In Nehrim, there are 21 skills which can be increased to improve the skills of the character. Each skill has its own governing attribute, which determines how much attribute can be increased when the player character levels up. Compared to Oblivion, the mechanic of major and minor skills no longer functions to level up the character. This is replaced with the experience points (EP) mechanic.
Like Oblivion, each skill has a permanent perk when the levels of 25, 50, 75, and 100 are reached.
Skills Description[]
Icon | Skill | Description | Governing Attribute |
---|---|---|---|
Combat Skills | |||
Blade | Deliver the slashing and thrusting attacks of dagger and sword weapons more effectively. | Strength | |
Blunt | Deliver the crushing blows of mace and axe weapons more effectively. | Strength | |
Hand to Hand | Attack without weapons to damage and fatigue your opponents. | Strength | |
Block | Parry melee attacks with shields and blocking weapons. Successful blocks reduce damage. | Endurance | |
Crafting | Maintain weapons and armor at top efficiency. Worn weapons and armor are less effective. | Endurance | |
Heavy armour | Make more effective use of heavy armor. | Endurance | |
Athletics | Run and swim faster, and regenerate lost fatigue faster. | Agility | |
Stealth Skills | |||
Acrobatics | Jump long distances and avoid damage when falling great distances. | Endurance | |
Light armour | More effective use of light armor. | Speed | |
Security | Use lockpicks to open locked doors and containers. | Agility | |
Sneak | Pickpocket and move both unseen and unheard by observers. | Agility | |
Marksman | Deliver more deadly ranged attacks with bow and arrow weapons. | Agility | |
Mercantile | Get better deals when buying or selling goods. | Personality | |
Speechcraft | Use speech to persuade listeners, what leads to to better information-gathering. | Personality | |
Magic Skills | |||
Alchemy | Create potions and gain benefits from alchemical ingredients more effectively. | Intelligence | |
Illusion | Cast spells to charm, conceal, create light, silence, paralyze, affect morale and aggressiveness. | Intelligence | |
Mysticism | Cast spells that absorb, reflect and dispel magic, move objects, sense life and bind souls. | Intelligence | |
Alteration | Cast spells to breathe or walk on water, open locks, shield from physical and magical damage, and alter encumbrance. | Willpower | |
Destruction | Cast spells to inflict magical fire, frost and shock damage, or reduce resistances to magic attacks. | Intelligence | |
Cast spells to restore, fortify, or absorb physical and magical attributes, cure diseases, and resist magical attacks. | Willpower | ||
Conjuration | Cast spells to summon creatures, who can provide aid during combat. | 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 cumulative across 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
- Compared to Oblivion, the Armorer skill is renamed as Crafting in Nehrim. In Oblivion, the skill only consisted of repairing armour, in Nehrim it also has other activities, such as cooking, forging items, mining and more.
- 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 the initial English version, the description of Attributes and skills they govern was the same as in Oblivion and therefore outdated. The correct version is the one in Skill description.
- This has been mostly corrected in later versions. Destruction is still missing from Intelligence.
Skills |
Combat Athletics • Block • Blade • Blunt • Crafting • Hand to Hand • Heavy armour |
Crafting activities Brewing • Cooking • Forging • Melting • Mining • Sharpening • Treasure hunting |
Magic Alchemy • Alteration • Conjuration • Destruction • Illusion • Mysticism • Restoration |
Stealth Acrobatics • Light armour • Marksman • Mercantile • Speechcraft • Sneak • Security |
Other Hunting |