Player Characters may spend Experience Points (XP) to purchase Skills.
Each event played by a Character grants an additional XP, with XP equalised every 3 Events (meaning Arc 1 Characters have 4 XP, Arc 2 have 7 XP, etc.).
| Skill Name | Description | Cost (XP) | Requirements |
| Healing Magic | Grants access to Healing Abilities and provides 2 spells. | 2 | None |
| Affliction Magic | Grants access to Affliction Abilities and provides 2 spells. | 2 | None |
| Evasion Magic | Grants access to Evasion Abilities and provides 2 spells. | 2 | None |
| Additional Spell | Grants access to an additional spell from a School you already have access to. | 1 | None |
| Protective Aura (Lesser) | Grants 1 additional maximum HP. | 1 | None |
| Protective Aura (Moderate) | Grants 1 additional maximum HP. | 1 | Protective Aura (Lesser) |
| Protective Aura (Greater) | Grants 1 additional maximum HP. | 2 | Protective Aura (Moderate) |
| Protective Aura (Superior) | Grants 1 additional maximum HP. | 2 | Protective Aura (Greater) |
| Protective Aura (Ultimate) | Grants 1 additional maximum HP. | 2 | Protective Aura (Superior) |
| Mana Pool (Lesser) | Grants 1 additional maximum MP. | 1 | None |
| Mana Pool (Moderate) | Grants 1 additional maximum MP. | 1 | Mana Pool (Lesser) |
| Mana Pool (Greater) | Grants 1 additional maximum MP. | 2 | Mana Pool (Moderate) |
| Mana Pool (Superior) | Grants 1 additional maximum MP. | 2 | Mana Pool (Greater) |
| Mana Pool (Ultimate) | Grants 1 additional maximum MP. | 2 | Mana Pool (Superior) |
| Skill Name | Description | Cost | Requirements |
| Dual-Wield | Grants ability to wield two weapons up to 42“ in length. | 2 | None |
| Archery | Grants ability to use a bow or crossbow. | 2 | None |
| Polearm | Grants ability to use weapons longer than 42”. | 2 | None |
| Thrown | Grants ability to throw coreless weapons. | 1 | None |
| Shield Mastery | Grants ability to use shields larger than 15“ in diameter. | 1 | None |
| Skill Name | Description | Cost | Requirements |
| Alchemist | Grants ability to identify and create Elixirs – see Alchemy. | 2 | None |
| Enchanter | Grants ability to apply magical properties to weapons, armour, and trinkets – see Enchanting. | 2 | None |
| Artificer | Grants ability to identify magical objects and create artefacts – see Artificery. | 2 | Enchanter OR Alchemist |
| Appraiser | Grants ability to find non-magical items and know their potential uses – allows use of the HARVEST call. | 1 | None |
| Forager | Grants ability to find additional resources when foraging for them. | 2 | Appraiser |
| Tracker | Grants ability to identify tracks and analyse them to help foraging for specific items. | 2 | Forager |
| Medic | Grants ability to make the REVIVE call after 1 minute of appropriate roleplaying over a dying fae. Their death count is paused during this time. | 1 | None |
| Doctor | Grants ability to call HEAL FULL immediately after successfully reviving a dying fae. | 2 | Medic |
| Smith | Grants ability to repair SHATTERed weaponry with 1 minute of appropriate roleplaying. | 1 | None |