Skyrim:Restoration
| Skill: Restoration |
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| Specialization: Magic |
Restoration is one of the five schools of magic in Skyrim. Restoration magic focuses on spells that cure physical ailments. Increasing this skill reduces Magicka cost when casting Restoration spells, and increases the benefit you receive from items enchanted with Fortify Skill. Historical information about the School of Restoration is provided in the lore article. The Restoration skill tree has a total of 12 perks, requiring a total of 13 perk points to fill.
In-game Description: The School of Restoration involves control over life forces. This skill makes it easier to cast spells like Healing, Turn Undead, and magical Wards.
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[edit] Summary
Restoration offers a range of healing and protection spells and perks, in particular;
- Healing spells restore Health (and also Stamina if the Respite perk is taken) for yourself and other characters.
- Ward spells provide armor protection and magic resistance. These can be powerful spells, particularly for mage characters who shun armor, and particularly if you choose perks which mean that you absorb Magicka from spells. For instance, the mid-level Steadfast Ward spell will give total protection from low-level dragon breath. Many mages will often adventure with a Ward equipped in one hand and a Destruction spell in the other. However, wards are very magicka-intensive and cannot be sustained for a long combat.
- Turn Undead and Protection from Undead spells cause Undead targets to flee from the caster - however in most circumstances, players will prefer to (re)kill them, rather than Turn them. (One Restoration perk does increase the power of Destruction spells aimed at the Undead)
- Two perks give faster Magicka regeneration, potentially very helpful for mage characters who use a lot of Magicka.
In addition, Restoration also includes the only direct damage spells outside the school of Destruction
- Sun Damage DG spells only deal damage to undead
- Poison Rune DB is the only player-available spell that deals poison damage, but must be triggered and only affects living enemies.
[edit] Skill Perks
| Perk | Rank | Description | ID | Skill Req. | Perk Req. |
|---|---|---|---|---|---|
| Novice Restoration | Cast Novice level Restoration spells for half magicka. | 000f2caa | |||
| Apprentice Restoration | Cast Apprentice level Restoration spells for half magicka. | 000c44c7 | 25 Restoration | Novice Restoration | |
| Adept Restoration | Cast Adept level Restoration spells for half magicka. | 000c44c8 | 50 Restoration | Apprentice Restoration | |
| Expert Restoration | Cast Expert level Restoration spells for half magicka. | 000c44c9 | 75 Restoration | Adept Restoration | |
| Master Restoration | Cast Master level Restoration spells for half magicka. | 000c44ca | 100 Restoration | Expert Restoration | |
| Recovery | 1 | Magicka regenerates 25% faster. | 000581f4 | 30 Restoration | Novice Restoration |
| 2 | Magicka regenerates 50% faster. | 000581f5 | 60 Restoration | ||
| Avoid Death | Once a day, heals 250 points automatically if you fall below 10% health. (Only if the damage does not kill you.) | 000a3f64 | 90 Restoration | Recovery | |
| Regeneration | Healing spells cure 50% more. | 000581f8 | 20 Restoration | Novice Restoration | |
| Necromage | All spells are more effective against undead. (+25% effect and +50% effect duration) | 000581e4 | 70 Restoration | Regeneration | |
| Respite | Healing spells also restore Stamina. (Note: because of errors, healing spells will restore stamina to enemies and automata, Grand Healing will restore it to all creatures including undead and daedra)[verification needed — see talk page] | 000581f9 | 40 Restoration | Novice Restoration | |
| Restoration Dual Casting | Dual casting a Restoration spell overcharges the effects into an even more powerful version. (220% spell effect for 280% magicka cost) | 000153d1 | 20 Restoration | Novice Restoration | |
| Ward Absorb | Wards recharge your magicka when hit with spells. | 00068bcc | 60 Restoration | Novice Restoration | |
[edit] Spells
| Spell Name (IDs) |
Skill Level | Tome |
Magicka Base Cost | Description and Effect Details | Where to Get | |
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| Healing Spell ID: 00012fcc Tome ID: 0009e2af |
0 Novice |
50 | 12/s | Heals the caster 10 points per second:
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| Lesser Ward Spell ID: 00013018 Tome ID: 0009e2ae |
0 Novice |
45 | 34/s | Increases armor rating by 40 points and negates up to 40 points of spell damage or effects:
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| Fast Healing Spell ID: 0002f3b8 Tome ID: 000a271d |
25 Appren. |
94 | 73 | Heals the caster 50 points:
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| Healing Hands Spell ID: 0004d3f2 Tome ID: 000a271e |
25 Appren. |
89 | 25/s | Heals the target 10 points per second, but not undead, atronachs or machines:
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| Necromantic Healing DG Spell ID: xx00e8d2 Tome ID: xx00e8d5 |
25 Appren. |
115 | 37 | Heals the undead target 10 points per second, but not the living, atronachs or machines:
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| Steadfast Ward Spell ID: 000211f1 Tome ID: 000a2720 |
25 Appren. |
92 | 58/s | Increases armor rating by 60 points and negates up to 60 points of spell damage or effects:
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| Sun Fire DG Spell ID: xx003f52 Tome ID: xx003f51 |
25 Appren. |
80 | 24 | Ball of sunlight that does 25 points of damage to undead:
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| Turn Lesser Undead Spell ID: 0004b146 Tome ID: 000a271f |
25 Appren. |
89 | 84 | Undead up to level 6 flee for 30 seconds:
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| Close Wounds Spell ID: 000b62ef Tome ID: 0010f64d |
50 Adept |
360 | 126 | Heals the caster 100 points:
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| Greater Ward Spell ID: 000211f0 Tome ID: 000a2722 |
50 Adept |
341 | 86/s | Increases armor rating by 80 points and negates up to 80 points of spell damage or effects:
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| Heal Other Spell ID: 00012fd2 Tome ID: 000a2727 |
50 Adept |
300 | 80 | Heals the target 75 points, but not undead, atronachs or machines:
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| Heal Undead DG Spell ID: xx00e8d4 Tome ID: xx00e8d6 |
50 Adept |
370 | 115 | Heals the undead target 75 points, but not the living, atronachs or machines:
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| Poison RuneDB Spell ID: xx01d74b Tome ID: xx020685 |
50 Adept |
290 | 246 | Targets that fail to resist take 3 points of poison damage per second for 30 seconds:
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| Repel Lesser Undead Spell ID: 0004d3f8 Tome ID: 000a2725 |
50 Adept |
333 | 115 | All affected undead up to level 8 flee for 30 seconds:
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| Stendarr's Aura DG Spell ID: xx0038b5 Tome ID: xx003f4e |
50 Adept |
335 | 248 | For 60 seconds, undead in melee range take 10 points sun damage per second:
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| Turn Undead Spell ID: 0005dd5d Tome ID: 000a2721 |
50 Adept |
323 | 168 | Undead up to level 13 flee for 30 seconds:
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| Vampire's Bane DG Spell ID: xx0038b6 Tome ID: xx003f4d |
50 Adept |
340 | 72 | Sunlight explosion that does 40 points of damage in a 15 foot radius to undead:
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| Circle of Protection Spell ID: 0005312d Tome ID: 000a2728 |
75 Expert |
650 | 171 | Undead up to level 20 entering the circle will flee:
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| Grand Healing Spell ID: 000b62ee Tome ID: 000dd643 |
75 Expert |
680 | 254 | Heals everyone close to the caster 200 points:
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| Repel Undead Spell ID: 0005dd60 Tome ID: 000a2726 |
75 Expert |
655 | 353 | All affected undead up to level 16 flee for 30 seconds:
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| Turn Greater Undead Spell ID: 0005dd5e Tome ID: 000a2729 |
75 Expert |
664 | 267 | Undead up to level 21 flee for 30 seconds:
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| Bane of the Undead Spell ID: 0008c1ab Tome ID: 000dd647 |
100 Master |
1200 | 988 | Sets undead up to level 30 on fire and makes them flee for 30 seconds:
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| Guardian Circle Spell ID: 000e0ccf Tome ID: 000fde7b |
100 Master |
1220 | 716 | Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside it:
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- ^ a b c d e f g h i The Respite perk is necessary to gain a Restore Stamina effect with these spells.
[edit] Spell List Notes
- The base cost for spells is the amount of magicka that would be necessary to cast the spell at 0 skill without any perks. The magicka cost at 100 skill is 41% less than the base cost; the cost can also be reduced via enchanted apparel and by unlocking various perks. See Spell Cost for the full magicka cost equation.
- Skill level indicates which skill perk needs to be unlocked to decrease the spell's magicka cost. "N/A" is used for special spells whose cost is not affected by any perks.
- The "Where to Get" column only lists guaranteed locations for obtaining the spell tomes. Most spell tomes are also available in random loot; see Spell Tome Locations for details.
- For higher-level spell tomes to become available for purchase, your skill in the school must be high enough. Also, master-level spell tomes can only be acquired once that school's ritual spell quest has been completed.
- All spell tomes have a weight of 1.
[edit] Magical Effects
A list of standard Restoration spells can be found on the Restoration Spells page. The following individual effects are all considered to be part of the school of Restoration (see the individual effect pages for full details on availability; the Magical Effects article also provides a summary):
Cure Disease
Cure Poison
Fortify Attributes
Fortify Health
Fortify Magicka
Fortify Skill
Fortify Spells (unique to Saarthal Amulet)
Fortify Stamina
Regenerate Health
Regenerate Magicka
Regenerate Stamina
Restore Health
Restore Magicka
Restore Stamina
Turn Undead
Ward
Sun DamageDG
[edit] Skill Increases
[edit] Character Creation
The following races have an initial skill bonus to Restoration:
[edit] Trainers
- Aphia VelothiDB in Raven Rock (Common)
- Keeper Carcette in the Hall of the Vigilant (Expert)
- Colette Marence in the College of Winterhold (Expert)
- Danica Pure-Spring in Whiterun (Master)
- Florentius BaeniusDG in Fort Dawnguard (Master)
[edit] Skill Books
[edit] Free Skill Boosts
- +1 Restoration reward (+1 every magic skill) from Pantea Ateia (Bards College) for completing the quest Pantea's Flute.
- +5 to Restoration (+5 every magic skill) by selecting "The Path of Magic" when reading the Oghma Infinium after completing the quest Discerning the Transmundane.
[edit] Gaining Skill XP
- Casting higher level spells gives generally faster skill increases (Novice<Apprentice<Adept<Expert<Master).
- It is possible to reduce or even completely eliminate the magicka cost of spells by stacking Fortify Restoration enchanting effects.
- Restoration leveling by healing requires that you heal actual damage to yourself or another character; unlike previous games you cannot simply cast Healing on yourself and others to gain experience. There are countless ways to harm yourself and then cast a healing spell to gain experience. The key to all of them is to find a way to level the skill by harming and healing yourself.
- Traps that can be activated repeatedly allow you to take controlled damage. Simply move away when you're running low on magicka and wait to regenerate.
- Alternatively, you may instead opt for a follower to be continually harmed by traps while using either Healing Hands or Heal Other to continually heal them. You can also deal some damage yourself, allowing you to level other skills such as Archery, One-handed, Two-handed or Destruction. Werewolves in dungeon cells, Shadowmere, and the four torture victims in the Dawnstar sanctuary are other examples of available targets.
- Outside High Hrothgar, in the backyard, there is a place where a very cold wind blows and deals damage while standing near it.
- The quest Darkness Returns has a section with significant controlled damage.
- Casting a healing spell while in the way of the light beam in Kilkreath Ruins, under the Statue to Meridia while having the Atronach perk or the Atronach Stone (30% and 50% absorb spells, respectively) will give you XP in Restoration without using magicka or risking your life, as the light beam does little damage and restores a lot of magicka.
- Forges other than the Skyforge have a "Fire Hazard" effect that triggers whenever the player jumps into them. This effect can be triggered over and over again by simply jumping up and down in the forge. It does a small amount of damage over time and so can be easily controlled. It also counts as you casting a very weak destruction spell on yourself, meaning you gain a little Destruction skill XP every time the damage effect is triggered.
- Fighting weak enemies allows you to take controlled damage while leveling other skills such as Light Armor, Heavy Armor or Block.
- A useful trick for harming yourself is to cast Equilibrium which drains your health and restores your magicka.
- Traps that can be activated repeatedly allow you to take controlled damage. Simply move away when you're running low on magicka and wait to regenerate.
- Circle of Protection and Guardian Circle can be cast at any time after they are acquired for skill experience, however they only appear at skill level 65 and 90 respectively.
- If you're a vampire, Circle of Protection gives more experience, because there's always an undead inside it. This has no ill effects on you, and works even if you're over level 20.
- An alternate method of the Circle of Protection trick for non-vampire players is to instead have an undead thrall (Vampire, Draugr, etc) and then cast Circle of Protection in range of it for very fast XP.
- DGSiding with the Volkihar vampires in the Dawnguard questline allows you to repeatedly cast Turn Undead on death hounds without turning them hostile or causing them to run.
[edit] Notes
- Restoration Dual Casting does not boost the level of a Turn Undead spell, unlike the equivalent Illusion spells. Circle of Protection is an exception to this rule, as both its magnitude and duration are increased by Dual-Casting.
- Turn Undead spells will stagger an Undead target, even if the target is too high of level to be affected by the fear effect.
- Necromage boosts the power of Turn Undead spells by about 25%. It also offers increased effects for all spells when cast on Undead, such as increased damage to Destruction Spells and staves when used against Undead (Draugr, Vampire, and Dragon Priest) targets. Notably, it also increases the level cap of all Reanimate spells cast on Undead allowing the player to raise the most powerful minions (like Volkihar Vampire, lvl 48) using the Dead Thrall spell.
- Respite's Stamina restoration is based on the spell being used. The Regeneration perk will improve its effects along with Health restoration.
- A player with Vampirism and Necromage will receive greater benefits from self-targeting spell effects, as the player is flagged as undead.
This issue has been addressed by version 1.2.3 of the Unofficial Skyrim Patch; Necromage no longer boosts the power of spells and enchantments used on a vampire player.
- Despite it being their namesake, the variant of Necromancer known as Necromages do not actually possess the Necromage perk.
[edit] Bugs
- If you have the Alteration perk Atronach, you can sometimes recharge your magicka by casting Circle of Protection and standing within the spell's effect radius. ?
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