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Icon Round Restoration.png

The school of Restoration grants its user several ways to fortify, restore and purify the energy flowing in all living creatures.

Restoration spells are used to heal wounds, remove negative effects, and in general to restore the energetic balance within the body of the target. Due to their nature, they tend to be harmful if used against undeads and other creatures animated through Necromancy. Some of the spells from this school have seemingly divine powers, such as the ability to completely heal a creature, bring it back to life, or even infuse it into constructs and other inanimate objects – without the corruption created by Necromantic spells. The Restoration school has abilities that allow you to animate items and constructs.

The power of most abilities belonging to this school depends on the Intelligence of the caster.

Heals can't crit.


Abilities

Cure Wounds
Icon CureWounds.png All allies within a 2-meter radius area of your choice recover [INT*12] Health instantly, while any undead in the area takes [INT*16] Pure damage instead.
Memory Cost: 1
Spell Group: Targeted Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 12
Casting Range: 15
Check LOS: True
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 200
Cooldown: 5
School: Restoration
Cure Poison
Icon CurePoison.png You attempt to remove the Poisoned effect from all allies within a 2-meter radius area of your choice. If you have [0,12,18,24] Intelligence, you instantly remove any poison of tier [1,2,3,4] or lower, otherwise you only have a 15% chance of success.
Memory Cost: 1
Spell Group: Targeted Beneficial
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 200
Cooldown: 5
School: Restoration
Healing Burst
Icon HealingBurst.png Your target instantly recovers [INT*24] Health, while any enemy within 2 meters from it takes [INT*8] Magic damage and is Blinded for 4 seconds (Reduced by: Willpower).
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Allowed Weapons: Spell Channeling
Mana Cost: 250
Cooldown: 15
School: Restoration
Healing Wave
Icon Healing Wave.png You restore [INT*20] Health to yourself and each ally within 3 meters from you. Additionally, any undead creature in range takes [INT*10] pure damage.
Memory Cost: 2
Spell Group: Self-Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False

Greater Woodland Wisp
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 250
Cooldown: 10
School: Restoration
Mass Cure Wounds
Icon MassCureWounds.png Every ally within 8 meters from your position recovers [INT*12] Health instantly, while any undead in the area takes [INT*6] Pure damage instead.
Memory Cost: 3
Spell Group: Self-Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False

Greater Woodland Wisp
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 450
Cooldown: 10
School: Restoration
Minor Healing
Icon MinorHealing.png You instantly recover 200 Health. This ability has [1,2,3,4] charges at [0, 12, 18, 24] Intelligence.
Memory Cost: 1
Spell Group: Self-Beneficial
Activation Type: Default
Target Type: Self
Targeting Range: 0
Casting Range: 0
Check LOS: False
Allowed Weapons: Spell Channeling
Allowed Armor: Light
Mana Cost: 100
Cooldown: 5/Charge
School: Restoration
Physical Recovery
Icon PhysicalRecovery.png All allies within a location of your choice regain [INT*12] Health and are cleared from all Physical Debuffs and Elemental Conditions.
Memory Cost: 2
Spell Group: Targeted Beneficial
Activation Type: Default
Target Type: Location
Targeting Range: 12
Casting Range: 15
Check LOS: True
Allowed Weapons: Spell Channeling
Allowed Armor: Light|Medium
Mana Cost: 250
Cooldown: 15
School: Restoration


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