For a list of that stuff, a wiki is a good place to look.

Warfare's gimmick is that it's 5% damage per point is multiplicative, instead of additive. Here's how that works. The Two-Handed weapon skill, that increases your damage by 5% per point. If you have, say, 5 points in it, your damage is 100% + 5% + 5% + 5% + 5% + 5% = 125%. For Warfare, if you have 5 points, that increases your damage like this ((((100% * 1.05) * 1.05) * 1.05) * 1.05) * 1.05 = ... um... 127.63%.

All characters have two armor types, physical and magical, which absorb all damage of those respective types and block all status effects of those types. If you have 3 characters dealing physical damage and one character dealing magical damage, the physical armor of someone targeted by the physical damage dealers will be going down much faster than the magic armor targeted by the magic attacker.

There are some skills which let Rogues do magic damage, and archers can use magic arrows to hit the magic armor, but it will cost a lot of consumables for every fight and it will split the focus of the ranger and/or rogue. You'd need to spend a substantial amount to replace the grenades and arrows spent. I suppose it COULD be done, but that's a lot more effort compared to just having a second caster.