Recently, there’s been an unexpected remaster of The Elder Scrolls IV: Oblivion, and although many of its features remain similar to the original, they’ve received a lovely facelift. In this ranking system, we aim to organize the restoration spells from best to worst based on their effectiveness when playing at the highest difficulty level.
Oblivion Remastered – Restoration Spell Tier List for Master Difficulty Mode
To kick things off, it’s important to note that this ranking system primarily reflects the views of other gamers. Since there are diverse perspectives regarding different spells among players, it may not perfectly align with your own preferences or values.
In essence, this information might assist you in choosing which spells to rely on during the remainder of your gaming experience. Furthermore, it covers the overall impacts of healing magic rather than particular spells, since you’ll probably be creating your own custom ones in the future.
Alright, it’s time for us to proceed with our ranking system, beginning with the top choices and moving towards the other options in a descending order.
S Tier
- Fortify Magicka – As a magic user, fortifying your magicka is always going to be great, as it lets you cast whatever extremely busted spells you have cooked up. It is never a bad idea to have this ready and active at all times, so consider making a fortify magicka spell as soon as you can.
- Absorb Magicka – This gets you a lot of magicka back, which is always great if you are mainly playing as a magic spell slinger. This also messes with your target’s magicka pool, which is always great if you are against a particularly annoying magic using enemy. Overall a pretty good pick for any mage.
- Fortify Attribute – Fortifying attributes is just really good in general, as it opens up plenty of opportunities to become an overpowered wrecking ball of a spellcaster. Even something as simple as fortifying your willpower can be insanely strong, as it lets you regenerate magicka much faster than normal.
- Restore Health – Healing yourself is always great, and with custom spells, you can turn yourself into an unkillable tank with certain heal over time effects or flat health regeneration per cast. Just have one in your pocket at all times and you should have no trouble staying healthy.
A Tier
- Fortify Skill – Fortifying your skills can have some niche uses, or you can simply buff your other magic schools. If you are still in the early game, this lets you cast higher level spells much earlier, which can be extremely useful if you somehow have access to them. You can also use this for bonus mobility, or even to save yourself resources by fortifying other non-combat skills.
- Absorb Health – It helps you a bit with healing if you are in a pinch, but it is not exactly a powerful effect. In terms of damage, it is also pretty underwhelming, since you can just use other magic schools to do that with varying, but infinitely higher, degrees of success. Overall, it is pretty decent.
- Cure Disease – Although a very situational spell to have, it does save you from a lot of hassle whenever you find yourself getting diseased a lot. It is up here mainly due to the convenience, but otherwise, it does not offer much value outside of what it says in the tin.
- Absorb Fatigue – While not the most useful spell in the heat of combat, it does have the potential to mess with your enemies while also giving you a bit of fatigue at the same time. Its range limitation makes it useless for certain fighting styles, but it is a relatively strong effect when you can find an opportunity to take advantage of it.
- Resist Magic – Due to the damage scaling in this difficulty mode, having resist magic is always going to be valuable whenever you can cast it without messing with your magicka pool in the heat of combat. It is very situational, but the effect itself is amazing when needed, so it can sit comfortably at this tier.
B Tier
- Fortify Health – This increases your health for a bit, which lets you become tankier in general. However, it is fairly useless for most players who play this difficulty level as avoiding damage entirely is something that you should be considering anyway. Even then, healing yourself is not too difficult, so this is a pretty redundant spell to have.
- Fortify Fatigue – This has the potential to be good with certain builds, but it is not essential by any means. It is mainly only great if you are using a setup that keeps running out of fatigue or just burns through it quickly in general. Otherwise, most mages might not even find a use for it.
- Restore Fatigue – Depending on your build, this can be extremely useful. For example, if you make use of shields a lot, this can let you keep spamming bashes or blocks with ease. Otherwise, it is a largely useless spell for the average mage.
- Restore Attribute – This is even more niche than the ones above it, as it is really only useful if you somehow got drained by an enemy or whatnot. It is very nice to have whenever you actually need it, but in most cases, it does not really get used at all.
C Tier
- Cure Poison – Curing poison is always nice whenever you become afflicted, but it is a very situational spell that sees little use in general. It is nice to have, but it is not exactly an essential spell to add to your arsenal.
- Cure Paralysis – This is only useful if you have friendly targets that need to be cured from paralysis. There is no other use for it, since it is not exactly something you can use whenever you are the target of paralysis.
- Absorb Skill – When combined with certain conjuration spells, there are some creative and extremely niche use cases for this, such as one wherein you can safely increase your mercantile skill for a short period of time. It is largely useless in most other scenarios.
- Absorb Attribute – It may have some very niche uses, but it is generally considered to be useless due to its range limitation. It could be placed on its own lower tier, but again, it can still have some extremely niche use cases.
In the game, you have access to all restoration spell effects listed below, along with an understanding of which ones are often considered strong or weak. Keep in mind that this categorization is subjective and based on various player opinions, so it’s possible that you may find some of the “weak” spells more effective and vice versa.
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2025-05-30 08:36