Skill families

Skill families is a term used to describe groups of skills that are similar to each other. They have one or more of the following properties:
 * They have identical conditions and effects. (Example: gem weapons)
 * They have identical conditions but different effects. (Example: boost skills)
 * They have different conditions but identical effects. (Example:, , etc)
 * They are inheritable (and do not come from Special Heroes in the case of weapons).
 * They are ordered together in the in-game skill list.
 * Every skill in a family has the same true or false value for whether they can appear on randomly-generated units. (Example: Most smoke skills are allowed to appear on Training Tower units.)
 * Their icons have similar designs or patterns.

The following lists will use the highest rank of the skills, with new standards from the Weapon Refinery.

Silver
These are weapons with higher Might than other generic weapons, but they lack any additional effects that aren't part of that weapon type (such as bows being effective against fliers, and daggers applying set: penalties to the foe).

Brave
These weapons attack twice (only when initiating combat) and inflict -5 Spd.

Killer
These weapons accelerate the Special trigger.

Special damage
Weapons that do more damage when Specials trigger. Also affects Attack specials.

Armor killers
Weapons that deal effective damage to units.

Cavalry killers
Weapons that deal effective damage to units.

Gem
Weapons that provide to the unit.

Sun
These skills recover HP based on damage dealt. Officially referred to as "sun" skills.

Moon
These skills treat foe’s Def/Res as if reduced during combat.

Star
These skills multiply damage dealt. See damage calculation for more information. Officially referred to as "star" skills.

Stat-based damage boost
Adds a portion of a units' stats as damage to the triggering attack. See damage calculation for more information.

Attack
Deals damage in an area of effect around the target just before the triggering attack. Officially referred to as "Attack Skills".

Damage reduction
See damage calculation for more information.

Balm
Provides set: bonuses to all allies for one turn on the triggering heal.

Plus
Provides an unconditional increase to stats.

Fortress
Increases Def and/or Res at the expense of Atk.

Blow
Provides combat boosts on the player phase.

Stance
Provides combat boosts on the enemy phase.

Breath
Provides a combat boost on the enemy phase and charges specials faster.

Defiant
Provides a set: bonus at the start of the unit's turn if their HP is equal to or below 50%.

Brazen
Provides combat boosts to two stats if the user's HP is equal to or lower than 80%.

Counter
Allows unit to counterattack regardless of their foe's range.

Defense
Provides mitigation against damage in a certain range.

Shield
Passives that neutralize "effective against" bonuses. Note that these neutralize only movement-type effectiveness, so a  unit with Grani's Shield would still be susceptible to weapon-type effectiveness, such as from.

Blade
Increases Special cooldown charge per attack if a stat is higher than that of the unit's target.

Boost
Provides combat boosts if the target's HP is higher than or equal to the foe's HP +3.

Bond
Provides combat boosts to the unit if they are adjacent to an ally.

Unity
Provides combat boosts to the unit if they are within 2 spaces of an ally.

Push
Grants combat boosts to the unit if they are above a certain HP threshold, but inflicts out of combat damage if the unit attacked.

Solo
Provides combat boosts to the unit if they are not adjacent to an ally.

Feint
Inflicts a set: penalty on foes in cardinal directions when a rally assist is used on or by the unit.

Spur
Spur skills are a type of passive skills which apply combat boosts on an adjacent ally. There are also Drive, Goad, and Ward skills which behave like spurs, with a wider range of "within 2 spaces", and sometimes weapon or movement type restrictions.