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To give an example I can provide off the top of my head, I've been playing about making wands out of Dragon Bones, the T3 bone material gatherable on the Goblin/fungal island. Ordinarily, wands are Yellow/Purple, but making an Elemental wand out of Dragon Bones gives it a Perception-based Red attack that's comparable to a Bow, allowing my Hunters a good attack in Red challenges and the ability to contribute decently in Yellow and Purple. Changing out the Dragon Bones to something else might leave it unable to attack in Red, but give it a cross-shape splash damage or leeching health.
Wands, Artifacts and Relics all have variable damage that can change based on the primary/secondary materials/essence used to craft them, though most also have lower base damage than straight physical weapons.
Scrolls and Codex don't come with a standard attack option, they come with 1-2 spells that can be used in variable challenges. Relics can also include a single spell in addition to its weapon attack.
Hatchets (one handed axes), two handed axes and one handed swords all only deal single target melee damage.
Spears and halberds deal melee damage that can "splash" to a target standing behind them as well.
Greatswords (two handed swords) can hit up to three targets standing next to each other in melee range (front row).
Clubs, mallets, artifacts and relics can all hit up to four enemies, so long as the primary target has other targets standing next to them and/or behind them.
Bows and wands can attack from the front or back row, and can attack any single target on the board so long as there is no enemy standing directly in front of them in melee range (if they're in the front row).
Javelines can attack enemies in the front row, while they'r'e standing in the back row.
Bows, wands, artifacts and relics all use "secondary attributes" (Perception, Wisdom and/or Destiny) for there damage scaling.
Swords, greatswords, hatchets, two handed axes, spears, halberds, hammers and mallets all use "primary attributes" for there damage scaling - almost always Strength, but there are a few very rare combinations that let you use Mysticism as well.
The guide above is quite good to get the basics, I read it as well, then it all comes down to experience.
I guess these would be something like, physical combat & and physical test, and the same with others, not very useful to go showering fire balls on a test of magic to break an enchantment.
You are right in a way, there definitely is space to improve clarity and info about challenges tho, atm. just play it by the ear, you will get the hang of it sooner or later.