- **Ammunition**: Requires ammunition of the indicated type. - **Bashing**: Can be wielded in melee combat for the indicated damage, but if the attack fumbles, the weapon breaks and can't be used again at all until fixed. - **Blunt**: No cutting edge, may be wielded by a cleric. - **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking. - **Entangling**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled). - **Light**: May be used in offhand when [dual-wielding](#dual-wielding). - Loud: The first use of a [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check) and causes untrained animals (and some smaller humanoids of 2HD or less) to make a morale check or flee. - **Point Blank**: May be used in melee combat with +1 attack. - **Reach**: Grants extra 5' reach for determining melee range. - **Reload**: After being used the indicated number of times, it takes one full round to reload. - **Slow**: Always attacks last in a round. - **Splashing**: On successful hit, container breaks, dousing target with liquid which deals indicated damage for up to 2 rounds. - **Spread**: May be used to make a single attack at -2 which targets up to two creatures within 5' of each other, dealing half damage (round up) to each. - **Stealth**: May only be used to attack unaware humanoid creature from behind (4+1 HD max). - **Thrown**: May be used as ranged weapon (short, medium, and long range indicated). - **Two-handed**: Requires two hands to use. - **Versatile**: May gain _Slow_ and _Two-handed_ to deal indicated damage.