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		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Restoration&amp;diff=855386</id>
		<title>Skyrim talk:Restoration</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Restoration&amp;diff=855386"/>
		<updated>2012-01-13T22:27:51Z</updated>

		<summary type="html">&lt;p&gt;178.183.224.180: /* Necromage and Vampirism synergy */ new section&lt;/p&gt;
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&lt;div&gt;==so it seems we can use healing spells on death things now==&lt;br /&gt;
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This sentence stuck out to me &amp;quot;Restoration spells are now more effective against the undead&amp;quot; do you think we will be able to do this in the final release of the game?----'''''[[User:Candc4|Candc4]], Also known as the Man Inside the Sexy Leather Pants [[Special:Contributions/Candc4|C]][[User talk:Candc4|T]]''''' 20:57, 25 October 2011 (UTC)&lt;br /&gt;
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:What do you mean? Are you questioning if the information is accurate? From what we currently know, that information is correct. I can speculate what it means (undead allies are healed more from Restoration spells, Restoration spells injure the undead), but we can't know for sure as we don't have access to the game. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 21:06, 25 October 2011 (UTC)&lt;br /&gt;
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::(e/c) Really, you're probably better off asking speculative questions like this on the forums.  That said, however, there are Restoration effects that specifically target undead, such as Turn Undead, which have nothing to do with healing.  Therefore, I don't think the presence of this perk necessarily implies anything about healing-related spells. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:07, 25 October 2011 (UTC)&lt;br /&gt;
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:::I entirely forgot about Turn Undead. Though, to be fair, I never use it (I think it's worthless). Either way, as I said, we can only guess at what most of the information we have access to means. Once the game is released, you'll get an answer. --[[User:Alpha Kenny Buddy|AKB]] &amp;lt;sup&amp;gt;[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]&amp;lt;/sup&amp;gt; 21:12, 25 October 2011 (UTC)&lt;br /&gt;
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::::With all the undead in dungeons in Skyrim, I find Turn Undead anything but useless. Especially when you can get them to run into swinging blade traps. Even if you can't, you can usually corner them and beat on them while they look at you helplessly. [[User:Aetryn|Aetryn]] 18:05, 23 November 2011 (UTC)&lt;br /&gt;
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::::: Modified my own opinion through further testing. Turn undead spells are not affected by much of anything that increases magnitude of level-based spells, so they become useless in the mid-end game. If you really want to Fear undead, you want to take Illusion perks instead. [[User:Aetryn|Aetryn]] 17:47, 3 December 2011 (UTC)&lt;br /&gt;
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I figure people would know this by now but that perk discussed here basically just means that spells from other schools are more effective on undead.&lt;br /&gt;
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Does the Necromage perk have an effect on destruction magic cast though staves? Or only spells cast manually? Unless it does, it's not really worth it for someone not wholly dedicated to the Mage play style.&lt;br /&gt;
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:I just tested this. Spawned a level 30 Draugr Deathlord in front of me and gave myself a Staff of Incineration. Without Necromage (and no fire-related bonus damage perks), it was doing about 65 damage a cast. With Necromage, it was doing 100-120ish (not as consistent as without Necromage, but definitely much higher than without). Conclusion: Necromage affects staves. Staves in general seem to be affected by anything that would affect the relevant spell (cost reductions, damage bonuses, etc). [[User:Aetryn|Aetryn]] 17:54, 3 December 2011 (UTC)&lt;br /&gt;
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== Skill Training ==&lt;br /&gt;
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One of the differences from Oblivion is that in order for the restoration skill to gain experience, your restoration spells actually need to heal something. This is so you can't just repeatedly cast your spell and grind up your level.&lt;br /&gt;
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However, in Ustengrav, there are those floors that spit fire at you when you stand on them.&lt;br /&gt;
You can use these floors to continually drain your health then restore it with your healing spell, thus effectively training your restoration skill. It'd help to have an item with a high magicka regeneration effect equipped.&lt;br /&gt;
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:You could also get the perk that makes stamina regen with healing spells and then just sprint around and heal yourself.[[User:RIM|RIM]] 18:15, 16 November 2011 (UTC)&lt;br /&gt;
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::Incorrect, or at least as far as I can tell, I recovered 300+ stamina through restoration spells and had no noticeable increase in restoration exp, tested with both healing and close wounds. (to try both concentration spell and single cast)&lt;br /&gt;
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I just got 100 restoration by casting Repel Undead and Circle of Protection. Much faster than by healing.&lt;br /&gt;
:Repel undead doesn't seem to be levelling the skill for me - were you actually casting it on enemies? [[User:Chlorus|Chlorus]] 09:17, 6 December 2011 (UTC)&lt;br /&gt;
::Circle of Protection definitely the way to go. Cast it all over towns in between selling loot.[[User:BMFPoochie|BMFPoochie]] 08:36, 8 December 2011 (UTC)&lt;br /&gt;
:::If you are abusing enchanting and are casting free spells, Repel Undead is ridiculously fast. Just go to a crypt and run around attracting a large group of undead. Then line them up and cast the spell. It will go through and hit every one of them and stagger them. Just make sure to keep staggering them so they remain lined up. 100 skill can be achieved in a matter of minutes using this technique. --[[Special:Contributions/75.185.202.66|75.185.202.66]] 07:30, 12 December 2011 (UTC) &lt;br /&gt;
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A combination of Equilibrium and Fast Healing works fairly well.  Just keep Equilibrium running with one hand and heal yourself with the other hand, every few seconds.  It forms an unending circle of health-to-magicka-to-health conversion that trains Alteration and Restoration in the process.  Depending on your character build, you may need to balance things with appropriately enchanted apparel (e.g. health regen, magicka regen, restoration effectiveness) in order to keep the conversion cycle approximately even in both directions.&lt;br /&gt;
:Bullshit, Equilibrium doesn't level up Alteration. But still, Fast Healing does level up Restoration, so the general idea isn't that bad.&lt;br /&gt;
: edit =&amp;gt; i used Equilibrium + healing for long time (Restoration 30 -&amp;gt; 60), i gained 1 level of Alteration, so Equilibrium level up Alteration, but very slowly.&lt;br /&gt;
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Trap the NPC for good ol' Molag in House of Horrors, cast FLAMES(any constant destruction spell) and HEALING HANDS. Great way to grind with no interuptions. Of course regen perks/equipment help, and I've experienced best results after aquiring EQUILIBRIUM. Also a great way to level up weapon skills.&lt;br /&gt;
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I found a way to level it fast,i used Equilibrium + healing (+100hp), but the leveling up is not effective because Equilibrium does not hurts enaugh (if a +100hp heal only heal you 20hp, you only get 20% of xp), but if you add some bandits, it works well (30 to 85 in around 20 min), and by the way, you can wear an heavy armor, so you level up it too, the mana regeneraton provided by Equilibrium is enaugh for spaming only with a ring and necklace - X% spell cost (sorry if my english sucks)&lt;br /&gt;
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== Recovery Perk ==&lt;br /&gt;
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It seems to me that this perk is glitched, since Magic Resistance from the alteration school actually counts as an active magic effect while non is listed for Recovery. Furthermore I personally can't see a difference in regeneration with and without this perk, but I've got no numbers to proof it.&lt;br /&gt;
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:Just tested this with a stopwatch. Before the perk, it took about 34 seconds for my magic to regenerate, afterwards roughly 27 seconds. So, about a 20% increase.--[[User:MountainDrew|MountainDrew]] 06:46, 19 November 2011 (UTC)&lt;br /&gt;
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:It's glitched if you are wearing something that already gives you 100% magicka regenartion like [[Skyrim:morokei|morokei]]. I tested with and without this perk and it only improved my regeneration time from 15 seconds to 14 seconds. Not worth the perk point.&lt;br /&gt;
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thats not a glitch, it just means the effects of 100% magicka regen vs 150 is not noticeable but 0 to 100 is.&lt;br /&gt;
at base regen of 3, 100% = 6 per second&lt;br /&gt;
at base regen of 3, 150% = 7.5 per second&lt;br /&gt;
gain from 100% to 150%, 1.5 more per seconds. ~lendial&lt;br /&gt;
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::It's useful if you're a vampire- it allows you to regenerate Magicka in the sunlight without special gear.  Beyond that, it's pretty limited, and definitely not a &amp;quot;must have&amp;quot; for most builds.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 19:53, 21 December 2011 (UTC)&lt;br /&gt;
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== Absorb Health ==&lt;br /&gt;
Do weapons with absorb health benefit cost-wise by leveling Restoration? It's not listed under any magic's effects. [[Special:Contributions/98.238.18.85|98.238.18.85]] 20:26, 23 November 2011 (UTC)&lt;br /&gt;
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:Doubt it, only time the related magic skill effects charge cost is for staffs as it is a spell that is within that tree, absorb/damage enchantments on weapons do not specifically match any of the spells in game. Well besides soul trap/turn undead but those don't directly match the normal spell either.&lt;br /&gt;
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Tested: nope. --[[User:Evil4Zerggin|Evil4Zerggin]] 01:13, 30 November 2011 (UTC)&lt;br /&gt;
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It appears to consider this a Destruction effect, as my set of Fortify Destruction 100% gear causes both Drain Health and Drain Magicka weapons to have infinite charges.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 22:07, 20 December 2011 (UTC)&lt;br /&gt;
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== Turn Undead: Does it work on Dragon Priest? ==&lt;br /&gt;
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Are the Dragon Priest considered undead by the games standards? If so, do any of the turn undead spells work on them?&lt;br /&gt;
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:Dragon priests are always level 50, and no Turn Undead spell can affect undead up to that level. Destruction spells do increased damage to them when you have the Necromage perk, so they are Undead. [[User:Aetryn|Aetryn]] 17:45, 3 December 2011 (UTC)&lt;br /&gt;
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::I doublecast Circle of Protection against one, and it worked.&lt;br /&gt;
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::: Very odd that Circle of Protection responds to dual-cast but standard Turn Undead effects do not. Hopefully it's a bug that standard Turn Undead spells are not affected by Dual Cast. As it is, Illusion vastly outclasses Restoration at fearing undead once Master of the Mind has been taken. [[User:Aetryn|Aetryn]] 19:08, 4 December 2011 (UTC)&lt;br /&gt;
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==Avoid Death: is it worthwhile?==&lt;br /&gt;
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This perk seems really powerful, but I don't want to pick it without hearing some impressions first.  Can anybody comment on this?  Is it as useful as it seems? [[Special:Contributions/209.66.120.3|209.66.120.3]] 00:45, 2 December 2011 (UTC)&lt;br /&gt;
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No, don't waste the points.&lt;br /&gt;
I've been trying to decide the same, and while I haven't used it myself, I've heard it ONLY activates if you are not killed by the hit that brings you to below 10% health. (which is pretty rare, you usually die instead)&lt;br /&gt;
Add to that the requirement that you have 90 Restoration to get it (and may need to spend two perk points to reach it), it's just not worth it. After all, at 90 Restoration, you can heal 150 for barely any magicka if you take the +50% healing perk. --[[User:Liudeius|Liudeius]] 00:27, 14 December 2011 (UTC)&lt;br /&gt;
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:For a few actual numbers, if you have 250 max HP (the amount healed by Avoid Death), 24 HP is the highest value &amp;quot;below 10%&amp;quot;, and the minimum amount of damage you can take in only one instance of damage without benefit from the perk is 25 HP, for which you must already be at exactly 25 HP. Meaning that if you are at 26 HP, taking 25 damage would activate the perk. Whether the perk does activate or not depends a lot on not only your difficulty setting and the relative damage output of the enemy, but also on what kind of damage your enemy favours. Many weak hits will be more likely to trigger Avoid Death than a single strong hit. In fact, weak enough hits are certain to trigger it regardless of rapid hit-per-second rates. [[Special:Contributions/95.206.13.200|95.206.13.200]] 12:28, 22 December 2011 (UTC)&lt;br /&gt;
::While I don't have any hard evidence, console-added this perk on my first playthrough when I was still a nubling and getting used to the game, there were definetly a few times in which I was saved from death (namely from dragon battles) because I was too slow in drinking my potion or fast healing myself. By the time you would unlock it though normal play I'd say its not worth it, but its great for when you first start out or when your new to the game. :) [[Special:Contributions/97.122.64.188|97.122.64.188]] 07:40, 4 January 2012 (UTC)&lt;br /&gt;
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:::For dragon fights I could see it working. From what I've heard their breath attacks are done per second, rather than a flat set of damage. So theoretically I could see it easily proc'ing off breath attacks, provided you have the health and magic resistance to not die outright. I'm a bit disappointed in the perk to be honest. I'm level 78 in this game with every level of mine devoted to more health in addition to a health enchant for a grand total of ~970 health. Meaning I would have lower than 97hp for it to activate. I tried to activate it on purpose via equilibrium once (just to see it) but it didn't work. With how ridiculous my character is now (full damage caps on armor rating and magic resistance) I doubt I'll ever see it proc though.--[[Special:Contributions/69.205.180.81|69.205.180.81]] 05:49, 13 January 2012 (UTC)&lt;br /&gt;
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== Cannot get Guardian Circle Spell tome? ==&lt;br /&gt;
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After completing the Master Restoration Ritual Spell quest, I still cannot purchase the Guardian Circle spell tome? Suggestions?&lt;br /&gt;
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   - Try waiting 48 hours for their stock to reset, this has worked for me every time for each Master at the college.&lt;br /&gt;
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I am also having this problem and waiting did not work for me&lt;br /&gt;
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:Try this console command &amp;quot;player.additem 000FDE7B 1&amp;quot;. Which 000FDE7B is the code for the spell book and 1 for the amount. [[Special:Contributions/72.193.0.57|72.193.0.57]] 03:13, 31 December 2011 (UTC)&lt;br /&gt;
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== Place to post your ways to level skill ==&lt;br /&gt;
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Use this space to post your ways to level up the skill if you want to discuss how you train&lt;br /&gt;
  (using the Equilibrium spell found on Labyrinthian will hurt you and give you magicka, just keep it on one hand and heal with the other for a quick level up.) -some IP&lt;br /&gt;
--[[User:Lord.Baal|Lord.Baal]] 19:02, 3 December 2011 (UTC)&lt;br /&gt;
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That works, but you should be using the strongest Restoration spell possible if you don't want it to take forever.  The source you mentioned suggested the spell Healing, which is *quite* slow for leveling up.  Use Close Wounds or Grand Healing instead, if you have them, and you don't *need* Equilibrium, either- just some fire.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 17:26, 5 December 2011 (UTC)&lt;br /&gt;
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:Equilibrium saves MP, though. [[Special:Contributions/95.206.16.124|95.206.16.124]] 20:32, 5 December 2011 (UTC)&lt;br /&gt;
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If you get the astronach stone power, you can stand in front of one of those magical traps (the ones with the soul gems) and continuously heal yourself; the trap damages you and restores your magicka at the same time.&lt;br /&gt;
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Since the wind at the upper gate in the back of High Hrothgar damages you, I found this to be a good place to level restoration. (However, I believe that this will not work once you've reached the Throat of the World as I'm pretty sure the wind no longer damages you at that point.&lt;br /&gt;
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:I also thought this would be a great idea, but at high levels it's an extraordinarily low damage source. I'm not sure what type of damage the wind is, whether it's magical or physical, but at level 67 (with every level spent toward more health) I was barely receiving any damage from it. If it's magical, my nord's frost resistance and +30% magic resistance from the alteration tree was playing a major factor. Otherwise I wasn't wearing much armor at the time (around 200 rating), so I imagine it would be more so my sheer amount of health points that made the damage seem so minimal.--[[Special:Contributions/69.205.180.81|69.205.180.81]] 21:43, 5 January 2012 (UTC)&lt;br /&gt;
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I like to get Unhindered early so when I get to the end of Bleak Falls Barrow I reduce the boss(usually Draugr Dreadlord) to little life and then let him rape me. This levels both my Light Armor skill and Restoration. When I run out of Magicka, I just hide on the ledge on the right side of the cavern. Later in the game, once you get Dragonscale, you can do same thing with Giants, but I hear using Wards is a much more effective way of leveling the skill. [[Special:Contributions/178.183.219.87|178.183.219.87]] 16:09, 15 December 2011 (UTC)&lt;br /&gt;
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I put on a suit of dragonbone armor with -100% restoration buffs, some health, and fortify block enchantments then went out to a giant camp using fast heal. Leveled from 50-65 in about 3 hours (left to spend cash on conjuration skill points and buy black SG's from Falion every level). Heavy Armor, block, and restoration all went from low 30's to 100 in that time. Sold the armor afterwards.&lt;br /&gt;
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:One problem I find with leveling up anything with giants is that after a while they tend to get buggy and not attack you as frequently. Which forces you to find a better position so they can attack you again. It's a minor annoyance but nothing beats leveling up, say, conjuration, alteration, restoration, and either heavy armor or light armor all at the same time when facing a giant or two. However it's all pretty risky, so don't ever let yourself get bored or you may regret it.--[[Special:Contributions/69.205.180.81|69.205.180.81]] 21:51, 5 January 2012 (UTC)&lt;br /&gt;
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I've found that if you have a Flame Thrall, and equipment that reduces Restoration cost, then you can level Restoration much faster than you could with a healing method by using wards. Just hit your Flame Atronach a couple of times until it turns on you, then use one of your wards right before every attack (don't keep the ward up all the time, it seems to level much slower that way).  The only real danger in this method is that if you get too close to the Flame Thrall it will usually cast flames, and if you don't have your ward charged up enough it will cause your ward to break over and over again, effectively stunlocking you.&lt;br /&gt;
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== A way to level restoration and alteration together.  ==&lt;br /&gt;
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I'm sure most people know this already but for those that don't, here's an easy way to level both schools. &lt;br /&gt;
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Get the alteration spell &amp;quot;equilibrium&amp;quot;. It drains your health to regen magicka quickly. Just equip that in one hand and your highest level heal spell in the other and cast them back and forth.&lt;br /&gt;
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It works, but Equilibrium levels Alteration ''very'' slowly- you'd be better off with a spell like Stoneskin or Ironskin, cast near an enemy, but where they can't actually get to you.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 17:35, 5 December 2011 (UTC)&lt;br /&gt;
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Could someone please check the veracity of the above comment? On the alteration page it is stated explicitly that equilibrium doesn't level up alteration whatsoever. I am questioning the part where he said &amp;quot;it works&amp;quot;.&lt;br /&gt;
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:To be honest, I don't know for sure myself.  I don't have the Console, so I can't verify that it's actually granting anything at all.  &lt;br /&gt;
:I just read elsewhere on here that it did, and took that to mean the EXP gain was VERY slow.  I wouldn't be surprised if the gain is actually 0%.  That's why I was recommending spells that weren't Equilibrium ;-)&lt;br /&gt;
:Also, to avoid confusion- I didn't make this topic, only the post directly above yours.  The topic was already here and unsigned.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 22:15, 20 December 2011 (UTC)&lt;br /&gt;
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== training restoration and destruction ==&lt;br /&gt;
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call it a glitch or bug but on occasion i have encountered a wolf that ran up to me but didn't attack or when fighting a skeever i would run up against a wall and it wouldn't attack until i moved out into the open so:&lt;br /&gt;
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I would cast flames and healing hands on it the flames does damage the healing cures the damage the health bar doesn't change but it levels up both skills. And with the creature not attacking you don't have to keep switching between healing skills. unless you want to train an armor skill as well.&lt;br /&gt;
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You can do this on an attacking creature but I wouldn't recommend a wolf or skeever as they like to run around and this can cause the flame spell to kill them as the healing hands spell has terrible range. A bandit archer works well as once you get close enough they use a dagger which does little damage so you are not switching between healing spells often.&lt;br /&gt;
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:I really feel like people do not understand what a glitch or bug is, because this is neither, a glitch would be dragons flying backwards at high speed, a bug would be quests being broken or quest items not being removed correctly.&lt;br /&gt;
This is simply a game mechanic on how skill leveling works. Any man/mer enemy with very low health will stop fighting and go on a knee to yield, you could use this to keep them just alive enough to train skills, although it is a boring way to train--[[User:Lord.Baal|Lord.Baal]] 06:46, 5 December 2011 (UTC)&lt;br /&gt;
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You are correct. The alteration leveling with this method is more of just a bonus if you're not super focused on using alteration much. This is more for leveling resto quickly. The occasional alteration increase is just icing on the cake. Plus you can use this method anywhere.&lt;br /&gt;
:Wrong Section?&lt;br /&gt;
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== Spellbreaker &amp;amp; Ward Absorb perk ==&lt;br /&gt;
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Does this work?&lt;br /&gt;
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I spent a decent amount of time (like 10-15mins) just using steadfast ward to block the incoming blasts from a frost dragon, with no level up... I'll have to confirm by checking whether it raised my experience, but I would've expected a few levels in that time.&lt;br /&gt;
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   It stands to reason, since the Spellbreaker counts as a Ward when doing the Ward quest/class thing for the Collegee.&lt;br /&gt;
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== Dual Casting ==&lt;br /&gt;
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So what does dual casting actually do for healing spells? Heals 10% more, just like Destruction dual casting does 10% more damage? [[Special:Contributions/178.183.233.168|178.183.233.168]] 22:31, 10 December 2011 (UTC)&lt;br /&gt;
:It increases the amount of health that you would normaly regenerate with 2 healing spells, not sure the precise amount though.[[User:RIM|RIM]] 21:00, 11 December 2011 (UTC)&lt;br /&gt;
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== Steadfast Ward magicka cost ==&lt;br /&gt;
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Lower than basic Ward? [[Special:Contributions/178.183.219.87|178.183.219.87]] 16:14, 15 December 2011 (UTC)&lt;br /&gt;
: Yes, can someone verify the cost-per-second of these sells? Thanks. [[Special:Contributions/75.47.107.236|75.47.107.236]] 05:40, 27 December 2011 (UTC)&lt;br /&gt;
::Sorry, that was my mistake when I updated the spells from the game data.  Steadfast Ward is one of a small number of spells where the base cost in the game data isn't consistent with the previously-reported spell costs... just one of the many as-yet-unexplained mysteries of how Skyrim's game data works. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:14, 27 December 2011 (UTC)&lt;br /&gt;
:::Now the Greater is cheaper than Steadfast :P [[Special:Contributions/178.183.233.53|178.183.233.53]] 06:52, 30 December 2011 (UTC)&lt;br /&gt;
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== Grand Healing Spell ==&lt;br /&gt;
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This spell is very dangerous if not useless too! If not used properly this spell can heals enemies around you! So if you want to heal a companion, use the spell Heal Other even when master at Restoration. Actually Heal Other is the best spell around to heal your companion.&lt;br /&gt;
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:Hardly useless- it's the strongest healing spell that isn't Master level, and as such, it's great for training Restoration (a notoriously slow skill to train).  It *can* heal enemies, but only if you're reckless in casting it.  I'm not 100% certain, but it seems to only heal someone if they are in your crosshairs when you cast it- I know it occasionally misses companions I'm trying to heal.  Even if it is an AoE around the caster, it's a very small one, so backing up from your enemies even a little should keep them from getting healed, especially if you make sure they aren't in your crosshairs.  I definitely prefer Grand Healing to Heal Other, as I usually need to heal myself, as well, and I never have to cast Grand Healing twice (except after taking more damage, of course).  It's the only healing spell I use now, even when alone, and I've almost never healed an enemy unintentionally.  Just practice it a little more, and I'm sure you can do the same :-)    [[Special:Contributions/209.66.120.3|209.66.120.3]] 19:19, 16 December 2011 (UTC)&lt;br /&gt;
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::Do you get XP for healing enemies? [[User:Kimi the Elf|Kimi the Elf]] 00:28, 13 January 2012 (UTC)&lt;br /&gt;
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== Wards vs. Dragon breath ==&lt;br /&gt;
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Well, I just fought an Elder Dragon and my Lesser Ward completely stopped his fire breath without breaking. I think it's because breath deals a continuous low-medium damage instead of burst damage, so the Ward doesn't ever get overloaded, even if it has just 40HP. Anyone has any experiences with stronger dragons? [[Special:Contributions/178.183.236.161|178.183.236.161]] 07:19, 29 December 2011 (UTC)&lt;br /&gt;
:I believe a ward cycles every second, so this is likely. I too have experienced this with up to Elder Dragons, but I am a Breton so natural magic resistance factors into this too. [[User:Medivh|Medivh]] 09:17, 30 December 2011 (UTC)&lt;br /&gt;
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== Gaurdian Circle Magicka Cost  ==&lt;br /&gt;
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I tried using the formula and got 143 after adding in Master perk and skill 100.Can anyone tell me for sure the Magicka cost of Guardian Circle with 100 skill and Master lvl perk is? Thanks!&lt;br /&gt;
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== Guardian Circle Magicka Cost? ==&lt;br /&gt;
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Whats the cost of GC with 100 skill and Master perk?&lt;br /&gt;
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== Necromage and Vampirism synergy ==&lt;br /&gt;
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[http://forums.bethsoft.com/topic/1332899-am-i-the-first-to-discover-this-synergy-with-necromage-perk-and-vampirism/ The thread] Summary: Necromage stacks with vampirism, increasing any effect that works on the player, be it shouts, spells or enchantments. This is likely the same kind of &amp;quot;bug&amp;quot; that makes Aspect of Fear boost Fire damage. Great stuff! [[Special:Contributions/178.183.224.180|178.183.224.180]] 22:27, 13 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>178.183.224.180</name></author>
		
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Spell_Absorption&amp;diff=854907</id>
		<title>Skyrim:Spell Absorption</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Spell_Absorption&amp;diff=854907"/>
		<updated>2012-01-13T11:23:25Z</updated>

		<summary type="html">&lt;p&gt;178.183.224.180: Cleanup&lt;/p&gt;
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&lt;div&gt;{{Effects Summary&lt;br /&gt;
|image=[[File:O-absorbspell.gif]]&lt;br /&gt;
|school=Destruction&lt;br /&gt;
|type=Defensive&lt;br /&gt;
|id=000e40c6&lt;br /&gt;
|syntax=Absorb &amp;lt;mag&amp;gt;% of the magicka from hostile spells for &amp;lt;dur&amp;gt; seconds.&lt;br /&gt;
|avail=[[Skyrim:Dragonskin|Dragonskin]], [[Skyrim:The Atronach Stone|The Atronach Stone]], [[Skyrim:Atronach (perk)|Atronach]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Spell Absorption is a rare effect that simultaneously provides defense, by negating hostile spells, and restoration, by refilling your [[Skyrim:Magicka|Magicka]] reserves. There are only three ways to obtain this effect.  Each of these uses a different variant of the Spell Absorption effect, but the three effects stack with each other.&lt;br /&gt;
* The [[Skyrim:Breton|Breton]] [[Skyrim:Dragonskin|Dragonskin]] racial [[Skyrim:Powers|greater power]] provides 50% Spell Absorption for 60 seconds, once per day (effect FormID &amp;lt;code&amp;gt;000e40c6&amp;lt;/code&amp;gt;)&lt;br /&gt;
* [[Skyrim:The Atronach Stone|The Atronach Stone]] Guardian Stone provides permanent 50% Spell Absorption, at the cost of slower [[Skyrim:Regenerate Magicka|Magicka regeneration]] (effect FormID &amp;lt;code&amp;gt;000e5f50&amp;lt;/code&amp;gt;).&lt;br /&gt;
* The [[Skyrim:Atronach (perk)|Atronach]] perk from the [[Skyrim:Alteration|Alteration]] skill provides up to 30% permanent Spell Absorption (effect FormId &amp;lt;code&amp;gt;000954d6&amp;lt;/code&amp;gt;).&lt;br /&gt;
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Unlike [[Skyrim:Magic Resistance|Magic Resistance]] which always reduces magic damage taken by a percentage displayed, Magic Absorption is a ''chance'' to completely block all damage, equal to the percentage displayed. If it activates you take no damage from an enemy spell and, if the spell had a Magicka cost, you gain Magicka equal to the base casting cost of the spell. If it doesn't activate, you take full damage from the spell as normal. Hovewer do note that Magic Absorption is calculated ''before'' Magic Resistance, so even if it doesn't activate you're still elligible for damage reduction from your Magic and Elemental Resistance.&lt;br /&gt;
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Interstingly, Magic Absorption works not only with spells but also with every effect in the game that is '''not''' the following:&lt;br /&gt;
* Normal damage from melee or ranged attacks&lt;br /&gt;
* Falling damage&lt;br /&gt;
* Drowning damage&lt;br /&gt;
Therefore it is possible for Magic Absorption to negate effects of shouts, poison, diseases, weapon enchantments, various debuffs, etc. However if the effect had no associated Magicka cost you will not gain any Magicka from it.&lt;br /&gt;
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== Notes ==&lt;br /&gt;
* This is a separate effect from [[Skyrim:Magic Resistance|Magic Resistance]] and they do not stack in any way.&lt;br /&gt;
* The [[Skyrim:Destruction|Destruction]] school is only associated with the [[Skyrim:Atronach (perk)|Atronach]] variant of Spell Absorption (even though the [[Skyrim:Alteration|Alteration]] school provides the perk). The other two variants do not have any associated school.&lt;br /&gt;
* Spell Absorption does not have a cap like other resistances do. A value of 100% or higher is possible guarantees absorption of all spells and other non-combat effects. Hovewer this is only available to Bretons and only when using their racial power. Other characters can have at most 80% Magic Absorption, using the Atronach Stone and Atronach perk from Alteration skill.&lt;br /&gt;
* Oddly enough you will gain Magicka when you absorb the damage from being on fire, even if source of the fire would not normally restore your Magicka(i.e. Dragon's Fire Breath shout).&lt;br /&gt;
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== Bugs ==&lt;br /&gt;
{{Bug|Whenever Spell Absorption is active, you may also absorb your own [[Skyrim:Summon|Summon]] spells.  In that case nothing happens – the summoned creature does not appear, but you don't lose any Magicka either (because the Magicka spent is immediately refunded to you). [[Skyrim:Sneak|Sneak]]'s [[Skyrim:Shadow Warrior|Shadow Warrior]] perk can also be absorbed.}}&lt;/div&gt;</summary>
		<author><name>178.183.224.180</name></author>
		
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