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Skills Governed by AttributeEdit
|Attribute||Skill Governed by the Attribute|
|Strength||Blade||Blunt||Hand to Hand||x||x|
|Luck||Governs no skill.|
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:
|1 to 4||-->||+2|
|5 to 7||-->||+3|
|8 to 9||-->||+4|
So it is effective to go for totals (of a certain attribute associated with various skills) of 1, 5, 8 or 10.
- Unlike in Oblivion, there are no Conjuration spells until the release of Patch 220.127.116.11
- 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 In English version, the description of Attributes and skills they govern is the same as in Oblivion therefore outdated.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.