Notable Skill Changes

Nerevarine Prophecies features a variety of expanded functions and balance changes to most skills. This page lists the most notable changes. More detail will be made available on each skill and school of magic in the future.

## Axe

Boosts Woodcutting, allowing you to strike trees to harvest wood more efficiently, and boosts Mining, allowing you to harvest ore much more quickly.

## Block

Increased block chance available with Mastery Points.

## Hand-to-Hand

Unchanged, though it should be noted that Hand-to-Hand is a very powerful choice for player versus player combat and for players interested in become a Werewolf.

## Security

Players are unable to cast Lock spells anymore, stifling the ability to raise Security without training. Luckily, there are practice lockpicking chests in Thieves Guild locations that allow players to raise Security easier.

## Sneak

Increased pickpocket chance available with Mastery Points.

## **Magic Skills:**

(note, you are unable to cast harmful spell effects on players that are not flagged for PvP)

## Alchemy

Alchemy is significantly changed. There are no longer infinite ingredient stock NPC vendors. Furthermore, the amount of potions you can drink at a time is determined by your alchemy skill. Potions can be made more potent with Mastery Points.

## Alteration

You cannot cast Water Walking or Levitate on other players. The Lock spell does not lock containers or doors.

## Conjuration

Unchanged, but Conjuration is and always has been extremely odd/prone to strange behavior in a multiplayer environment. For example, if you attack a player, his/her summons will attack you on sight. This makes party play with summons considerably more challenging.

## Enchant

Enchant is significantly changed. Magical items no longer passively regain charge, so knowing this skill or making friends with enchanters is crucial if you plan to use magical items and weapons. 100% success chance on all possible enchants is available with Mastery Points for players who max out their enchant skill.

## Illusion

Invisibility does not work against actors you have damaged; in other words, while you can use invisibility to remain undetected or prevent aggro, dealing damage to an enemy effectively makes them immune to invisibility. Furthermore, you cannot use Chameleon to repeatedly critical strike NPCs and creatures (other players can still be affected by multiple crits).

## Mysticism

Reflect and Spell absorption are significantly weaker. Most sources of these powerful defensive effects have been reduced and the base spell cost for the effects has been quintupled from 10 to 50.

## Restoration

Fortify Fatigue, Health, Magicka, and any Fortify Attribute effects that affect Derived Attributes operate according to a new, custom formula. For example, if your strength is drained, you will notice that restoring it causes your stamina to rapidly deplete. You cannot fortify skills or stats beyond maximum values determined by player level and Mastery Points. All resistances are capped at 85% and cannot be increased beyond that amount. This includes resistances to disease, poison, magicka, elemental damage, and paralysis.