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After-Combat Recovery

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"Observation: It does seem unlikely, Master, but I have observed that you - allies included - seem to be able to recover from the most grievous injuries, and quickly as well."

In Video Games with Life Meters or Hit Points and a distinction between "combat" and "non-combat" (e.g: RPGs), your characters may be automatically healed (even for free) after winning each battle. While this eliminates the threat of Mooks wearing the player down before an upcoming boss battle, the game's designers will have undoubtedly made the monsters more aggressive to compensate, forcing the player to exercise greater strategy when even everyday foes stand a legitimate chance of taking them down.


This does not include other methods of "free" healing, such as Regenerating Health, healing Save Points, Regenerating Mana, leftover healing items or so on. Compare and contrast After Boss Recovery, for cases where free HP recovery is limited to boss encounters only. Contrast Resting Recovery, where you have to order the party to rest (and risk being attacked again) before any HP is regained.

A more common variant is to revive dead or "knocked out" characters after a battle, generally at 1 HP.

Subtrope of Anti-Frustration Features and Reduced-Downtime Features.

Please only list examples that play this straight, as aversions are too many to list.


Games that heal fully after battles:

  • EXTRAPOWER: Attack of Darkforce is nice enough to fully restore the team at the end of combat. All HP and MP lost and any defeated characters are restored before the next fight, even in ones that take place sequentially in the story.
  • Mega Man Battle Network, which notably had a chapter (ElecMan's) where this not happening was a big deal. Later Battle Network and Star Force games changed it so you only fully recover health if you jack out. Otherwise, you had to rely on healing items or recovery chips in battle.
  • Live A Live.
  • The Spirit Engine 2.
  • The Way (RPG Maker).
  • The Final Fantasy Tactics series, including Final Fantasy Tactics Advance, and Final Fantasy Tactics A2. Justified, as there's usually several days in-world between fights, more than enough time to patch everyone up.
  • Final Fantasy XIII automatically heals you after each battle and also lets you retry the battle if you die instead of issuing a Game Over. It makes most of the random encounters much tougher and requires a lot more thought and strategy than you might be used to from earlier entries in the series to compensate for this.
    • Much tougher is right, the enemies on Pulse are bloody brutal...
    • The sequel to XIII, Final Fantasy XIII-2 does this as well.
    • The third game in the trilogy, Lightning Returns: Final Fantasy XIII, surprisingly averts this in favor of leaving your HP from battle exactly the same when returning to the overfield, like in previous Final Fantasy titles, although if you play the game on Easy difficulty, your HP quickly regenerates between battles.
  • Cross Edge and Record of Agarest War partially use it. While fighting on the map, you are fully recovered after every battle - but inside dungeons, you are not. You also don't get free resurrections, so whether it was on the map or in a dungeon, you'll need to head back to town to bring the dead back to life.
  • Dragon Age: Origins uses an interesting variant in that party members heal back to full health after a battle. If they were incapacitated they suffer a random lasting injury that afflicts them with a penalty to stats until taken care of or they return to a party camp. Also, the after-combat healing is not instantaneous. It's possible, though unlikely, to bumble into another battle before the characters have finished healing, halting the healing process.
    • Dragon Age II uses a similar system, except injuries only affect the character health total, reducing it until healed with an injury kit or return to home base.
      • The third game in the series, Dragon Age: Inquisition, averts this, however, requiring more strategy and trips back to a camp to heal.
  • The World Ends with You, although in the case of chained battles, HP recovery occurs after completing the entire chain, instead of between individual battles.
  • Legend of Mana.
  • In Resonance of Fate, you'll recover all scratch (but not always direct) damage and Hero Gauge bezels after combat if you win. If you ran away, however, scratch damage and the Hero Gauge level carries over to the next fight unless you rest first.
  • A variation occurs in Wild AR Ms 2, where you have a "vitality" gauge in addition to your HP gauge. After battle, your vitality gauge would be reduced to restore your HP gauge, healing you to full if (and only if) you have enough vitality. Crystals could be picked up in dungeons to restore vitality and the vitality gauge would be restored to 100% after a level up. In general, you'd have more than enough vitality to not need healing items between battles.
  • Enchanted Arms, at least for regular damage. The VP system is designed to give you a reason to still finish battles quickly.
  • Chrono Cross, if the player has any healing elements left over after battle, the game will offer to use them for instant healing.
  • The Last Remnant does this too; all unions will be restored to full health after a successful fight. Just as well, as there's no retreat option.
  • Disciples blocks this with the Empire units. As Empire you can have healers within your squad, who are able to heal your units every turn, without using any mana-type resource. The catch - this healing is only available in-combat. Outside of battle, only potions, paid healing in towns and world map spells (which use resources) will work.
  • The SaGa series from Romancing SaGa 2 onward uses this setup along with free post-battle resurrections, but only with health points: LP is lost every time a character is KO'd and attacked while they're down, or hit with attacks that directly target LP, and once it hits zero that character is gone for good.
  • Happens in the Super Robot Wars series. Unfortunately, the game automatically takes money from you to repair wrecked units, and money spent reviving teammates is money not spent making your teammates better through upgrades.
  • In Fire Emblem all units are healed between each chapter (each chapter contains one battle). Does not make up for Permadeath, but it helps.
  • Red Steel, at least the second game.
  • Usually averted in Pokémon games, though an NPC might automatically heal your creatures before you face a major plot-relevant fight, with this being more frequent in later entries.
  • Mass Effect 2 restores all ammunition after each mission, along with life if it isn't already at full. Likewise, Mass Effect 3 restores all ammo and medigel after each deployment. Furthermore, all three games in the series automatically revive downed characters after every enemy in an area has been killed.
  • In Baten Kaitos Origins, all your characters are fully restored at the end of each battle. Given what a big Sequel Difficulty Spike Origins was, you'd need it.
  • A staple of several of Zeboyd Games' RPGs. Breath of Death VII and Cthulhu Saves the World restore all of your characters' HP after battles, but only a portion of their MP (with more being restored the faster you complete a battle).
  • In Heroes of Might and Magic IV, after a town siege the winning side has all heroes restored to full health, reviving if necessary. This happens just in time so the heroes in question can gain experience from the battle, as well as excusing you from Hero Must Survive if a storyline character was killed.
    • Every entry in the series heals all creatures to full health and mana (or ability charges) after each combat. They also restore the catapult to the hero (and depending on his skills, other siege weapons are also restored)
  • The Dresden Files tabletop RPG normally removes all stress (the game's equivalent to Hit Points) at the end of every 'battle' situation, be it a physical, mental or social 'battle'. This compensates for the fact that characters have very low-stress values to begin with and that the only way to 'heal' in-combat is by buying off stress with penalties called 'consequences', which don't go away at the end of combat. This isn't always the case, though. The rulebook allows that stress may remain if, for example, a character goes from one fight to another without having the time to stop and catch his or her breath.
  • In the Chaos Rings series, you recover your HP, but not MP, after battle, so you're still forced to go back to town if you ran out of MP or use an MP recovery item.
  • In Fallout 3, Fallout: New Vegas, and Fallout 4, your companion(s) health is restored at the end of the fight. In the normal mode of all three games, ones that lose all their health in combat suffer a Non-Lethal K.O. at 0HP and only revive once the combat ends. New Vegas Hardcore mode lets them die permanently if their HP runs out, but they'll still recover full HP after every fight ends. Survival mode in 4 has the less extreme requirement that KO'd companions be revived with a Stimpak, else they'll go back to the settlement you've stayed at most recently.
  • Riviera: The Promised Land, though getting KOed in battle results in a temporary penalty to max HP.
  • Batman: Arkham Asylum and Batman: Arkham City have Batman recovering his health after every mook encounter. The amount of health healed depends on how much exp gained from the encounter, so it's not uncommon to have Bats wander from encounter to encounter just to get yourself back up to full.
  • Wine & Roses does this, as an element of its Metroidvania-type non-linearity.
  • Assassin's Creed III has Regenerating Health both in and out of combat, but it regenerates at a much faster rate when you are not fighting. In most cases, exiting Open Conflict will restore your health to full almost instantly.
  • The Longing Ribbon, an indie game.
  • Star Wars: The Old Republic straddles the line between this and Resting Recovery; yes, you have to order your character to rest, but the time it takes is so short (10 seconds if you were on the very brink of death) and the odds of an NPC attacking you in that time so low that for all practical purposes, players can enter each encounter at full health.
  • In Evil Genius, while most of your units need to use specialized equipment to recover their stats, your Henchmen benefit from a downplayed version of this trope, in the form of an alternate Idle Animation that recovers all their stats at something like 40 points a second.
  • In Magic: The Gathering, at the end of each turn, every surviving creature has all damage removed from it.
  • In Mordheim: City of the Damned, after a battle your characters will recover all their hitpoints. However if they were knocked unconscious in a battle, any injury they might receive will not be recovered from. Instead they need medical attention to prevent possible death and days to recover, and from now on they may be crippled in some way.
  • In Rodina, you and your ship will start regenerating hit-points back to full once there are no hostiles in the area or fire aboard your ship.
  • Winning a battle in Cosmic Star Heroine will restore your party's hit-points, wipe off all their status effects, recharge every ability and program they have used and make every item in the inventory once again usable, thus there's no advantage to skipping Pre Existing Encounters other than gaining time, but time is not an issue in this game.
  • Mutant Year Zero: Road to Eden: Injured characters are fully healed after battle, but only on Normal difficulty, not on Hard or Very Hard.
  • Monster Sanctuary
  • Hades: The 'Hellish Vigor' upgrade heals Zagreus for 1, 2 or 3 HP whenever he leaves a room, which can only be done after clearing said room by defeating the encounter within. The 'Hydralite' item is an upgraded version that heals 10% of Zagreus' max health for three rooms (by default).
  • PsyCard: In the Friend's Quest Role-Playing Game-type Mini-Game, there's Hit Points, and they are refilled after every battle, even on a loss.
  • Zigzagged in Arle no Bouken; anything that survives a fight has its HP refilled, while anything that was knocked out stays down.
  • Siralim fully heals your Creatures and restores your Mana after each battle. There's a "Reincarnation Mode" option that makes it so if your creatures were KO'd, they'll turn into a different, random creature and lose some experience before reviving.
  • The One Ring: Downplayed as non-Wounded adventurers can take a half-hour's rest after combat to regain Endurance Points equal to their Heart score.
  • Kirby
    • Kirby Fighters Deluxe and, by extension, Kirby Fighters 2, do this with the Single Player mode in the former and Single-Handed Mode in the latter. In both modes, your character's HP will be refilled at the end of each round.
    • If playing multiple battles in a row in Kirby Battle Royale, all combatants' HP will be refilled by the time the next battle starts. Each combatants' HP is also refilled before each Crazy Theatre round starts.
  • Born Under the Rain: Fleeing or finishing a battle undoes all damage by that battle.
  • Into the Breach: After each battle, your mechs are healed back to full health. However, if a mech ended the battle downed, then its pilot will be killed, and damage done to the power grid persists through the entire game.

Games that only revive KO'ed characters after battle:

  • Chrono Trigger
  • The Shadow Hearts series
  • Knights of the Old Republic revives party members at 5% health after battles. In the sequel, Atton has the ability to revive himself during battle, and HK-47, your very own Robotic Psychopath, notes how the PC and his allies can recover from any wounds after battle.
  • Although companions in Fallout 4 get full recovery after battle, your limbs will recover 1 HP after battle if crippled.
  • The Mario & Luigi games use the HP to 1 version.
  • Final Fantasy X
  • The Legend of Dragoon
  • Lost Odyssey, and normally only up to 1 single HP, so hurry up and heal, folks.
  • Mass Effect
  • Rogue Galaxy. If the teammate is nearby, the player will even see the normal revival animation.
  • Every game in the Persona sub-series of Shin Megami Tensei features this in some fashion:
    • Persona and Persona 2 restore incapacitated characters to 1 HP after battle, leaving you to spend SP or healing items to get them back up to speed.
    • Persona 3 and Persona 4 do as well, with the caveat that the game still ends if the main character is defeated, regardless of how many HP his/her companions has left.
    • In Persona 5, the "Life Aid" and "Victory Cry" auto skills restore part or all of a party member's HP and SP after battle. The Persona 3-themed DLC "Evoker" accessory will automatically restore one bullet to your clip after battle if equipped.
  • Breath of Fire series, albeit in III and IV the character also receives a 10% cumulative penalty against their maximum HP, up to 50%, meaning they can quickly be rendered unable to take a hit (curable only by the Trauma Inn, not the free campsite available anywhere).
  • Dubloon restores any character who died during the battle to 1 hit-point once the battle is over.
  • Skies of Arcadia
  • The MARDEK series.
  • The Epic Battle Fantasy series, from the third game onward, a.k.a 3, 4, and 5. Although you also have passive Gradual Regeneration-type Regenerating Health with full control over when you engage the next battle (with the exception of the handful of invisible plot battles), meaning if you're willing to walk around for a bit then this reduces to the previous case.
  • The children arc in Dragon Quest V, with characters getting knocked out rather than killed.
  • Lufia: The Legend Returns.
  • Marona in Phantom Brave is revived with 1 HP if she is defeated during a multi-stage battle (like a Random dungeon), but her Phantoms manage to win the battle. Justified in that she's the only one deployed at the start of the battle.
  • Age of Mythology does this with the main characters. After Combat in that case means that a friendly unit is nearby and no enemies.
  • Endless Frontier revives KOed party members with 1HP after battle. Given that standard Mooks start doing 500 or so damage a round by level 5, this is a token gesture at best.
  • MS Saga: A New Dawn revives fallen characters after each battle with just 1 HP.
  • The Suikoden series.
  • In Neverwinter Nights 2 KO'ed party members will revive after the fight with 1 HP. Averted in the Storm of Zehir expansion: not only will they not revive, KO'ed party members will actually bleed out and die if left untreated, at which point a spell is required.
    • The original game's "Shadows of Undrentide" expansion also required the player to manually heal teammates at very low life levels (an adaptation of the Dungeons & Dragons rule of the time, where they weren't "dead" until -10 HP). In the original campaign or "Hordes of the Underdark" they just straight-up died, although Death Is Cheap.
  • In Shin Megami Tensei IV, demons are returned to stock when killed and have to be revived manually. However, if you die and then your demons win the battle for you, you'll be revived at 1 HP. Certainly more forgiving than the series tradition of shitting a Game Over on your face if you die even with demons still intact in your active party.
  • Phantasy Star IV does this for the android party members only.
  • Exit Fate: KO'd party members are restored after the fight. Additionally, if you have any healing spells remaining and characters with MP to use them, they'll be spent to patch up anyone who's hurt, although not necessarily to full health.
  • The Xenoblade Chronicles series gives you Regenerating Health as soon as a battle ends, so unless you run straight from one fight into another, you'll always start with full health.
  • Going Under: Defeating a boss with a Counter-Attack effect, where the damage taken to defeat the boss with that attack, also means Jacqueline's defeat... Revives Jacqueline with a large amount of health, to play the cutscene.
  • In Deltarune, ending a battle will set the health of downed party members to 1 hp.

Alternative Title(s): Post Combat Recovery, Post Battle Recovery, After Battle Recovery