Company officers are included in italics.
General - Acrobatics: Sagax
- Athletics: Daelin
Craft - Alchemy: Rhasha
- Smithing: Fulrog, Edith
Combat - Heavy Armor: Sylvanis, Ashav
- Shield: Orakh
- 1H Blade: Sadri. Tsleeixth, Trius, Farid
- 1H Axe: Orakh, Dumhuvud
- 2h Blade: Leif, Jorwen
- 2H Blunt: Do'Karth, Sylvanis
- Spear: Solveig, Sadann
- Hand-to-Hand: Tennant
Subterfuge - Marksman: Sevine, Dax, Lucex, Valen, Utu-ja
- Sneak: Roze
- Speech: Raelyn, Vurwe, Felix, Relmyna
Magic - Illusion: Keegan
- Mysticism: Marcel, Ariane
- Destruction: Elmera, Niernen, Jonimir, Kaliri
- Alteration: Bharzak
Generalists - Almad (adept sneak, athletics, restoration and alteration)
- Piper (adept smithing, shield, heavy armor, 1H blade)
Because there are so many skills, and the almost endless combinations in customizing them, this distribution is far more uneven than birthsigns. However, skills are trained instead of given, which means certain skills are preferable for mercenaries over others.
Marksmanship is the most favored at five experts. Unrepresented expert skills (excluding languages) are:
- Medicine
- Woodworking
- Tailoring
- Provisioning
- Enchanting
- Medium armor
- Light armor
- Unarmored
- 1H Blunt
- 2H Axe
- Mercantile
- Pickpocket
- Lockpicking
- Conjuration
For anyone working on a second character, consider having expertise in one of the above fields.