Nehrim:Skills
Back to Nehrim Wiki
Skills Description
Icon | Skill | Description | Governing Attribute |
---|---|---|---|
Combat Skills | |||
File:Bladeskillicon.jpg | Blade | Deliver the slashing and thrusting attacks of dagger and sword weapons more effectively. | Strength |
File:Bluntskillicon.jpg | Blunt | Deliver the crushing blows of mace and axe weapons more effectively. | Strength |
File:Handtohandskillicon.jpg | Hand to Hand | Attack without weapons to damage and fatigue your opponents. | Strength |
File:Blockskillicon.jpg | Block | Parry melee attacks with shields and blocking weapons. Successful blocks reduce damage. | Endurance |
File:Craftinhskillico.jpg | Crafting | Maintain weapons and armor at top efficiency. Worn weapons and armor are less effective. | Endurance |
File:Heavyarmorskillicon.jpg | Heavy Armor | Make more effective use of heavy armor. | Endurance |
File:Athletcisskillicon.jpg | Athletics | Run and swim faster, and regenerate lost fatigue faster. | Agility |
Stealth Skills | |||
File:Acrobaticsskillicon.jpg | Acrobatics | Jump long distances and avoid damage when falling great distances. | Endurance |
File:Lightarmorskillicon.jpg | Light Armor | More effective use of light armor. | Speed |
File:Securityskillicon.jpg | Security | Use lockpicks to open locked doors and containers. | Agility |
File:Sneakskillicon.jpg | Sneak | Pickpocket and move both unseen and unheard by observers. | Agility |
File:Marskamnskillicon.jpg | Marksman | Deliver more deadly ranged attacks with bow and arrow weapons. | Agility |
File:Mercantileskillicon.jpg | Mercantile | Get better deals when buying or selling goods. | Personality |
File:Speechcraftskillicon.jpg | Speechcraft | Use speech to persuade listeners, what leads to to better information-gathering. | Personality |
Magic Skills | |||
File:Alchemyskillicon.jpg | Alchemy | Create potions and gain benefits from alchemical ingredients more effectively. | Intelligence |
File:Illusionskillicon.jpg | Illusion | Cast spells to charm, conceal, create light, silence, paralyze, affect morale and aggressiveness. | Intelligence |
File:Mysticismskillicon.jpg | Mysticism | Cast spells that absorb, reflect and dispel magic, move objects, sense life and bind souls. | Intelligence |
File:Alterationskillicon.jpg | Alteration | Cast spells to breathe or walk on water, open locks, shield from physical and magical damage, and alter encumbrance. | Willpower |
File:Destructionskillicon.jpg | Destruction | Cast spells to inflict magical fire, frost and shock damage, or reduce resistances to magic attacks. | Intelligence |
File:Restorationskillicon.jpg |
Restoration |
Cast spells to restore, fortify, or absorb physical and magical attributes, cure diseases, and resist magical attacks. | Willpower |
File:Conjurationskillicon.jpg | Conjuration | description | Intelligence |
Skills Governed by Attribute
Attribute | Skill Governed by the Attribute | ||||
---|---|---|---|---|---|
Strength | Blade | Blunt | Hand to Hand | x | x |
Endurance | Block | Heavy Armor | Crafting | Acrobatics | x |
Speed | Light Armor | x | x | x | x |
Agility | Athletics | Marksman | Security | Sneak | x |
Personality | Speechcraft | Mercantile | x | x | x |
Intelligence | Alchemy | Illusion | Mysticism | Destruction | Conjuration |
Willpower | Alteration | Restoration | x | x | x |
Luck | Governs no skill. |
Specialization |
---|
Combat |
Stealth |
Magic |
Skill Increases
For every two points you increase the total Skills with a given Attribute since your last level up, you get a one point increase in that Attribute, if you chose this Attribute when you level, up to a maximum of 5. Unlike Oblivion, increasing a Skill using training in Nehrim does NOT count toward this Attribute total. The total is cumlative accross the skills that have a given Attribute. So, if your Alchemy, Destruction, Illusion and Mysticism Skills had a total increase of 10 points between levels (not counting any training), you would be able to increase your Intelligence by 5.
Note: But the rule that “for every two points you increase the total skill with a given Attribute since your last level up, you get a one point increase in that Attribute” is not quite true, only average. In fact it works like this:
0 |
--> | +1 |
1 to 4 | --> | +2 |
5 to 7 | --> | +3 |
8 to 9 | --> | +4 |
>= 10 | --> | +5 |
So it is effective to go for totals (of a certain attribute associated with various skills) of 1, 5, 8 or 10.
Notes
- Unlike in Oblivion, there are no Conjuration spells until the release of Patch 1.1.1.0
- Unlike in Oblivion, there is no Armorer skill. However, you can still repair your weapons and armor but then it is your Crafting skills that will rise. In Nehrim, Crafting skill includes not only repairing your gear, but also other Crafting activities, such as eg. cooking.
- There are significant changes to Governing Attributes. Many of them are not like in vanilla Oblivion.
- In German version there are no descriptions of Attributes and what skills they govern. In English version, the description of Attributes and skills they govern is the same as in Oblivion therefore outdated. The correct version is the one in Skill description.