The following is a list of skills. It is not complete, as it includes only skills which are relevant in a duel. The full list can be found
here.
Weapons (physical)All bows: Atk x 1.5 (damage x 2.25) against fliers.
Armads: When countering after being attacked at HP ≥ 80%, unit can make a followup attack regardless of speed.
Armorslayer: Atk x 1.5 (damage x 2.25) against armored foes.
Assassin's Bow: If opponent has a dagger, this unit makes a followup attack and the opponent can not.
Binding Blade: +2 def/res when being attacked (factored in).
Brave [weapon]: Strikes twice when attacking, but not when countering. This is already factored into DMG. Notably, striking twice causes special skill counters to decrease faster. Equipping this lowers speed by 5 (factored in).
Carrot [weapon]: After a combat which this unit initiates, they regain 4 HP.
Deathly Dagger: Debuffs target -7 def/res after a combat in which they are hit. If the user initiated the combat, the target additionally takes 7 non-fatal damage.
Durandal: +4 atk when attacking. Factored into DMG.
Eckesachs: Debuff Def-4 to any enemy within 2 squares at the start of this unit's turn.
Emerald Axe: Same effect as Ruby Sword.
Falchion: Atk x 1.5 (damage x 2.25) against dragons (not wyvern riders). At the start of the first turn, and every 3 turns thereafter, regain 10 HP.
Fensalir: Debuff Atk-4 to any enemy within 2 squares at the start of this unit's turn.
Firesweep Bow: User can not counterattack nor be counterattacked.
Fólkvangr: Atk+5 buff if unit starts a turn at HP ≤ 50%.
Hauteclaire: Same effect as Killer.
Heavy Spear: Atk x 1.5 (damage x 2.25) against armored foes.
Killer [weapon]: Any equipped special skill has its charge time reduced by 1, both at the start of the fight and after it is used.
Mystletainn: Same effect as Killer.
Parthia: +4 res when attacking.
Poison Dagger: Atk x 1.5 (damage x 2.25) against infantry. Also, debuffs target -6 def/res after a combat in which they are hit, if they are infantry.
Rogue Dagger: Debuffs target -5 def/res after a combat in which they are hit. Buffs user +5 def/res at the same time.
Ruby Sword: Doubles the effects of the weapon triangle, both on offence and defence; this causes WTA to be roughly +100% damage dealt and -100% damage received.
Sapphire Lance: Same effect as Ruby Sword.
Silver Dagger: Debuffs target -7 def/res after a combat in which they are hit.
Sol Katti: If unit attacks while at HP ≤ 50% and can make a followup attack, the followup attack will occur before the enemy counter, if any.
Raijinto: Can counter ST attacks made at any range.
Tyrfing: Def+4 buff if unit starts a turn at HP ≤ 50%.
Wo Dao: +10 damage on any hit which triggers a special.
Yato: +4 spd when attaacking
Weapons (magical)Blárraven, Gronnraven, Rauðrraven: Grants weapon triangle advantage (+50% damage dealt and -50% damage recieved) against colourless foes.
Blárwolf, Rauðrwolf: Atk x 1.5 (damage x 2.25) against cavalry (not fliers).
Blue Egg, Green Egg: After a combat which this unit initiates, they regain 4 HP.
Dire Thunder: Strikes twice when attacking, but not when countering. This is already factored into DMG. Notably, striking twice causes special skill counters to decrease faster. Equipping this lowers speed by 5 (factored in).
Excalibur: Atk x 1.5 (damage x 2.25) against fliers.
Lightning Breath: Can counter ST attacks made at any range.
Naga: Atk x 1.5 (damage x 2.25) against dragons (not wyvern riders).
StavesAbsorb: Unit heals HP equal to half damage dealt, rounded down.
Fear: Debuffs target -6 atk after a combat in which they are hit.
Pain: After combat in which the target is hit, they take 10 non-fatal damage.
Panic: After combat in which the target is hit, any buffs on the target are reversed for one turn.
Slow: Debuffs target -6 spd after a combat in which they are hit.
SpecialsCharge times are shown in brackets. Remember, eqiupping a Killer weapon (or equivalent) will lower the listed charge times by 1.
Aegis (3): Reduces one ranged hit's damage by 50%.
Aether (5): One hit does damage as if target had def/res -50% (around ~13 more damage) and also heals user for 50% of damage dealt.
Astra (5): One hit does +150% damage.
Bonfire (3): One hit's damage is boosted by 50% of user's Def.
Dragon Fang (4): One hit is calculated at +50% atk (around +125% damage).
Draconic Aura (3): One hit is calculated at +30% atk (around +75% damage).
Escutcheon (2): Reduces one melee hit's damage by 30%.
Galeforce: At the end of a battle initiated by the user, the user gets an extra turn.
Glacies (4): One hit's damage is boosted by 80% of user's Res.
Glimmer (3): One hit does +50% damage.
Iceberg (3): One hit's damage is boosted by 50% of user's Res.
Ignis (4): One hit's damage is boosted by 80% of user's Def.
Luna (3): One hit does damage as if target had def/res -50% (around ~13 more damage).
Miracle (5): If HP > 1, survive a fatal attack with 1 HP.
Moonbow (2): One hit does damage as if target had def/res -30% (around ~8 more damage).
Noontime (3): One hit heals user for 30% of damage dealt.
Pavise (3): Reduces one melee hit's damage by 50%.
Reprisal (2): One hit's damage is boosted by 30% of user's lost HP.
Sacred Cowl (2): Reduces one ranged hit's damage by 30%.
Sol (4): One hit heals user for 50% of damage dealt.
Vengeance (3): One hit's damage is boosted by 50% of user's lost HP.
Blazing [element] (5): When the unit initiates an attack, the target and all foes in a nearby AoE take damage equal to (Atk - Def/Res) * 1.5. This AoE damage is not considered a "battle".
Growing [element] (5): When the unit initiates an attack, the target and all foes in a nearby large AoE take damage equal to (Atk - Def/Res). This AoE damage is not considered a "battle".
PassivesStat boosting skills (HP+5, etc.) are already factored into the stats in the above table, and are not listed here.
Most passive skills have three levels. Only the strongest version is listed here, as all characters get the strongest version of each of their skills at 5*. There is an exception to this: some characters with Hone/Spur/Fortify skills only know those up to Level 2, and instead get a class-specific buff in their place; however none of these are DL relevant and will not be listed here.
Some effects which have specific numeric effects for each character (e.g. Defiant, Seal, Threaten skills) have those effects listed in their entries.
[Weapon]-breaker: If opponent has a weapon corresponding with the name of this breaker skill, this unit makes a followup attack and the opponent can not. Note that there are versions for "blue tome", "green tome", and "red tome"; have fun figuring out what those correspond to in the DL.
Armored Blow: +6 def when attacking.
Brash Assault: When attacking at HP ≤ 50% AND triggering a counter, a followup attack can be made regardless of speed.
Close Counter: Can counter ST attacks made at any range.
Darting Blow: +6 spd when attacking.
Death Blow: +6 atk when attacking. Factored into DMG.
Defiant [stat]: [stat]+7 buff if unit starts a turn at HP ≤ 50%.
Desperation: If unit attacks while at HP ≤ 75% and can make a followup attack, the followup attack will occur before the enemy counter, if any.
Distant Counter: Can counter ST attacks made at any range.
Fortress Def: Def is raised by 5, Atk is lowered by 3.
Fury: All stats are raised by 3. However, each time the unit participates in a battle, he or she takes 6 non-fatal damage after it concludes.
Life and Death: Atk/Spd are raised by 5, Def/Res are lowered by 5.
Poison Strike: After a combat which this unit initiates, the opponent takes 10 non-fatal damage.
Quick Riposte: When countering after being attacked at HP ≥ 70%, unit can make a followup attack regardless of speed.
Renewal: At the start of the first turn, and every 2 turns thereafter, regain 10 HP.
Seal [stat]: Debuff [stat]-7 to the opponent after any battle.
Svalinn Shield: Nullifies weakness to armour-slaying weapons.
Threaten [stat]: Debuff [stat]-5 to any enemy within 2 squares at the start of this unit's turn.
Triangle Adept: Doubles the effects of the weapon triangle, both on offence and defence; this causes WTA to be roughly +100% damage dealt and -100% damage received.
Vantage: If attacked at HP ≤ 75%, the non-followup portion of the unit's counterattack pre-empts the attack which triggers it.
Warding Blow: +6 res when attacking.
Wary Fighter: If combat is initiated when this unit has HP ≥ 70%, neither participant can make a followup attack.
Windsweep: When attacking, the user can not make followup attacks. If the unit's speed is greater than the target's speed and the target is using a physical weapon, the target can not counter.