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      "0": "CONTENTS:\n\n~ Attack Bonus\n~ Enhancement Bonus\n~ Freeze\n~ Holy Avenger\n~ Keen\n~ Massive Critical\n~ Mighty\n~ Vampiric Regeneration\n~ Vorpal\n~ Wounding\n\n-----\n\nATTACK BONUS:\n\nAttack bonus improves a weapon's ability to hit opponents. It can be applied to melee and ranged weapons. This bonus can stack with other bonuses the character has to hit, up to a maximum of +20. Attack Bonus does not increase damage. Attack Bonus bypasses Damage Reduction if the weapon bonus is equal to or greater than the Damage Reduction level.\n\n-----\n\nENHANCEMENT BONUS:\n\nEnhancement Bonus increases both the to hit bonus and the base damage of the weapon by the amount shown. The type of bonus added by Enchancement is the same as that of the weapon (Bludgeoning, Piercing, or Slashing). Enhancement can bypass Damage Reduction the same as Attack Bonus.\n\nEnhancement and Attack bonuses do not stack. Enhancement Bonus counts towards the +20 attack bonus cap. \n\n-----\n\nFREEZE:\n\nFreeze is an On Hit - Cast Spell property. It slows the opponent for 1d3 rounds unless they make a Fortitude save vs. Cold.\n\n-----\n\nHOLY AVENGER:\n\nWhen wielded by a Paladin, a Holy Avenger weapon has the following bonuses: \n\n~ +5 Enhancement Bonus \n~ +1d6 Divine damage vs. Evil \n~ +16 Spell Resistance \n~ 25% chance of Dispel Magic per hit \n\nOnly Paladins get the full benefits of a Holy Avenger. If the wielder does not have any Paladin levels, the weapon has a +2 Enhancement bonus.\n\n-----\n\nKEEN:\n\nKeen weapons have double their base critical threat range.\n\n~ Base of 20 becomes 19-20\n~ Base of 19-20 becomes 17-20  \n~ Base of 18-20 becomes 15-20  \n~ Base of 17-20 becomes 13-20  \n\n-----\n\nMASSIVE CRITICAL:\n\nMassive Critical applies additional damage on a critical hit. This damage stacks with other weapon damage bonuses and Strength bonuses.\n\nMassive Critical damage from a weapon overrides additional damage granted from feats such as Overwhelming Critical or Thundering Rage. \n\n-----\n\nMIGHTY:\n\nMighty ranged weapons enable part of the wielder's Strength modifier to be added to damage, up to the Mighty bonus.\n\nFor example,\n\n~ A Mighty +1 shortbow would add +1 damage when wielded with Strength 12 or higher.\n~ A Mighty +5 shortbow would add +1 damage when wielded with 12 Strength, +2 when wielded with 14 Strength, and so on up to +5 when wielded with 20 Strength or higher.\n\nDarts and throwing axes apply the wielder's Strength without being Mighty. Crossbows and shurikens are unaffected by the wielder's Strength.\n\n-----\n\nUNLIMITED AMMUNITION:\n\nUnlimited Ammunition enables a ranged weapon to fire a specific type of ammunition without reloading. However, ranged weapons with Unlimited Ammunition can't fire other ammunition. \n\n-----\n\nVAMPIRIC REGENERATION:\n\nVampiric Regeneration restores Hit Points (HP) to the wielder when hitting an opponent. The amount of HP restored is limited by the amount of damage done and the amount of Vampiric Regeneration the weapon has. \n\nFor example, with Vampiric Regeneration +2: \n\n~ A hit for 1 point of damage restores 1 HP to the wielder.\n~ A hit for 2 or more points of damage restores 2 HP to the wielder.\n\nVampiric Regeneration does not increase the damage done by the weapon. Restored HP is not added if the wielder is already at full health.\n\n-----\n\nVORPAL:\n\nA Vorpal weapon can slay an opponent on a successful critical hit. The opponent gets a Reflex save to against the DC of the Vorpal property to avoid the effect.\n\n-----\n\nWOUNDING:\n\nA Wounding weapon causes an opponent to lose one 1 hp a round until they either die or are healed.",
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