Daggerfall:Restoration
The school of Restoration is one of the six avenues of magical study. This school is devoted to the salubrious and soothing powers of magicka, evident in spells like Cure Poison and Troll's Blood. Buying, creating, and casting a spell devised to heal a target are less expensive for mages skilled in this path.
Restoration's governing attribute is Willpower. The skill is checked whenever you cast a spell from the Restoration school of magic.
Description[edit]
"Restoration refers to the School of Restoration, one of the six avenues of magical study. Any healing spell such as Cure Poison and [sic] Troll's Blood hails from Restoration."
Classes[edit]
The following classes have Restoration as a skill:
- Primary Skill
- Minor Skill
Factions[edit]
The following factions have Restoration as a required skill:
Training[edit]
Restoration training is offered by the following factions:
Restoration Spells[edit]
Spell | Element | Range | Magnitude | Chance of success (%) | Duration (in-game minutes) | Spell Effect |
---|---|---|---|---|---|---|
Balyna's Antidote | Magic | Caster only | - | 15 + 5/per level | - | Cure: Poison |
Balyna's Balm | Magic | Caster only | 1 + (2-10)/per 2 levels | - | - | Heal: Health |
Charisma | Magic | Caster only | (1-10) + (3-4)/per level | - | 5 + 1/per level | Fortify Attribute: Personality |
Cure Disease | Magic | Caster only | - | 15 + 5/per level | - | Cure: Disease |
Cure Poison | Magic | Caster only | - | 60 + 2/per level | - | Cure: Poison |
Feet of Notorgo | Magic | Caster only | (1-10) + 3/per level | - | 5 + 1/per level | Fortify Attribute: Speed |
Fortitude | Magic | Caster only | (1-10) + 3/per level | - | 5 + 1/per level | Fortify Attribute: Endurance |
Free Action | Magic | Caster only | - | 20 + 5/per level | 2 + 1/per level | Free Action (cures and sets immunity to paralysis) |
Heal | Magic | Caster only | (1-10) + 5/per level | - | - | Heal: Health |
Iron Will | Magic | Caster only | (1-10) + 3/per level | - | 5 + 1/per level | Fortify Attribute: Willpower |
Jack of Trades | Magic | Caster only | (1-10) + 3/per level | - | 5 + 1/per level | Fortify Attribute: Luck |
Nimbleness | Magic | Caster only | (1-10) + 3/per level | - | 5 + 1/per level | Fortify Attribute: Agility |
Orc Strength | Magic | Caster only | (1-10) + 2/per level | - | 5 + 1/per level | Fortify Attribute: Strength |
Spell Absorption | Magic | Caster only | - | 10 + 5/per level | 1 + 1/per level | Spell Absorption |
Stamina | Magic | Caster only | (1-8) + 2/per level | - | - | Heal: Fatigue |
Troll's Blood | Magic | Caster only | 1 + 1/per level | - | 5 + 5/per level | Regenerate: Health |
Wisdom | Magic | Caster only | (1-10) + 3/per level | - | 5 + 1/per level | Fortify Attribute: Intelligence |
|
Notes[edit]
For custom spells, the Regeneration effect is objectively better than Heal: Health, offering the same instantaneous healing for less mana, while also coming with a (potentially gigantic) heal over time as well. Example (w/ Restoration @ an arbitrary level 41):
22 + 1-2 per level Heal: Health Mana Cost: 80 22 + 1-2 per level, lasts 1 Round + 1 Rd/level Regenerate Mana Cost: 52
Again, the first 'tick' of healing for Regenerate is just as instantaneous as Heal: Health, and in this example the spell heals for [1 + Level] times as much, for LESS mana! This is because Regeneration's [Magnitude] cost is less than Heal:Health's [Magnitude] cost, which makes no sense. Worse, the [Magnitude per 1 Level] is also bugged-low for regenerate. [Magnitude] and [Magnitude per 1 level] cost the same!
22 + 1-2 per level, lasts 1 Round + 1 Rd/level Regenerate Mana Cost: 52
Transferring 21 [Magnitude] to 21 [Magnitude per 1 level]:
1 + 22-23 per level, last 1 Round + 1 Rd/level Regenerate Mana Cost: 52! < Exact same cost!!
Doing this to Heal:Health for comparison:
1 + 22-23 per level Heal:Health Mana Cost: 109 < 36% increased cost
By level 1 Regeneration is already capable of giving more healing for less mana, and every level gained makes the comparison even worse.
Exception: At level 1, with a total heal per spell of 9 HP or less, it is possible to create a Heal:Health that costs less Mana/HP than Regenerate, but this is a pretty trivial exception.