These skills govern the players abilities with the various types of weapons. All weapons do a kind of damage, with some weird ones doing several at once with different damage descriptions for each. Weapons require a certain level of their individual skill to wield, though worn or damaged weapons may be wielded by those with less in that skill, due to their degredation. In general, the higher the skill required to wield a weapon, the more damage it is capable of.
Bash: Blunt damage, perhaps better vs Plate and worse vs. Cloth/Leather/Mail.
Pierce: Stabbing damage, perhaps better vs Cloth/Leather/Mail and worse vs Plate.
Slash: Cutting damage, perhaps better vs Cloth/Leather and worse vs Mail/Plate.
Air/Electricity: Elemental damage best vs. Earth/Physical.
Earth/Physical: Elemental damage best vs. Air/Electricty.
Fire/Heat: Elemental damage best vs. Water/Cold.
Water/Cold: Elemental damage best vs. Fire/Heat.
Magic: Pure magical energy that may bypass most physical protections.
Holy: Divine energy that severely harms the Undead and to a lesser extent the Evil.
Unholy: Foul energy that harms the Good and living but does little to the Undead and Evil.
Weapons may be Plated by Wayland Smith at the Ruined Caravan in Valena, repairing them somewhat and increasing durability whilst adding around 1/4 of their original weight onto them again. This also may allow the weapon to injure beings vulnerable to the metal involved (Copper, Silver, Electrum, Gold or Platinum).
Weapons may be Customised by Trevor in Rosfarren, Caer Aesclinn to grant a resistance to disarming.
Weapons may also be Polished utilising the Sword Polishing Kit from a trader deep undergound, increasing their resistance to wear.
Zylisa in the Wandering Woods can Enchant weapons (of level 65 and under) to do Fire, Cold or Electrical damage with the right items.
Blade: One-Handed weapons that Pierce or Slash, such as swords and axes.
Blunt: One-Handed weapons that Bash, such as maces and clubs.
Knife: Light Piercing or Slashing weapons, but lacking the ability to use any Strength bonus and are generally 2-3 Levels weaker than standard weapons of equal Skill requirement.
Polearm: Large Two-Handed, often Slashing, weapons that allow you to attack from the rear ranks of a Party, such as halberds and spears.
Projectile: Piercing Weapons that utilise ammunition such as Bows and Crossbows, penetrate Armour better than any other and utilise Dexterity much more than Strength.
Staff: Bashing, Two-Handed weapons that often have magical enchantments.
Thrown: Often one-shot Piercing weapons such as javelins and spears, these do not allow Strength to be utilised when wielded in combat but when actually thrown cause greater damage.
Two-Handed: Large weapons that increase your Strength bonus to damage, but weigh a great deal such as claymores, scythes and greatswords. They also generally hit as hard as standard weapons that are 2-3 Sklill requirement Levels higher.
Whip: Light weapons that often Slash, utilise Dexterity over Strength, have difficulty with Armour and are generally 2-3 Levels weaker than standard weapons of equal Skill requirement..