Skip to main content Link Menu Expand (external link) Document Search Copy Copied

Restoration Analysis

Introduction

In Wildlander, restoration is a insanely useful school of magic to level if you plan on doing anything near undead. With the offensive sun spells, turn spells and healing aura’s to keep yourself topped up. lower level enemy undead wont be able to get near to you in order to be able to hit you with theit melee weapons.

–Perk Analysis–

image

Mastery Branch


Novice Restoration

You’ve acquired two Restoration spells from the Novice tier. Novice spells cost 55% less magicka, and improve 1% per skill level.

Level Required : 0

Perk Required : None


Apprentice Restoration

You’ve acquired two Restoration spells from the Apprentice tier. Apprentice spells cost 55% less magicka, and improve 2% per skill level.

Level Required : 25

Perk Required : Novice Restoration


Adept Restoration

You’ve acquired two Restoration spells from the Adept tier. Adept spells cost 55% less magicka, and improve 3% per skill level.

Level Required : 50

Perk Required : Apprentice Restoration


Expert Restoration

You’ve acquired two Restoration spells from the Expert tier. Expert spells cost 55% less magicka, and improve 4% per skill level.

Level Required : 75

Perk Required : Adept Restoration


Master Restoration

You’ve acquired one Restoration spell from the Master tier. Master spells cost 55% less magicka, and improve 5% per skill level.

Level Required : 100

Perk Required : Expert Restoration


Restoration perks


Improved Healing

Healing spells are 25% more effective.

Level Required : 50

Perk Required : Novice Restoration


Respite

Healing spells restore both health and stamina.

Level Required : 75

Perk Required : Improved Healing


Mysticism

Spells that affect the Undead and Daedra are 10% more effective and last 25% longer.

Level Required : 75

Perk Required : Improved Healing


Improved Wards

Your arcane wards are 25% more effective, absorb 25% Magicka from hostile spells, and cost 5% less Magicka to cast.

Level Required : 75

Perk Required : Novice Restoration


Painful Regrets

Repentance for past crimes grants a little mercy. Divine shrines can cure diseases but blessings remain permanently blocked. Trading is 20% harder, spells cost 15% more magicka, skills improve 15% slower, and power attack stamina cost is 15 pts higher.

Level Required : 0

Requirements: Lifetime Bounty < 6000, Items Stolen < 20, AND Murders < 3, must have stolen at least 10 items, committed one murder, OR have an over 3000 lifetime bounty.


Benefactor’s Insights

You can dual-cast Restoration spells to augment their power by 125% for double magicka cost.

Level Required : 25

Perk Required : Apprentice Restoration


Focused Mind

You’ve learned to keep your concentration when running or sustaining damage, thus all magicka penalties are nullified. Magicka regenerates 50% faster.

Level Required : 25

Perk Required : Apprentice Restoration


Power of Life

Once a day, you can cast Power of Life. [This power cures all poisons, and heals 5000 health/sec. for 12 seconds.]

Level Required : 50

Perk Required : Focused Mind


Essence of Life

You can cast Power of Life 3 times a day.

Level Required : 75

Perk Required : Power of Life


–Spells–

Novice

Spells Base Cost Magnitude Duration Effect Notes
Arcane Ward (Rank I) 50/s 20 Concentration The caster creates a protective shield that negates a moderate amount of physical damage and negates up to <mag> points of spell damage.  
Healing Aura on Self 150 .25 1200s The recipient is surrounded by an aura that slowly restores health for <dur> seconds.  
Healing Aura on Target 150 .25 1200s The recipient is surrounded by an aura that slowly restores health for <dur> seconds.  

Apprentice

Spells Base Cost Magnitude Duration Effect Notes
Arcane Ward (Rank II) 70/s 40 Concentration The caster creates a protective shield that negates a great amount of physical damage and negates up to <mag> points of spell damage.  
Heal Self (Rank I) 40/s 10 Concentration Heals the caster by <mag> points per second.  
Heal Self (Rank II) 100 20 - Heals the caster by <mag> points. The spell does not affect undead, atronachs and automatons.  
Healing Hands (Rank I) 25/s 5 Concentration Heals the target by <mag> points per second, but not the undead, atronachs or constructs.  
Protection from Poison on Self 150 20 3600s The caster’s body becomes protected by positive energies that weaken the effects of poison by <mag> percent for one hour.  
Protection from Poison on Target 200 20 3600s The touched target’s body becomes protected by positive energies that weaken the effects of poison by <mag> percent for one hour.  
Sunfire 75 50 - The caster evokes a ball of searing sunlight that deals <mag> points of sun damage to any undead.  
Turn Undead (Rank I) 84 6 30s The caster causes Undead up to level <mag> to flee for <dur> seconds.  

Adept

Spells Base Cost Magnitude Duration Effect Notes
Arcane Disjunction (Rank I) 400 5 7s The caster evokes a mystic energy that decreases the target’s magic resistance by <mag>% for <dur> seconds.  
Arcane Ward (Rank III) 100/s 60 Concentration The caster creates a protective shield that negates a great amount of physical damage and negates up to <mag> points of spell damage and has a chance to reflect a fraction of absorbed spells. Also renders the caster immune to most paralyzing effects.  
Dispel on Self 480 - - All magical effects and poisons are removed from the caster.  
Heal Self (Rank III) 150 40 - Heals the caster by <mag> points. The spell does not affect undead, atronachs and automatons.  
Healing Hands (Rank II) 80 30 - Heals the target by <mag> points, but not undead, atronachs or machines.  
Healing Ray 125/s 60 Concentration The caster evokes a ray of healing energy, restoring <mag> health to the target each second. Does not work on the Undead.
Kindle 214 20 - Consumes one firewood from the caster to restore <mag> points of exposure.  
Repel Undead (Rank I) 115 8 30s The caster causes Undead up to level <mag> to flee for <dur> seconds.  
Sunburst 325 100 - The caster evokes a searing explosion of sunlight that deals <mag> points of sun damage any hit undead.  
Sunfire Cloak 248 12 60s The caster enshrouds himself in bright, almost searing light. For <dur> seconds, undead in its range take <mag> points of sun damage per second.  
Turn Undead (Rank II) 168 13 30s The caster causes Undead up to level <mag> to flee for <dur> seconds.  

Expert

Spells Base Cost Magnitude Duration Effect Notes
Arcane Disjunction (Rank II) 80/s 15 Concentration The caster evokes a mystic energy that decreases the target’s magic resistance by <mag>% for as long as the spell is channeled.  
Arcane Ward (Rank IV) 150/s 80 Concentration The caster creates a protective shield that negates a great amount of physical damage and negates up to <mag> points of spell damage and always reflects a fraction of absorbed spells. It also renders the caster immune to most paralyzing and life-draining effects.  
Circle of Protection 171 20 30s Undead up to level <mag> entering the circle will flee.  
Healing Hands (Rank III) 250 50 - Heals everyone close to the caster by <mag> points. The spell does not affect undead, atronachs and automatons.  
Power Healing Aura on Self 400 1 3600s The recipient is surrounded by a powerful aura that restores health and protects from almost all magical drain effects for <dur> seconds.  
Powerful Healing Aura on Target 400 1 3600s The recipient is surrounded by a powerful aura that restores health and protects from almost all magical drain effects for <dur> seconds.  
Repel Undead (Rank II) 353 16 30s The caster causes Undead up to level <mag> to flee for <dur> seconds.  
Turn Undead (Rank III) 266 21 30s The caster causes Undead up to level <mag> to flee for <dur> seconds.  

Master

Spells Base Cost Magnitude Duration Effect Notes
Circle of Palladium 700 25 120s Undead up to level <mag> entering the circle will flee. Caster heals <20> health per second inside it. Unlike other healing spells, Guardian Circle’s healing effect cannot be altered by any perks, it always remains static at 20 health points per second with no effect on stamina. Casting it as a Vampire with Mysticism will only affect its duration and heighten the max level at which undead will flee.
Dispel on Target 800 35 - The caster removes all magical effects and poisons from the target. However, wielding this energy also causes the caster to suffer the same. The spell also deals <mag> points of damage to constructs powered by magic.  
Repel Undead (Rank III) 800 25 30s The caster sets undead up to level <mag> on fire and makes them flee for <dur> seconds.  
Shalidor’s Mirror 20/s 200 Concentration By turning the surrounding air into a deflecting ward, the thaumaturge has the ability to reflect hostile spells of up to <mag> magnitude.