resident Evil 6, you find out at the absolute worst possible time that Ustanak has one as well. Unlike other C-Virus infectees who mutate insect-like parts, Ustanak simply heals due to a genetic abnormality. He shows up fully healed about five minutes after taking a mining drill through the chest and beats Sherry and Jake down so the J'avo can capture them.
  • Riviera: The Promised Land has Ledah, who regenerates HP every turn, as a temporary playable character during the prologue, making it seems impossible for you to get a game over even though the protagonist keeps dying again and again.
  • Players in Ryzom heal whatever injuries they had automatically, and do so at an accelerated rate when they're sitting down, regardless of whether they were mauled by an enormous crab or thrashed by a particularly virulent magic spell.
  • The final boss in Serious Sam: The First Encounter, Ugh-Zan the Third, is a towering behemoth who is nearly impossible to kill thanks to his regeneration abilities. To kill him, a player will have to wear him down first with his own weaponry before activating an enormous death ray to finish him off before he can trigger his healing ability.
  • The main character in Shadow of the Colossus doesn't have much in his favor, but it helps that he can take a crushing blow from a Godzilla-sized hulking monstrosity, get pounded into the dust, and as long as he's still alive he'll shake it off in a minute or two.
  • Stalker's main character has a slow healing factor, assuming you don't bleed to death first...
    • The mechanic is closer to Gradual Regeneration, with some Heal Thyself and Hyperactive Metabolism thrown in if the player needs health more quickly. However, the right combination of high-level artifacts can bring this much closer to a super-human Healing Factor level, just beware the possible side effects...
  • Starcraft's Zerg have a healing factor, which shows up in-game as their units (and buildings) being the only ones to regenerate Hit Points over time. Roaches in particular can go from near-death to full within seconds when burrowed.
  • Star Wars Legends: Rogue Squadron: Ships equipped with an astromech droid will gradually regain health as the droid makes repairs. However, if your droid is destroyed you lose this ability.
  • Elena from Street Fighter III has a super move that allows her to regenerate up to one-third of her health.
  • Many bosses in Super Robot Wars not only have HP regeneration, but also completely heal themselves when you defeat or successfully reduce their HP to certain amounts. Some endgame bosses tend to go so far as doing this three times.
    • Bosses aren't the only ones with healing factors. Major late-game units tend to have HP Regen. The worst of the bunch is the manga version of Mazinkaiser, whose major armor goes hand-in-hand with its high level regeneration, making him a tough nut to crack.
  • In Syndicate (2012) this is explicitly Agent Crane's main power. He has three "blocks" of health and will regenerate to the limit of the current block if you fail to damage him enough in one go.
  • TAGAP has the titular drug. If you have some TAGAP in your system and take any kind of wound (including a point-blank collision with a rocket), you regenerate instantly as if you were never hit, but some of the TAGAP is consumed to compensate; if you run out, you take damage as normal. In-game, any attack is enough to kill if it reduces your TAGAP to 0.
    • The "1-Up" pill takes this Up to Eleven: it's super-concentrated TAGAP combined with various other drugs, that is automatically consumed in the event of "death". It can heal even the most ludicrous of wounds (including being reduced to paste) in a matter of seconds, and refills your TAGAP levels to 100%. However, certain kinds of disintegration mess up the chemicals and reduce their effect, allowing you to wound and eventually kill the target.
  • Team Fortress 2:
    • The Medic class has innate regeneration. Although a class designed to heal others, the Medic can also heal from any damage back to full health, which is good when you consider that he can't turn his medigun on himself. If the Medic goes a certain amount of time without getting hurt again, he regenerates faster. In total, it takes less than half a minute to regenerate to full health, even from the last hitpoint. Equipping the Blutsauger reduces his regeneration speed, while equipping the Amputator will increase his regeneration speed instead.
    • An item for the Sniper, the Cozy Camper, gives the Sniper a small trickle of health every second, and so will require roughly 2 minutes to heal from one hitpoint back to full health. However, using this regeneration item denies the Sniper any other secondary weapons, and it makes him take more damage from enemy attacks besides.
    • After a patch, the Soldier can get in on the fun now too. The Concheror provides +2 health every second, and when charged grants Life Drain to allies attacks.
  • In Terraria, all Non-Hostile NPCs and the Player regenerate health slowly over time. In the case of the NPCs, it's a fixed regeneration rate. In the case of the Player, his regeneration rate depends on how long it's been since his last hit, starting off at almost no regeneration at all and going up to about 10 HP per second. The regeneration rate doubles while standing still. There's also an accessory that gives its own form of regeneration that isn't effected by the factors that limit the natural regeneration and steadily restores 1 HP every 2 seconds regardless of situation. Campfires, Honey (Pool of it), and Heart Lamps also provide regeneration within a certain radius.
  • The Touhou series features Kaguya Houraisan and Fujiwara no Mokou, whose healing factors are derived from the Hourai Elixir, the Elixir of Immortality. Theirs is a Type IV immortality; they can resurrect from total bodily destruction, feeling every little thing along the way and, as suspected, getting used to it. The only way the protagonists can fight Mokou in an otherwise safe duel in the Extra stage is by attacking her for lethal durations and repeatedly killing her until she is too tired.
    Marisa: Shall we do it again? Maybe you really are invincible.
    Alice: Invincible, maybe, but she seems worn out.
    Mokou: I've already reached my limit. I'd better stop before I'm unable to move tomorrow.
    Alice: So, muscular pain only, eh?
    • Also, Remilia Scarlet has been stated to be able to regenerate indefinitely so long as at least ''something'' remains of her being, such as a piece of bat flesh. Though we never actually see her regenerate from an apparent death, we are treated firsthand to her ability to infinitely spawn bats from herself, ALL of which are fair game for her healing factor. Essentially, unless you make extremely sure there's no trace of her left at all, she's nigh unkillable.
    • Ten Desires brings us Yoshika Miyako, a Jiangshi with the "ability to eat anything and everything", who uses this ability in-game to restore her health by absorbing spirits. This can make her first and third spellcards, the ones that make use of this ability, annoying to capture, as for the first you have to refrain from shooting down the bullet-shooting enemies Yoshika produces, and for the third card, you must weave through her bullets and slip past lasers to get close to the boss when she summons a bunch of blue spirits, so you can collect them before she does.
  • The Primagen in Turok 2: Seeds of Evil can regenerate lost body parts and HP, and to stop it you must shoot him repeatedly in the head while he's in the process.
  • In Valkyria Chronicles, Alicia has a potential called "Mysterious Body". Apparently, ever since she was a little girl, her wounds were always very quick to heal. This comes from her power as a Valkyria, but is never explained from a practical standpoint. However, despite her gunshot wounds healing rapidly, she needs Welkin's knowledge of herbs for a sprained ankle.
  • Trolls in the Warcraft universe have a healing factor known as Troll Regeneration. They can regenerate limbs unless fire, magic is used or if they angered their loa gods. In-game, this translates to regaining lost HP points without the aid of healers or potions. (in World of Warcraft everyone regains HP in this manner, but Trolls do it faster) and are the only ones that can do it while in combat.
    • It's also very, very weak and the butt of several jokes about its insignificance. In a game where characters have tens of thousands of Hit Points: "I'm regenerating 5 health per second and there's nothing you can do about it!"
      • The Warrior class actually has several abilities and talents that perform exactly this; while other classes can heal with magic, warriors (and druids that use the same rage mechanic) are the only class that can heal grievous wounds with anger. Unlike the troll racial ability, they can return from the brink of death to greater than half health in mere seconds if left unmolested.
      • Blizzard actually forgot trolls had this ability (along with many other things) in the trailer for the subpar instance Zul'aman. For those confused, in the trailer, a troll cuts off his arm with a regular broken spear and it doesn't grow back.
      • This was handwaved later as Troll's needing to "be in balance with the loa (nature spirits) of their tribe" in order to heal, with the amount of favor a troll has been given by the loa proportional to how fast they can heal, meaning a troll that has fallen out of balance/favor with the loa (such as Zul'Jin apparently) will be unable to heal missing limbs, or if they really piss them off, unable to heal from even a paper cut.
      • Further elaborated on in Vol'jin's short story, where he cuts off his broken thumb so that it will regenerate instead of heal improperly. The narration mentions that amputated digits are about the limit of what the average troll is able to regenerate and that entire limbs and complex organs are beyond what all but the most extraordinary trolls are capable of. Zul'jin's eye and arm were left to heal about as well as a human would for this reason, but there are tales of a legendary troll so attuned to the loa that he was able to regenerate completely after having most of his body burnt to ashes.
    • In Warcraft 3, you have to research the ability if you want your Trolls to regenerate faster. Even then, it has about no effect during a battle, though it does help to save on Healing Salves after the battle.
  • Albedo, one of the antagonists of Xenosaga, has this ability to the level that makes him immortal. This is in fact why he is so Axe-Crazy in the first place. His fear of losing Rubedo, and all those close to him, to death while not being able to die himself, drove him insane. Now he seeks just that, ending his own life.


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