frankthetank26

Restoration

Oct 10th, 2016
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  1. Restoration
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  3. Restoration is the spell school used for healing. Most restoration spells revolve around healing health, wards, or banishing dead. The restoration skill makes restoration spells cost 10% less magika to cast. Apprentice restoration makes all healing spells heal stamina for half the points of health restored. Adept restoration allows players to dual wield the same spell, which overcharges the spell to have a twice or greater effect. Expert restoration makes healing spells 10% stronger, and master restoration gives an additional 20% less magic cost for master restoration spells. All spells remain the way they work in game, with any changes described, and all new spells explained in the best detail possible. Some spells that can be found in game are excluded for whatever reason. The excluded spell has one or more of the following problems: it is in game quest specific, it has no use in online play, it's effect is already mirrored by another spell, or it is planning to be in the game in later updates. New spells are explained and added in with the existing spells. If it is not listed, it is not in the game.
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  5. Main Effects:
  6. >Healing: These spells heal the user or target by a fixed amount of health.
  7. >Wards: These spells absorb the magika from spells and add an armor ratting to the caster. Spells that are too strong for the ward will break it and go through it, and the caster will be staggered and will have to cast it again to regain the wards defense. Wards are effective against adept and lower destruction and illusion spells, but expert and master spells tend to have a base cost over 300 and thus instantly break even the strongest ward. Wards act as a separate health meter to take spells instead.
  8. >Turn Undead: These spells make the undead flee and burn.
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  10. Dual Casting: Dual casting restoration spells with adept restoration makes restoration spells have a greater effect. This makes the combined spell cost x2.8 more magika but will have twice the effect in one cast. Healing spells heal x3 the amount then normal. Wards will block x2 the amount of magika, but will have no affect on the added armor ratting. Turn Undead spells will be x3 stronger.
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  12. Novice:
  13. >Healing: No change
  14. >Lesser Ward: Negates up to 50 points
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  16. Apprentice:
  17. >Fast Healing: No change
  18. >Healing Hands: Heals 20 per second when the target has not taken damage in the past 3 seconds, and just 10 per second when recently attacked, 30 magika per second
  19. >Steadfast Ward: Negates up to 100 points
  20. >Healing Rune: Can only be activated by teammates, heals the teammate by 50 points of health. 74 magika.
  21. >Slow Healing: Heals caster 10 points of health per second for 10 seconds.
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  23. Adept:
  24. >Close Wounds: No change
  25. >Greater Ward: Negates up to 150 points
  26. >Heal Other: Heals 50 points
  27. >Turn Undead: Undead targets flee and take 50 points of fire damage per second for 30 seconds.
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  29. Expert:
  30. >Circle of Protection: The caster and teammates within the circle heal 10 points of health per second, undead attempting to enter will flee and take 100 points of fire damage per second for 10 seconds. 354 magika
  31. >Grand Healing: Heals the caster for 200 points, teammates around the caster are healed for 100 points. 314 magika
  32. >Grand Ward: Ward that blocks up to 300 points of magika, adds 100 points to armor rating. 124 magika per second
  33. >Negate: All negative active effects on the caster have no effect for 30 seconds. 303 magika
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  35. Master:
  36. >Bane of the Undead: All undead on the map flee and take 50 points of fire damage for 30 seconds. Dead cannot be revived by conjuration spells for another 120 seconds. 902 magika cost.
  37. >Guardian Circle: The caster and teammates within the circle heal 20 points of health per second and have an increased armor rating of 100, undead attempting to enter will flee and take 100 points of fire damage per second for 10 seconds.
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