Daggerfall:Restoration

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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:

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.