Deathknight was writing the manual, I'm sure he put it in <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
Well, sorry, but I haven't. There wasn't enough room to list all the stuff you can use, pick up and/or equip AND their stats. I think it's pretty obvious that a mace and a club do crushing damage, and a sword and a claymore do slashing damage. I would have liked to write a 300-page manual, of course, but that wasn't an option <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> (To be completely honest, the manual had to be finished a lot earlier than the game itself, so I couldn't put in stuff that was likely to get some last-minute changes...)
Either you can save your first skillpoints, or you can put 'em in a skillpath anyway and unlearn them later on. When you're a low-level character, unlearning doesn't cost that much. So suppose you find a club early on in the game, it does pay off to put a skillpoint in crushing accuracy or crushing damage, and you can unlearn it easily once you're going for another weapon type.
Actually, this discussion is perfectly portraying the whole idea behind the skill system and the combat system: the agony of choice and the *different* specializations your character can draw strength from. For instance, some monsters will have a high resistance against slashing damage, so why only invest in slashing? Why hold on to one (type of) weapon? I would like to think of my warrior char as an all-rounder, a man or woman with a lot of talents, not just "the one"...
It's the same deal for wizards: why only boost "elemental attack > fire" if there are creatures that have 100% fire resistance? Why only boost "elemental curse > earth" if there are creatures that are already very vulnerable against earth attacks?