Skyrim talk:Restoration
Archives
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Archive 1: Oct 2011 - Feb 2012 |
Contents
- 1 Forges and Destruction
- 2 +10% magnitude to healing spells
- 3 Does the amount healed affect XP gained?
- 4 Bane of the Undead power
- 5 Leveling
- 6 What is the difference between repel and turn undead spells?
- 7 Necromage and Dragon Shouts?
- 8 Are the new sunlight spells in Restoration affected by dual wield, Restoration?
- 9 Dual Casting
- 10 Recovery perk Question
- 11 Getting Guardian Circle
- 12 SunFire spell.
- 13 Avoid Death, Respite and other perks
- 14 Respite
- 15 Heal Undead / Necromantic Healing spell page notes
- 16 Vampires with Necromage
- 17 gaining xp so cluttered
- 18 Necromage and Illusion spells
- 19 Circle of protection bug
- 20 XP Gain with respite?
- 21 Magical effects
- 22 Circle of protection - talking NPC
- 23 Levelling and Wards?
- 24 Recovery Perks Boosted By Restoration Potion
- 25 How does Restoration increase the benefit from items enchanted with Fortify Skill?
- 26 Ward Absorb
- 27 Pilgrimage reward
Forges and Destruction[edit]
It says in the leveling tip section that the fire effect triggered by a forge levels destruction very slowly. After extensive testing, I've gained 0 destruction XP from this. I have a modded client, so before changing the notes I wanted more observations. Can anyone confirm/deny whether this is true in vanilla?
+10% magnitude to healing spells[edit]
Is it worth noting the +10% to restoration spells benefit (Sailor's Repose) you get from completing the lighthouse quest (Frostflow Abyss: Uncover the tragic events inside Frostflow Lighthouse.) on the main page? Limduhl 17:08, 14 February 2012 (UTC)
Does the amount healed affect XP gained?[edit]
If I cast Close Wounds when I have 199/200 HP vs. 100/200 HP, does it make any difference in terms of XP gained? — Unsigned comment by 165.123.210.24 (talk) at 08:37 on 17 February 2012 (UTC)
- Yes, you get experience based on how much you heal, similar to how destruction levels based on how much damage you deal. — Unsigned comment by 76.122.136.202 (talk) at 20:01 on 23 July 2012
- Destruction does not award experience based on damage dealt (though it does require dealing damage, https://en.uesp.net/wiki/Skyrim:Destruction#Gaining_Skill_XP), so now I'll re-ask the original question: does the amount healed affect gained Restoration exp or is it a flat amount of experience gained if healing successfully occurs at all? ... Okay, I saved a game right before Restoration leveled and tried using the spell Grand Healing to test this. I first cast it repeatedly whenever I took a scratch and it took 5~10 castings to raise Restoration; then I reloaded and only cast it when I had taken substantial damage, which took 2~3 castings. I can now say with confidence that the amount healed DOES affect Restoration exp gained. Bushwhacker (talk) 07:06, 1 March 2023 (UTC)
Bane of the Undead power[edit]
It seems that because of the fire effect included in the spell, the Augmented Fire in the Destruction tree will benefit this spell, allowing it to affect Undead up to level 45. Combine with Necromage, this spell should be able to affect any Undead. I think it should be noted.117.5.242.242 13:51, 22 February 2012 (UTC)
Leveling[edit]
The wind wall at High Hrothgar courtyard is a simple way to take damage at a relatively low rate while casting healing spells to level your Restoration stat. All you have to do to slow the damage enough for magicka to catch up is step back for a second. *^_^* --OpheliaRising 19:18, 23 February 2012 (UTC)
- I found that this doesn't work too well if you've already used Clear Skies and been to the Throat of the World previously. The wind wall seems to disperse before you, and only causes minor damage, too insignificant to be helpful in levelling. However, don't disregard the High Hrothgar courtyard altogether. That tower just before the wind wall is perfect for diving off of, if your health is at around 340pts or so. I fall from there repeatedly and then heal. I'm left with about 5% health each time I drop. Jumping rather than just falling is enough to kill me outright! Going back into the tower performs an auto-save as well, which is handy while levelling. Trying to land on the head of a passing Greybeard is a bonus 😈 — Daric✐ 06:33, 6 June 2014 (GMT)
What is the difference between repel and turn undead spells?[edit]
Ive noticed that with each tier of restoration spells there are two seperate spells (repel undead and turn undead) that appear to do the same thing except with the repel undead version affecting slightly lower level undead than the turn undead version on the same tier. One thing I find particularly strange though (aside from the obvious redundance) is that the with the expert level versions ("Turn Greater Undead" and "Repel Undead") the turn undead version while affecting a higher level opponent actually costs less than the repel undead version.
Example:
Turn Greater Undead - Undead up to level 21 flee for 30 seconds - lvl Expert - cost 126
Repel Undead - All affected undead up to level 16 flee for 30 seconds - lvl Expert - cost 167
So what is the actual difference? Is this just a bug with the spell cost, or does the repel undead version do something that turn undead version does not?
71.168.78.11 01:40, 21 April 2012 (UTC)
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- You haven't tried them? Repel undead is the area version of Turn undead, capable of hitting all undeads in its path just like Ice storm. That's the reason it's more costly and affect lower level than Turn undead.117.5.242.177 15:20, 28 April 2012 (UTC)
Necromage and Dragon Shouts?[edit]
Since Dragon shouts can be considered a form of magic (they are affected by the Quiet Casting Illusion perk, and the Spell Absorption effect from the Atronach Stone, IIRC) would the Necromage perk affect them in any other ways like level cap, duration, and cooldown?
- As far as I know Necromage affects shouts that are "cast" on you (become ethereal lats 50% longer), so it would be logical to presume that it affects all shouts when used on undead (you or enemies). --Skyhirider (talk) 11:00, 9 September 2012 (EDT)
Are the new sunlight spells in Restoration affected by dual wield, Restoration?[edit]
I'm thinking of joining the Dawnguard, and are the new spells that allow you to use sunlight as a weapon enhanced by taking the dual wield perks for Restoration?
Dual Casting[edit]
Does it do anything worthwhile, or is it like Destruction where it has a 20% boost and 80% increased mana usage? Does anybody have the actual affect of dual casting? 173.219.77.134 03:42, 9 August 2012 (UTC)
- All I just know that it heals more and costs more mana than just in one-hand.I'm not sure of the exact percents though.--Skyrimplayer 20:45, 11 August 2012 (UTC)
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- Wards will be brought up immediately with no need to charge with dual casting. Its armor rating protection is also increased by 2.2, so i assume the spell protection is as well. Turn Undead/Repel Undead's duration is increased. Circle of Protections magnitude and duration is increased. With the new sun spells I imagine their damage is increased by 2.2 as well. Healing spells are increased, but ultimately the magicka cost to health healed is less, though it is faster, its probably not worth it, as mentioned on the main page. — Unsigned comment by 98.111.206.109 (talk) at 02:52 on 22 August 2012
Recovery perk Question[edit]
Hi, I have invested a point into the "recovery" perk in restoration for the added magicka regen. and when I checked the active effects, it is not listed. I was just wondering if this is a normal. Any help is appreciated. — Unsigned comment by 67.173.124.95 (talk) at 01:43 on 16 August 2012
- It's not going to be listed there. You'll have to check your perks to view it. VycDarkshadow (talk) 01:13, 23 September 2012 (GMT)
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- Yet Alteration's Resist Magic perk is "listed there". The original questioner has a point about the inconsistency of perks appearing under ACTIVE EFFECTS. The inconsistency can leave the player legitimately wondering whether the perk is in effect or is some how a wasted perk choice. The ACTIVE EFFECTS window has other problems such as attributing an identical effect on two pieces of equipment to the same piece of equipment twice. The rule of thumb here is that ACTIVE EFFECTS is at times an unreliable report and that the Skills window is the preferred source of information. Kalevala (talk) 06:50, 8 March 2013 (GMT)
Getting Guardian Circle[edit]
The method mentioned ("Colette is supposed to sell this spell after Restoration Ritual Spell has been completed, but it is not always available for sale. To get this spell to appear, once you survive the Augur's summoned ghost attacks and he begins speaking ("You are worthy, the knowledge is yours"), start clicking on him repeatedly. You should hear his dialogue skip. Return to Colette and she will have the spell for sale.") is...weird, to say the least. Is this a trick to make sure it'll appear, or it absolutely won't appear unless you do that(bug in the dialogue?)--201.10.16.91 03:31, 26 September 2012 (GMT)
SunFire spell.[edit]
Hey, so I tested using Sunfire on Senara while she was a vampire, and I got some Restoration level ups. We were not in combat as well. So, I thought maybe you could put that in the gaining level section of the page. It is possilby the safest (to the player) way to level restoration as she is essential. Just thought I'd mention it.--Nornad (talk) 00:56, 30 September 2012 (GMT)
Avoid Death, Respite and other perks[edit]
These are both probably stupid questions,but does the Restoration perk, Avoid Death, get affected by the perk Respite? I know that Sailor's Repose and Regeneration affect Avoid Death, but do those also affect the Stamina Recovery if Respite does affect Avoid Death? 70.77.220.82 01:57, 6 October 2012 (GMT)
Respite[edit]
The extra note indicates that heal other spells, excluding Grand Healing, will restore stamina to automata, even though only Grand Healing should restore their health, this may be wrong, so can someone test it. Also, I am not sure it is an error that it does this, rather that it's just how it works, so it could be condensed to just noting that Respite is added to heal other spells, and affects the same targets that the spell does, i.e. not undead, atronachs, or machines. Silence is GoldenBreak the Silence 21:36, 28 November 2012 (GMT)
- I've never seen Respite affect anything other than what is actually being healed, and have never seen Grand Healing affect the stamina of anything it hasn't healed HP on. As far as restoring stamina to enemy undead/daedra/automata, I haven't officially tested it, but i was unaware that automata even used stamina, due to their mechanical nature. VycDarkshadow (talk) 04:24, 22 December 2012 (GMT)
Heal Undead / Necromantic Healing spell page notes[edit]
In the notes section on both of these spells' respective pages, it states that they don't work on vampires, and that you should use heal other/healing hands intead.
This seems to be untrue. Necromantic Healing and Heal Undead work on Serana (as well as Detect Dead), while Heal Other, Healing Hands, Grand Healing, Detect Life etc. do not.
So unless the game treats Serana as some different class of npc vampire and normal vampires can't be targeted by this spell, I think those pages should have those notes removed. -Trogdor — Unsigned comment by 99.141.61.46 (talk) at 15:03 on 31 January 2013
- Yeah, I think this needs more attention. Necromantic Healing and Heal Undead work exactly as advertized for me; I've used them on dead thralls as well as Serana. I'm playing on PC with the latest official patches, but it's worked for me ever since I first got Dawnguard. Weroj (talk) 12:50, 8 March 2013 (GMT)
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- Well this is weird. I just double-checked, and between my two characters, one of them can use Necromantic Healing and Heal Undead on Serana (and not standard healing spells), while the other can't (and standard ones do work). In neither case did I convince her to get cured of vampirism. The one who can't use these spells sided with the Volkihar Vampires, while my other character sided with the Dawnguard. I can't imagine why that would make a difference, but I have no idea what else could have caused this. Detect Life doesn't work for either of them, while Detect Dead does. (Though I usually just use Aura Whisper, but that's irrelevant.) I don't have the UDGP installed - I had crash bugs every time I fast-traveled when using that for some reason, so I disabled it. I have no idea why my Volkihar-supporting character's Serana at least partially lost her "undead"-ness, but she clearly did. Bizarre. — TheRealLurlock (talk) 13:22, 8 March 2013 (GMT)
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- This might be old but are you sure your character that sided with the dawnguard even had the heal undead spells? Because apparently they are available if you side with harkon. So unless you got them before talking to him you wouldn't normally be able to get them. I0brendan0 (talk) 03:01, 1 May 2014 (GMT)
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Vampires with Necromage[edit]
I question why Vampires with Necromage increasing the effects of self cast abilities is considered a bug. Sense being a Vampire flags you as undead, this only makes sense. If your magic in ALL schools is supposed to be better against ALL undead, how is this considered an issue worth fixing, if not working as intended? This actually makes me hesitant to get the unofficial skyrim patch despite the amount of actually legitimate bug fixes in it. In the article for Vampires, it actually lists that as an advantage and not a bug. I think it adds something to the game. — Unsigned comment by 24.151.152.30 (talk) at 17:54 on 6 February 2013
- I agree. I've moved it into the Notes section. — ABCface◥ 18:23, 6 February 2013 (GMT)
- I disagree, it seems very unintended to me. While under the effects of Necromage while a Vampire it's not just self-spells that are boosted. Enchanted items that you equip will be stronger, potions will be stronger self-shouts (Elemental Fury) even some perks are affected if you take them after doing this. For example with the second rank of Dual Flurry weapon speed goes from 1.35 to 1.69 as a Necromage Vampire. It even has negative effects on Steady Hand. If the second rank of Steady Hand is taken while a Necromage Vampire time is slowed down even more while zooming in but it also causes arrows to only fire a few feet. Even standing stones (if activated after N/V) and racial bonuses (after transforming into a Vampire Lord or Werewolf) are affected. This all seems very unintended to me.-- Valadez Talk Contributions 09:52, 7 March 2013 (GMT)
- While I can appreciate the advantages given by the perk, I also think it might have been unintentional; not necessarily a bug, mind you, but I think the goal of flagging the player as undead was to make undead-targeting spells function on them, although I have yet to see NPCs using those kind of spells. Maybe it was supposed to damage you when using Guardian Circle and such? Elakyn (talk) 11:00, 7 March 2013 (GMT)
- I disagree, it seems very unintended to me. While under the effects of Necromage while a Vampire it's not just self-spells that are boosted. Enchanted items that you equip will be stronger, potions will be stronger self-shouts (Elemental Fury) even some perks are affected if you take them after doing this. For example with the second rank of Dual Flurry weapon speed goes from 1.35 to 1.69 as a Necromage Vampire. It even has negative effects on Steady Hand. If the second rank of Steady Hand is taken while a Necromage Vampire time is slowed down even more while zooming in but it also causes arrows to only fire a few feet. Even standing stones (if activated after N/V) and racial bonuses (after transforming into a Vampire Lord or Werewolf) are affected. This all seems very unintended to me.-- Valadez Talk Contributions 09:52, 7 March 2013 (GMT)
- I'm moving this back into the Bugs section. It is abundantly clear that this behaviour is not working as intended.
- The description for the perk says, "All spells are more effective against undead." First, it says 'All spells are more effective'. But as Valadez pointed out Vampires with Necromage don't get just their spells boosted. Enchantments and potions also get affected. Even standing stones, racial abilities and other perks become more powerful. None of these are spells, so there is absolutely no justification for arguing that these getting enhanced is 'working as intended'.
- Second, it says 'against undead'. The definition of against is: "in opposition to; contrary to; adverse or hostile to." In other words, the perk is supposed to target hostile undead. It goes without saying that the player can't be hostile to him/herself, nor can casting a Heal or Resist X spell on someone be justified as being in opposition to them. As with before, there is no justification in arguing that the spells being more effective in these situations is 'working as intended'. -XJDHDR (talk) 10:01, 6 April 2023 (UTC)
gaining xp so cluttered[edit]
so this is something that goes for all the magic skills and most skills in general is that everyone has a favorite way to level it which are usually very similar and they clutter it up with 30 lines of garbage. i believe the gain xp page should only list the ways in which you get xp, i.e. you have to heal damage to gain xp from healing spells, cast a spell on an enemy, and list each type of spell with what it takes for it to count for xp. this should not be a page to reference any place to level it, spells to use in combination, leveling other skills at the same time. im pretty sure everyone can find a way to take damage slowly and over a long period of time to level using a healing spell so it should just list that all healing spells require that you heal damage unlike prior games that did not. after that people dont need to be listed how to hurt yourself. i would be fine with having a forum type page everyone could discuss how they heal themselves but it doesnt belong on the main magic page. figured i would post this before i delete the majority of the gain xp area and put in a couple of general rules for spell types--Lord.Baal (talk) 04:30, 24 March 2013 (GMT)
- I rewrote the section a bit because it was a complete mess. Now the different ways of taking damage are listed together as well as the Circle of Protection tricks. I hope it's now easier to read and features less repeated/irrelevant informations. I didn't delete the infos on leveling other skills and actually added some, because leveling multiple skills at once is quicker and that's the whole point of this section. Elakyn (talk) 11:46, 24 March 2013 (GMT)
Necromage and Illusion spells[edit]
This article seems to be particular in mentioning that the Necromage perk affects Destruction spells cast on Undead. We seem to have forgotten that not only Destruction can be cast on enemies. Does anyone know if Necromage works in tandem with Illusion's Master of the Mind perk, which allows Undead to be affected by Illusion spells, by powering up their magnitude? — Unsigned comment by Tea ache sea (talk • contribs) at 03:27 on 13 April 2013
Have verified. Necromage does affect illusion spells on master of the mind vs. undead. Dual cast fury on a level 50 draugr death lord. With necromage, full effect. Without, too powerful.
Benadrit (talk) 17:47, 14 April 2015 (GMT)benadrit
Circle of protection bug[edit]
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. ? I thought this was only the case if you were undead and meet the lvl req of the spell to effect you?
- I don't have any experience with this but from what I've read this can occur whether or not you're tagged as undead but is quite inconsistent. Valadez Talk Contributions 12:11, 29 April 2013 (GMT)
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- It's not a bug, your effect of CoP is absorbed by spell absorption and converted to your magicka. If you try to stack your absorption to 100%, the CoP spell can recover your magicka constantly. Better remove it from bug section.80.114.179.95 09:36, 6 July 2013 (GMT)
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- i believe the problem is that, since it is your own spell, you shouldn't be trying to absorb it. Especially if it isn't harming you. 76.25.228.41 23:36, 10 July 2013 (GMT)
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I found a comment has a solution http://www.uesp.net/wiki/Skyrim_talk:Spell_Absorption#Absorbs_Circle_of_Protection
XP Gain with respite?[edit]
Am I to take it that if I have the Respite perk, and I cast a healing spell while at full HP but not full Stamina, that despite the healing spell restoring stamina, no Restoration skill XP will be given? Ejia (talk) 04:23, 4 July 2013 (GMT)
- i constantly am sprinting around skyrim since i am too lazy to use a horse, once i have the respite perk i use healing quite a lot to keep my stamina up, but i don't think i have ever leveled up without being hurt, so i don't think the stamina restoration counts. However, i was in no way rigorous with this test, so there is still a chance i was just very unlucky 76.25.228.41 23:40, 10 July 2013 (GMT)
- Tested and confirmed, the restoration of stamina is more like a happy side effect than a productive use of restoration spells. Artemis Entreri (talk) 00:43, 20 February 2014 (GMT)
Magical effects[edit]
There are several magical effects in the list that are not available via any spells in Skyrim. Most are available via enchantment only, some are alchemical effects.
They are:
- 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
Plus there's this one which isn't available via Restoration magic (Alteration only):
Or in other words, nearly all of the list. What are they doing on a page about the skill of Restoration? --Morrolan (talk) 00:45, 7 August 2013 (GMT)
Circle of protection - talking NPC[edit]
I've noticed when I cast circle of protection and someone walks near me they talk to me outside of the circle as if I was the circle. I0brendan0 (talk) 15:48, 6 June 2014 (GMT)
Levelling and Wards?[edit]
There's nothing in the 'Skill Increases' section on building skill through wards. How does this work? I think that you only gain XP for wards when they're actually absorbing damage, but I'm not sure. Are they a viable way of levelling if you find yourself an enemy of appropriate strength or something like a flamethrower? Thanks. --Irrevenant (talk) 00:42, 7 July 2014 (GMT)
Recovery Perks Boosted By Restoration Potion[edit]
Even with USKP v2.0.5a, each of the two Recovery perks get boosted by any Fortify Restoration potion effect on you when you take the perk (and the boosted magnitude lasts until you remove the perk). -- Lid-Mop (talk) 03:06, 2 August 2014 (GMT)
How does Restoration increase the benefit from items enchanted with Fortify Skill?[edit]
The article says that "Increasing this skill reduces Magicka cost when casting Restoration spells, and increases the benefit you receive from items enchanted with Fortify Skill". The first effect is quantified later in the article with the statement "The magicka cost at 100 skill is 41% less than the base cost", but the second effect is not quantified anywhere. I believe the article should say more about Restoration's effect on items enchanted with Fortify Skill. If hard numbers are known, they should be documented here, and if they are not known, some mention of the uncertainty should be made; otherwise, readers might conclude that the lack of information is an oversight. 68.6.123.36 20:10, 10 August 2014 (GMT)
- The claim that increasing Restoration "increases the benefit you receive from items enchanted with Fortify Skill" is incorrect, so I went ahead and removed it. Maybe the author was thinking of the Fortify Restoration alchemy effect, which does do that (if not using USKP). -- Lid-Mop (talk) 06:44, 11 August 2014 (GMT)
- Agreed. Just to be certain, I disabled the USKP and tried enchanting an item, and there was no difference observed whether I had a Restoration skill of 15 or 100. – Robin Hood (talk) 21:42, 11 August 2014 (GMT)
- If the Fortify Restoration alchemy effect increases the benefit received from items enchanted with Fortify Skill, then shouldn't that effect be documented on the Fortify Restoration page? It is not. TC (talk) 22:44, 11 August 2014 (GMT)
- It used to be, but it was removed. Subsequent edits restored some of what the previous section had said, but didn't really state straight out what the basic effect was that could be exploited. I've added a small bit so that we're covering the Fortify Skill effect along with pointing out the exploit it creates. Thanks for noticing! – Robin Hood (talk) 23:00, 11 August 2014 (GMT)
Ward Absorb[edit]
The magicka returned appears to be 25% of the current magicka. --Rasikko (talk) 15:29, 8 March 2019 (UTC)
- The Creation Kit agrees. I'll add it to the page. – Robin Hood (talk) 20:45, 9 March 2019 (UTC)
Pilgrimage reward[edit]
If the Dragonborn has a Restoration skill of at least 40, the Pilgrimage quest yields a reward of five adept Restoration spell tomes: Close Wounds, Greater Ward, Heal Other, Repel Lesser Undead, and Turn Undead. Considering how few spell tomes have guaranteed locations or are guaranteed as a reward, and this is five fairly high level tomes, I think this information should go in the data for those spells/spell tomes, but I don't know how to update the data that is used to produce the lists for the wiki pages. Would someone please help me out with this? Valeria (talk) 03:23, 31 March 2020 (GMT)
- Very well. I have gone ahead and added the information that you requested. Werewolfvampire 03:40, 31 March 2020 (GMT)