Skyrim talk:Fortify Restoration

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search

Disenchantable Item With Fortify Restoration[edit]

I have yet to legitimately find a disenchantable item in the game that yields a fortify restoration effect which can in turn be used to enchant items. "Amulet of Mara" can't be disenchanted. "Bond of Matrimony" yields a "Blessing of Mara" enchant that cannot be used on any item. Leadingzero 22:49, 10 December 2011 (UTC)

I found an enchanted glass helmet with this enchantment just yesterday in the big chest at the top of Autumnwatch Tower, so there are definitely legitimates ones that the game provides. The problem is that whether or not you get an item with an effect is random. I am still looking for an item I can disenchant for the Muffle effect, but so far no luck.
There's a couple guaranteed muffle items listed as part of item sets, I think during both the Dark Brotherhood and Thieves' Guild questlines. 03:52, 15 December 2011 (UTC)
You can't disenchant the DB/Nightingale/Thieves Guild armors. I tried to no avail; had to keep searching vendors and fighting bandits in hopes of a drop.
There is a discussion in the muffle thread about finding naturally muffled items. The game says they exist but I have yet to find one on any vendor. If playing the PC version you can add one to your inventory using the command line. Please leave this thread to fortify restoration discussion.

Using the Fortify Restoration exploit to max out smithing, alchemy, speech[edit]

Using the Fortify Restoration exploit to buff armor enchantments seems to have additional uses/consequences. By creating an overpowered potion of Fortify Smithing (around 2 million percent), I saw my character jump from about 60 alchemy to 100 instantly. Drinking the potion and smithing a dagger took me to 100 smithing from about 40 and selling the potion to a merchant also got me to 100 speech (this took me to level 55 or so). Has anyone else been able to do anything like this? --Zapatodefuego 05:11, 19 December 2011 (UTC)

Alchemy skillups are based partly on the value of the potion - the more valuable it is, the more skill points you get. Since you were making far-stronger-than-probably-intended potions, you skilled up to one hundred almost instantly. Selling items is also based partially on gold value, meaning if you sell something worth a huge amount you'll get a huge amount of skill experience. I'm unsure if smithing is the same; I don't think it is, and I think you might have gotten that one wrong. 05:23, 22 December 2011 (UTC)

Is this exploit still available after the most recent update (1.3 i think) ? I tried to get the compounded effect but it seemed to max-out at 200% fotification. Dmkerr 05:09, 29 December 2011 (UTC)

If I am doing this right, it no longer seems to work on PS3. Just started trying the exploit on Jan 1st, 2012.
I equipped Muiri's Ring(Created potions are 15% more powerful), I then used a Longfin and a Spadetail to make a Potion of Fortify Restoration (21% for 60 seconds with 17 alchemy.) I drink the created potion, then un-equip and re-equip the ring (now described as Created potions are 18% more powerful.) Still at 17 alchemy, and within the allotted 60 seconds, I create another potion using the same ingredients (25% for 60 seconds.) Upon drinking the second(25%) potion, the description of the ring does not change to above 18% and un-equipping/re-equipping does not yield me potion any higher than 25%. Any recommendations or confirmations that I got it wrong or it is patched? Upon further investigation: If I drink the 25% potion while the 21% effect is still active, the active effect stays at 21. If I wait until the effect wears off, the 25% potion in my inventory drops back down to 21%. It seems as if they did patch this, they over-corrected. It would appear that higher levels of alchemy and better enchanted gear, along with a few alchemy perks makes this exploit effective.
I tried to use this bug today, but it seems to me that the fortify restoration effect no longer works on potions (at least when it comes from a potion). I used the Elixir of the Healer potion (+50%) and although drinking it caused the displayed effect of the potion to increase to 75%, drinking another one had no effect except to reset the duration. Also, it does not change the number displayed by other potions, like fortify enchanting or smithing (on either the potion itself or the effect it causes). --Rasimpson 02:29, 8 January 2012 (UTC)
Nevermind! I figured it out! Fortify Restoration potions do not fortify further potions of the same or lower magnitude (that is, the base magnitude of the potion not the displayed magnitude as affected by fortification effects), you must have several potions all with different magnitudes and drink them in ascending order. The bug still works, but I was confused on how to implement it. Also, when the number would have rolled over the game crashed. --Rasimpson 03:12, 27 January 2012 (UTC)

Major Issue[edit]

Drinking a fortify restoration potion followed by the removal and reequipping of armour with alchemy enchantment yields the ability to make far more powerful fortify restoration potions. If this method is repeated 5-6 times the value of the potions effects will finally overflow, becoming negative. However, this allows for a window in which game-breaking potions of fortify enchantment, smithing, etc. can be created. My character is now basically immune to any type of damage and is capable of slaying dragons in one hit - this needs to be patched, but I cannot figure out where to submit a bug report - if you know how to get one to the developers please pass this along. — Unsigned comment by (talk) at 16:08 on 27 December 2011‎

why would you want this patched? if you don't like it then don't use it. Some people would enjoy using this exploit. 19:06, 5 February 2012 (UTC)
I think of this peculiar loophole as the replacement for the never-patched scroll-duplication glitch in Oblivion. It is entirely voluntary on whether you use it or not. It's also actually in the game mechanics from what I gather; it's no glitch to be patched. I want to use this sparingly to make sudden jumps in the strength of enemies easier to handle. I ran into a Chaurus Reaper while collecting fish near the Apprentice stone, and it killed me in two bites where it takes dragons properly leveled with me at the minimum 30 seconds if they somehow pull off a finishing move when I have at least half health. I ran into a scavenger who almost did the same thing with a mere Iron Battleaxe a few days ago too. And then there was Movarth...--Playerseekingbugs (talk) 06:20, 27 May 2012‎
Based on what I read from my guide book, they say it's better to naturally gain in level than to find ways to exploit the game... knowing this, and if or when they find out about this discovery, they may very well make a patch for this... also, from what the person above me mentioned, this might not really be a glitch! (The Crispy Cheetah 01:06, 28 May 2012 (UTC))
This is the person who make the third comment on this topic. I agree that this can be a ridiculous exploit, but only if you elect to push it. I did so just for fun. I will avoid abusing this in any way during most of the game because it is far too easy to win fights with this. I want the game to be a challenge, but I may use this if I encounter a challenge that is unexpected and frustrating; like the ones I listed. I hope they leave it alone, because it doesn't ruin the game unless you let it and it's the only thing equivalent to 'god mode' for console players. It's something to play around with, but it gets old quick. In the end I just want to carry a dagger for those times when an unwanted overpowered enemy intrudes on a quest and I don't want to retry dealing with them ten times.--Playerseekingbugs (talk) 03:32, 28 May 2012‎
instead of abusing this effect for battle, I use it for creating an infinite stamina/carry weight item, so I can loot everything and run forever. Really helps and doesn't make the game boring. You will have long load times if you're carrying tons of loot though.

Fish locations[edit]

I have found the area from the docks of solitude to the dragon bridge to be chock full of fish ...10 or more spawn sites ...alot of salmon ..but i have found if i harvest all the fish the salmon respwan with less frequency then others . 03:31, 16 January 2012 (UTC)

Also, look for dragonflies above the water. I have found that the alchemy ingredient types of fish are (always?) underneath them. Corellian Queen 04:16, 19 March 2012 (UTC)

Riften has a lot of fish barrels on the lower section of the city as well as several fish spawn sites in the bordering lake. Travel between Riften and Solitude should allow for some respawn. Corellian Queen 04:20, 19 March 2012 (UTC)

Restoration Super Trick... GONE!?[edit]

AS far as I can tell, a recent patch, probably in the Dawnguard expansion, has nullified the Fortify restoration super-trick. I've just been experimenting with it, and as far as I can tell, the numbers on potions and other enhancement effects look good, but don't "stick" for lack of a better way to put it. Confirmation, anyone? Vormen 02:06, 19 July 2012 (UTC)

I have Dawnguard, and the latest patch, and I have been entirely successful using the Fortify Restoration exploit. I just moved all of my stuff from Riften to Windhelm in one trip (about 12000 lbs) using Fortify Restoration Potions -> Fortify Enchanting Potion -> Fortify Carry Weight Bracers. I have also used the exploit for potions that fortify Smithing. username12345 16:52, 4 August 2012 (UTC)
After installing the patch and DG, I am not longer able to do the multiple fortify restoration potion trick. It works once, but after that, I get no further increase. I am playing on PC...would that make a difference? 13:07, 16 December 2012 (GMT)
tested does not work for me, the loop hits a ceiling after a few loops. 23:49, 19 February 2013 (GMT)
I can still use the loop Xbox, all DLC, post-patches). I have found post-patch that I have to drink them in order of magnitude from least strength to highest, and if you do use a lower one after drinking a higher strength potion, it will actually LOWER the effect (but you can fix that by drinking another of a higher strength). Also, if you drink more than two in a row with the same magnitude, they DO stop increasing (which is a waste, but drinking another higher strength will let you keep increasing). My fix for this is to create a whole lot of them with different strengths, by varying the enchanted equipment I am wearing as I brew, or by making say a stack of five, then drinking one of them and reequipping my gear. It does work as long as you make sure to follow the two rules: Drink them from weakest to strongest, and do not drink more than two in a row of the same magnitude. I hope that's clear enough. I have gotten to game-breaking strengths still after the patch in this way. If this is confusing let me know. :) --Scribbles (Crayolamanic) 01:04, 20 February 2013 (GMT)
PS3 patch 1.8 and all 3 DLC installed, I can still create restoration potions with 100,000%, but for odd reason, no longer able to get fortify enchanting potions beyond 43%. Can anyone verify this?
AHA! you need to be an alchemist in order for this to work, aka you need to have high alchemy skills with perks invested. otherwise some % increase won't be enough to make a new potion. Dawn (talk) 01:23, 2 March 2013 (GMT)

Looks like the exploit has been completely nerfed on my computer since Patch 1.8. Note that I am also using Unofficial Patch mods, so it is possible one of those also reigned in the exploit. 03:09, 26 March 2013 (GMT)

Version 1.3.0 of the Unofficial Patch fixed this by making all the fortify effects no longer be a part of the Restoration school.-- 16:31, 2 April 2013 (GMT)

Just wanted to note that I have all three current DLC (DG, HF, DR) including the most recent patch as of DR's release and I can still successfully use the Fortify Restoration exploit. Also wanted to reiterate what Crayolamanic said in that you have to drink stronger potions as you go.. Having only a few 50% potions will not do it, you need to have more with greater base strength than the one you previously used. I find it's easiest to make a potion, drink a potion, make a potion, drink a potion, etc, until you have achieved the desired effect. --The G00D Job (talk) 01:44, 24 April 2013 (GMT)

Does anyone know why the exploit was removed from this page? The G00D Job (talk) 01:59, 24 April 2013 (GMT)

Notched pickaxe[edit]

Does the fortify Smithing get effected by the restoration glitch? If so, does the other effect (I think stamina damage?) also get boosted? 23:40, 3 August 2012 (UTC)

I don't know much about the Notched Pickaxe, but for enchantments with two effects (Namely, Fiery Soul Trap and Magicka Regen/Fortify *skill*), it usually only changes one. The Fire Damage and Magicka Regen, respectively, don't improve, regardless of soul gem, perks, equipment and skill level. But for the notched Pickaxe, it may or may not be different. 11:41, 2 July 2013 (GMT)


i used the fortify restoration glitch just out of curiosity and now for some reason even without any armor or enchantments or potions everytime i improve a weapon the damage it does is in the tens of thousands and its really annoying me anyone else had this problem? — Unsigned comment by (talk) at 07:01 on 21 December 2012

I'm having this problem too. Only it displays 0% for armor enchantments. I tried resetting my Enchanting skill to zero using console and dispelallspells command but to no avail. Help, I have no previous save where the bug has not occured. — Unsigned comment by (talk) at 10:53 on 29 December 2012
Check your active effects, you could have made one of the potions work with the time limit indefinitely — Unsigned comment by (talk) at 16:31 on 2 April 2013‎
I believe I have discovered a way to fix this issue. My issue was with alchemy but this will likely work with the appropriate enchanting and smithing actor values. Make sure your character is completely naked at first. Any fortify enchantments will mess this up. Open the console and type player.getavinfo alchemymod. It will probably show a very high permanent value. If it does, first legendary your alchemy back down to fifteen, then in the console type in player.forceav alchemymod 0. Then use player.incpcs alchemy or re-grind the skill to level it back up and reselect your perks. As for why this happens, I think it might happen if you use the Fortify Restoration glitch to increase the effect of your Fortify Alchemy armor and then sell the armor to a merchant without taking it off first. Olioster (talk) 19:12, 8 July 2013 (GMT)


The article mentions that there are other variants of this enchantment, including the variant used by the Novice Robes of Restoration, which is a combination between Fortify Restoration and Fortify Magicka Rate. If you disenchant a Novice Robes of Restoration, do you receive an ordinary Fortify Restoration enchantment; or do you receive the variant? And if you receive the variant, can you use it to enchant the same sorts of items (helmets, necklaces, rings, etcetera) that you can enchant using the normal Fortify Restoration?

I feel like the article should make some kind of mention of this. Elen Sila (talk) 19:49, 9 April 2013 (GMT)

I have confirmed that the Novice Robes of Restoration enchantment CANNOT be applied to items such as rings or helmets that would normally be able to receive a Fortify Restoration enchantment. This should, perhaps, be added to the article. Elen Sila (talk) 01:51, 10 April 2013 (GMT)

What does "Restoration governs all skills" mean?[edit]

The page Skyrim:Alchemy says

since Restoration governs all Skills, a Fortify Restoration potion will reinforce any Fortify <Skill> potion if drunk together

I do not understand what this means, so I came to this page for an explanation, but this page says nothing about Fortify Restoration reinforcing Fortify <Skill> potions. Can someone elaborate, please? 17:39, 8 August 2014 (GMT)

I've discovered that the Restoration page says the Restoration skill "increases the benefit you receive from items enchanted with Fortify Skill". That does not explain why a "a Fortify Restoration potion will reinforce any Fortify <Skill> potion", so it seems that something is inconsistent somewhere on the wiki. The Restoration article doesn't quantify the benefit to enchanted items, and I've called that out on the Restoration talk page. I would be grateful if, on this page or that one, someone knowledgeable about the mechanic would engage in the discussion. 20:22, 10 August 2014 (GMT)
All Fortify <skill> item enchantments are marked as being governed by the Restoration skill. So if you drink a Fortify Block potion, for instance, you'll get the listed bonus to Block. But if you drink a Fortify Restoration potion on top of that, you'll get an even higher bonus. This can be used to in a loop using Fortify Enchanting and Fortify Alchemy to gain abnormally high Fortify skills, I gather. (Those of us using the USKP had this fixed very early on, so I don't have any actual experience with the exploit.) Robin Hood  (talk) 21:33, 11 August 2014 (GMT)
Thank you for indulging my questions. I get the message that a detailed understanding of this issue is valuable only to those who wish to employ the exploit (which I do not). Nevertheless, I can't let it go -- unraveling this puzzle is an irresistible little game, and I must follow up with a few more questions: 1) If "Fortify <skill> item enchantments are marked as being governed by the Restoration skill", then why doesn't that skill affect Fortify <skill> item enchantments, as claimed earlier on the Restoration page? 2) You have been careful to say that Fortify <skill> item enchantments are what are affected by Restoration, yet your example involves a Fortify Block potion. Are potions somehow considered Fortify <skill> item enchantments? 3) On the Fortify Restoration page, you document the effect of Restoration on enchantments as a bug. Why have you concluded it is a bug? The exploit clearly seems unintended, but the thing you're calling a bug -- the relationship between Restoration and Fortify <skill> enchantments -- seems like it could only exist by design. TC (talk) 03:31, 12 August 2014 (GMT)
Honestly, I'm probably not the best person to be answering these questions, since I've only ever done this once in-game by following the directions listed on the Glitch page. :) I can see that the Magic Skill is set to Restoration in the Creation Kit, though, which confirms the assertion that it does, indeed, govern the various Fortify skill effects in some way. The USKP sets the Magic Skill to None to fix this exploit, so clearly, that is the source of the problem. Now on to your questions:
  1. That's a really good question. I don't see any clear indication of how that would work, so I have to put it down to internal game mechanics.
  2. Because I'm an idiot who was focussed on too many things at once and wasn't thinking straight. :) It only applies to weapon enchantments, not potions.
  3. That's a judgement call. One reason is that the USKP has deemed it a bug. The other reason (which may be the same one, in effect) is that it makes no sense that Fortify Restoration should have any effect at all on item enchantments. It's possible it was by design, but there are also a lot of copy & paste errors in the game, where they used one item as a template and then created bugs because they didn't change everything they should have. I admit, it's hard to believe that they missed that, and only that, across every single skill, but maybe they thought it would have no effect and never thought to actually check it. Robin Hood  (talk) 05:13, 12 August 2014 (GMT)
Excellent answers all (except the one about you being an idiot, which is completely implausible). My curiosity is quenched. Thank you. TC (talk) 06:25, 12 August 2014 (GMT)
1. From whennI have used this method I have found that the fortify restoration potions only increase the effectiveness of enchanted armour when you un and reequip the gear in question after drinking the potion.