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Steamstats of de Moik

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Asian Hooker
Germany

Description:

No information given.

Summary

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Playtime:
0 hrs past 2 weeks


Personal Achievements Earned:
219 of 448 (48%)

Accumulated Points:
9,387

Backpack

Change View
  • Primary Toggle View

    • Strange Scattergun

      Equipped
      • Damage (point blank): 85 - 105
      • Damage (medium range): 10 - 40
      • Damage (long range): 3 - 10
      • Mini-crit damage: 8.1 per pellet
      • Critical damage: 18 per pellet
      • Total shots: 36 + 6 in the weapon

      The Scattergun is the Scout's primary fire weapon and basically represents an improved shotgun with a second barrel. The Scattergun has max effect at point blank and can kill lighter classes such as Medics and Engineers with one or two shots. Due to shot scattering, this weapon is less effective in long-range use and consequently deals less damage when used in this way.

    • Force-A-Nature

      • Damage (point blank): 82 - 101
      • Damage (medium range): 10 - 39
      • Damage (long range): 3 - 10
      • Mini-crit damage: 7.29 per pellet
      • Critical damage: 16.2 per pellet
      • Total shots: 32 + 2 in the weapon
      • Knockback on the target and the shooter
      • +50% faster firing speed
      • +20% bullets per shot
      • -10% damage done
      • -60% clip size

      The Force-A-Nature is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 10 Scout Achievements, thus reaching the"Scout Milestone 2". The weapon is a variation of the Scattergun in terms of design and basic functions, but features a shorter muzzle. It deals about 10% less damage then the Scattergun and has a reduced clip size of 2 shots, but has an increased reload speed. In addition to that, the weapon creates an impact wave at each shot, resulting in enemies being pushed away (as well as the user while in mid-air - also allows triple jumps).

    • Direct Hit

      • Damage (short range): 112 - 140
      • Damage (middle range): 50 - 90
      • Damage (long range): 25 - 60
      • Critical damage: 338
      • Mini-crit damage: 151
      • Shots: 4 Rockets
      • Total shots: 20 Rockets + 4 in the weapon
      • +80% projectile speed
      • +25% damage done
      • Mini-crits on airborne targets
      • -70% explosion radius

      As is right and proper for a soldier, this is a rocket launcher, though, with altered attributes. The radius of it's splash damage is reduced by 70%, conversely the rockets' speed is increased by 80%, the damage on direct hits is increased by 25% and airshots receive Mini-Crit hits additionally.

    • Vintage Ambassador

      Equipped
      • Damage (short Range): 46 - 56
      • Damage (middle Range): 31 - 37
      • Damage (long Range): 15 - 19
      • Mini-Crit: 46
      • Critical Hit (headshot only): 102
      • Shots: 6
      • Total shots: 24 + 6 in the weapon
      • Crits on an accurate headshot
      • -15% damage done
      • -20% slower firing speed

      The Ambassador one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 5 Spy Achievements, thus reaching the "Spy Milestone 1". This weapon offers a much higher accuracy then the Revolver. In fact, it is as accurate as a sniper rifle, but the accuracy drops after the first shot for about a second. It also can pierce through multiple enemies and buildings. In addition to that, it always causes cirtical damage when performing a headshot.

    • Frontier Justice

      Equipped
      • Damage (short range): 80 - 90
      • Damage (middle range): 10 - 30
      • Damage (long range): 3 - 10
      • Pellets per Shot: 10
      • Mini-crit-Damage per pellet: 8.1
      • Crit-Damage per pellet: 18
      • Ammo loaded: 3
      • Ammo carried: 32
      • Gains Revenge Crits for Kills of your Senrtry Gun
      • Gains Revenge Crits if your Senrty gets destoryed
      • No random Critical Hits
      • -50% clip size

      The Frontier Justice is an unlockable primary weapon available for the Engineer released with the Engineer Update. This shotgun cannot randomly Crit and has half the magazine size of the regular Shotgun (3 from 6), but can get Revenge Crits: For every kill your Sentry racks up, upon its destruction the Frontier Justice gets 2 guaranteed Crits. For every assist, it gets 1. This applies even if the Engineer destroys his own Sentry with the PDA. Taunting with the Frontier Justice will make the Engineer pull out his guitar, strum it, and slam it on the ground killing anyone unlucky enough to be infront of him.

    • Vintage Natascha

      • Damage per second (point blank): 320 - 360
      • Damage per second (medium range): 30 - 200
      • Damage per second (long range): 30 - 60
      • Damage: 6.75 per bullet
      • Mini-crit damage: 9.1125 per bullet
      • Critical damage: 20.25 per bullet
      • Shots: 200
      • Slows down target on hit
      • -25% damage

      Natascha is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 15 Heavy Achievements, thus reaching the "Heavy Milestone 2". This weapon is essentially another Minigun, but with an additional effect: The weapon slows down every enemy it hits by 25% for a short moment. Unlike Sahsa, however, this weapon deals lower damage then its counterpart.

    • Natascha

      • Damage per second (point blank): 320 - 360
      • Damage per second (medium range): 30 - 200
      • Damage per second (long range): 30 - 60
      • Damage: 6.75 per bullet
      • Mini-crit damage: 9.1125 per bullet
      • Critical damage: 20.25 per bullet
      • Shots: 200
      • Slows down target on hit
      • -25% damage

      Natascha is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 15 Heavy Achievements, thus reaching the "Heavy Milestone 2". This weapon is essentially another Minigun, but with an additional effect: The weapon slows down every enemy it hits by 25% for a short moment. Unlike Sahsa, however, this weapon deals lower damage then its counterpart.

    • Huntsman

      • Bodyshot: 44-58 (0% Charge), 103-137 (100% Charge)
      • Headshot: 153 (0% Charge), 360 (100% Charge
      • Clip Size: 1 shot
      • Ammunition overall: 12 shots + 1 in the bow

      The huntsman is one of the three new weapons for the sniper introduced with the sniper vs. spy update. The weapon is unlocked once you complete 5 sniper achievements thus acquiring the "Sniper Milestone 1". This weapon is a decent alternative for the sniper rifle. While the latter is more suited for very long range combat, the bow can compete with mid- to melee range combat. The charging time for your shot is shorter than the one of your sniper rifle, which is useful in melee range. The field of view is also better, because you can fire well aimed shots from the normal - unzoomed - sight.

    • Vintage Huntsman

      • Bodyshot: 44-58 (0% Charge), 103-137 (100% Charge)
      • Headshot: 153 (0% Charge), 360 (100% Charge
      • Clip Size: 1 shot
      • Ammunition overall: 12 shots + 1 in the bow

      The huntsman is one of the three new weapons for the sniper introduced with the sniper vs. spy update. The weapon is unlocked once you complete 5 sniper achievements thus acquiring the "Sniper Milestone 1". This weapon is a decent alternative for the sniper rifle. While the latter is more suited for very long range combat, the bow can compete with mid- to melee range combat. The charging time for your shot is shorter than the one of your sniper rifle, which is useful in melee range. The field of view is also better, because you can fire well aimed shots from the normal - unzoomed - sight.

    • Vintage Backburner

      • 100% critical hits from behind
      • +150% airblast cost

      The Backburner is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 15 Pyro Achievements, thus reaching the "Pyro Milestone 2". The weapon works in the same way the Flamethrower: it uses fire to deal damage and set enemies on fire. As the name implies, it will cause critical damage whenever a player hits an enemy on his or her "back".

    • Vintage Blutsauger

      Equipped
      • Damage point blank: 10 - 15
      • Damage medium range: 5 - 10
      • Damage long range: 5 - 6
      • Mini-crit-Damage: 14
      • Critical damage: 30
      • Shots: 40
      • Munition: 150 + 40 in the weapon
      • +3 HP per Hit

      The Blutsauger is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 10 Medic Achievements, thus reaching the "Medic Milestone 1". The weapon deals the same amount of damage as the Syringe Gun. In addition to that, all damage caused by that weapon will be added to the player's health. For instance: When hurting an enemy constantly without missing at all, it will heal 30 health points per second (3 points for each hit). With another TF2 Update the Blutsauger reduces the regenaration of health points from the maximum of 6 to 4 healt point per second.

    • Blutsauger

      • Damage point blank: 10 - 15
      • Damage medium range: 5 - 10
      • Damage long range: 5 - 6
      • Mini-crit-Damage: 14
      • Critical damage: 30
      • Shots: 40
      • Munition: 150 + 40 in the weapon
      • +3 HP per Hit

      The Blutsauger is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 10 Medic Achievements, thus reaching the "Medic Milestone 1". The weapon deals the same amount of damage as the Syringe Gun. In addition to that, all damage caused by that weapon will be added to the player's health. For instance: When hurting an enemy constantly without missing at all, it will heal 30 health points per second (3 points for each hit). With another TF2 Update the Blutsauger reduces the regenaration of health points from the maximum of 6 to 4 healt point per second.

    • Black Box

      • On Hit: +15 health
      • -25% Clip size

      As a part of the Tank Buster Kit, this weapon replaces your primary Rocketlauncher.

    • Shortstop

      • Damage (short Distance): 69 - 72
      • Damage (medium Distance):: 24 - 48
      • Damage (long Distance):: 6 - 12
      • Minicrit-Damage: 16 pro Kugel
      • Crit-Damage: 24 pro Kugel
      • Shots: 4
      • Total shots: 36 + 4 in the weapon
      • On Hit: Slow target movement by 40% for 0.5s

      As a part of the Special Delivery Kit, this four-barreled Pistol will replace your primary Scattergun. Because of its fast reloading ability, this weapon will be a torture to your enemies when it's used by the right person.

    • Degreaser

      • 65% faster weapon switch
      • -25% burn damage penalty
      • -10% damage penalty

      This, made-out-of-trash-like Flamethrower replaces you normal Flamethrower. It impresses with its Skin, the sound of burning someone and the ability to switch weapons quickly.

    • L'Etranger

      • Damage: 32
      • Minicrit-Damage: 43
      • Crit-Damage: 96
      • Shots: 6
      • Total shots: 24 + 6 in the weapon
      • +15% cloak on hit
      • -20% damage done

      As a part of the Saharan Spy kit, the L'Etranger (en. The Stranger) replaces your Revolver.

    • Brass Beast

      Equipped
      • +20% damage done
      • 50% slower spin up time
      • -60% slower move speed while deployed

      The Brass Beast is a community-made primary weapon for the Heavy. It is an antique machine gun made almost entirely of brass, bearing resemblance to the original 1861 Gatling gun made by Richard J. Gatling. This weapon does more damage per second than the original Minigun, at the cost of a lengthy spin up time and slower movement speed while it is both deployed and revved up. As a result, players are unable to move effectively whilst deployed, but can deal significant damage to oncoming enemies. This makes the Brass Beast particularly strong in defensive situations where a Heavy can keep the weapon spinning without having to move.

    • Loch-n-Load

      • +20% damage done
      • +25% projectile speed
      • Launched bombs shatter on surfaces
      • -60% clip size
      • +25% damage to self

      The Loch-n-Load is a community-made primary weapon for the Demoman. It is a break-action grenade launcher, with separate barrels for firing its two loaded grenades. The weapon fires grenades that travel at approximately 1331 Hammer units per second, or around 56 miles per hour. These grenades inflict slightly more damage than the Grenade Launcher upon a direct hit; however, the grenades will shatter harmlessly upon hitting anything other than an enemy player or building, causing no damage whatsoever. The grenades additionally deal increased self-damage to the Demoman who fired them, making close combat riskier.

    • Enforcer

      • +20% damage bonus while undisguised
      • 20% slower firing speed
      • No random critical hits

      The Enforcer is a community-made secondary weapon for the Spy. It is a snubnosed revolver with a pearl grip. The Enforcer delivers 20% more damage to enemies than the Revolver when undisguised. However, it fires 20% slower and cannot deal random crits.

    • Soda Popper

      • +25% faster reload time
      • +50% faster firing speed
      • -60% clip size
      • No random critical hits

      Builds hype as you run. When the hype meter is full, unleash mini-crits! The Soda Popper is a primary weapon for the Scout. It is a broken Force-A-Nature repaired with several black bands, with slitted barrels and a can of Crit-a-Cola attached underneath. The weapon offers 25% faster reloading speed and 50% faster firing speed compared to the default Scattergun. However, it restricted to loading two shots at a time, and it is incapable of delivering random critical hits. In addition, equipping the Soda Popper places a "hype" meter on the HUD, which charges whilst the player is moving with the weapon in use. It takes approximately 5200 Hammer units of distance traveled, either through running or jumping, to fill up the hype meter. When the meter is full, all weapons will automatically deal mini-crits for 8 seconds

    • Bazaar Bargain

      • -20% Base charge rate decreased

      The Bazaar Bargain is a primary weapon for the Sniper. It is a long ornately carved rifle with a small circular sight attached to a long rod, secured with golden straps; the stock is curved with a golden recoil pad. The Bazaar Bargain has it base charge rate decreased by 20%. Successfully scoring a headshot increases the charge rate of the next shot by 10%. On the other hand, taking body shots lengthens the charge time, and missing a shot completely clears the bonus. The bonus caps out at a 30% faster charge time, after 5 consecutive headshots. This item was previously tested in the Team Fortress 2 Beta as the Beta Sniper Rifle 1.

    • Ali Baba's Wee Booties

      • +100% turning control while charging
      • +25 max health on wearer

      Ali Baba's Wee Booties are a set of primary weapons for the Demoman. They are a pair of steel pointed boots, curved slightly at the tip. These boots provide the player with a 25 health bonus. In addition, it allows for a doubled increase in turning control while charging with either the Chargin Targe or Splendid Screen, allowing the Demoman's charge to be maneuvered much easier.

    • Overdose

      • -10% damage done

      The Overdose is a primary weapon for the Medic. It is a prototype Syringe Gun, with a white and team-colored needle disposal container in place of a needle cache. This weapon deals 10% less damage than that of the stock Syringe Gun. However, as the Medic builds up his ÜberCharge, his movement speed while holding the Overdose will increase proportionally, reaching a maximum of 10%. The Overdose was previously tested in the Team Fortress 2 Beta as the Beta Syringe Gun.

    • Liberty Launcher

      • +40% projectile speed
      • -25% clip size

      The Liberty Launcher is a primary weapon for the Soldier. It is an army green rocket launcher with tan wooden handles, a scope with a white U.S. Army insignia, and a wooden shoulder-rest with a wire frame exhaust port. The Liberty Launcher's projectile travels at a rate of 1540 Hammer Units per second - roughly 66 mph - 40% faster than the Rocket Launcher's rockets. However, it can only have three rockets loaded at once.

    • Tomislav

      • +10% faster spin up time
      • This weapon has no barrel spin sound
      • -20% firing speed

      Tomislav is a primary weapon for the Heavy. It is an over-sized, heavily modified Thompson submachine gun with two handles, an ammo drum connected to its underside, and a carrying sling hanging from the drum to the handguard. This weapon sports a 75% faster spin-up time complete with a suppressed sound, ideal for ambushing opponents. This, however, comes at the cost of firing 20% slower, resulting in a reduced application of damage per second.

    • Cow Mangler 5000

      Equipped
      • This weapon does not require ammo.
      • This weapon can fire a charged shot that mini-crits players and disables buildings for 4 sec.
      • No random critical hits
      • This weapon deals reduced damage to buildings.

      The Cow Mangler 5000 is a primary weapon for the Soldier. It appears to be a large bazooka-style retro-future ray gun. This weapon is able to fire 5 blasts of energy that delivers identical damage to players as the Rocket Launcher, but reduced damage aganst buildings. The Cow Mangler 5000 features a "Mangler" bar in the HUD which serves as an indication of its clip; after being depleted, it can be recharged through a reloading process. It does not feature the traditional ammo reserve used by other weapons. When the Mangler bar is full, pressing and holding the secondary fire button will cause the weapon to begin charging up. During this process, the entire Mangler bar is consumed and the Soldier's movement speed is reduced to a third (from his standard 80% of normal speed to roughly 27%). This charging period lasts for 3 seconds, after which a single charged shot can be fired. This shot delivers additional base damage to players as well as dealing mini-crit damage. Additionally, enemies hit by this blast will suffer afterburn identical to that of the Flamethrower, albeit for half of the normal duration. This also allows the weapon to be used to ignite Huntsman arrows held by a friendly Sniper. The charged shot is further capable for disabling any building for a total of 4 seconds. Enemies killed by the Mangler suffer a unique death; they will turn black and hover in mid-air while team-colored fire particles surround them and disintegrate their body.

  • Secondary Toggle View

    • BONK! Energy Drink

      • 8 Seconds Invulnerably

      The Atomic Punch energy drink is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 22 Scout Achievements, thus reaching the "Scout Milestone 3". When used, the Scout becomes invulnerable for 1.25 seconds. No matter what weapon is used against the Scout, he doesn't take any damage whatsoever. He also doesn't take any damage when falling from high spots, but still dies from drowning since BONK! can't be used underwater. After the effect faded, the Scout will stay in a near-lethargy stasis, forcing him to move about 50% slower then normal for 6 seconds. While invulnerable, the Scout can neither capture the Intel nor capture a Control Point. He also can't attack any weapon, but can reload them. The camera switches to third person perspective during this time, much like when taunting with a class.

    • Flare Gun

      Equipped
      • Damage: 27 - 33
      • Mini-crit damage (on burning enemies only): 41
      • * Critical damage: 90
      • minicrit vs burning player

      The Flare Gun is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 10 Pyro Achievements, thus reaching the "Pyro Milestone 1". The weapon fires flares who not only deal damage to an enemy when hit, but also ignite them. That allows the Pyro to deal with enemies from a distance, most notably against Snipers and Engineers.

    • Wrangler

      Engineers can use the Wrangler to take control and aim their Sentry Gun. An Engineer-controlled Sentry Gun won't select targets by itself. The Wrangler creates a shield that absorbs 66% of all incoming damage.

    • Cloak and Dagger

      • Total cloak time while running: 6.8 seconds
      • Total cloak time while crouch-walking: 66.5 seconds
      • Recharge time while uncloaked: 33.5 seconds
      • Recharge time while cloaked: 22.5 seconds
      • * Does not allow to recharge faster by picking up ammo boxes and dropped weapons

      The Cloak and Dagger is one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 11 Spy Achievements, thus reaching the "Spy Milestone 2". While the Invisibility Watch drains energy regardless of the situation, the Cloak and Dagger is motion sensitive: energy is only drained when the player moves. The faster the player moves while being cloaked, the faster it drains. When you stand still, the device recharges automatically, regardless if you're cloaked or not. If the energy meter reacehs zero, you won't fully uncloak, but instead are partially visible.

    • Dead Ringer

      • Total cloak time: 6.5 seconds
      • Recharge time: 16 seconds

      The Dead Ringer one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 17 Spy Achievements, thus reaching the "Spy Milestone 3". Unlike the Invisibility Watch, the Dead Ringer doesn't allow to cloak the Spy by demand, but when hit by something, regardless of an enemy weapon or an environmental object. When triggered, it will create a corpse of the Spy or the class he was being disguised. At the same time, the Spy is cloaked for 5.5 seconds, allowing him to escape and fool the enmy in believing you actually died. Additionally, The damage taken while holding the Dead Ringer and activating its effect will be recuded by 90%. This applies to the first shot only, any additional damage taken while being cloaked is the default 100%.

    • Vintage Dead Ringer

      • Total cloak time: 6.5 seconds
      • Recharge time: 16 seconds

      The Dead Ringer one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 17 Spy Achievements, thus reaching the "Spy Milestone 3". Unlike the Invisibility Watch, the Dead Ringer doesn't allow to cloak the Spy by demand, but when hit by something, regardless of an enemy weapon or an environmental object. When triggered, it will create a corpse of the Spy or the class he was being disguised. At the same time, the Spy is cloaked for 5.5 seconds, allowing him to escape and fool the enmy in believing you actually died. Additionally, The damage taken while holding the Dead Ringer and activating its effect will be recuded by 90%. This applies to the first shot only, any additional damage taken while being cloaked is the default 100%.

    • Chargin Targe

      Since the Soldier vs Demoman update, the Chargin Targe replaces the Stickybomb launcher. The shield increases it\'s werarers resistance against fire by 50% - against explosive damage by 50%. Furthermore, the shield enables a charge on the enemy. In doing so, the melee weapon is strenghened. Hitting your enemy with the melee weapon while charging at medium distance will result in a mini-crit hit, at high distance it will result in a critical hit..

    • Vintage Sandvich

      Equipped
      • Eeating Time: 4,3 seconds
      • Can be dropped for teammates
      • Gives teammates 50% of their health back

      The sandvich is one of the three new weapons included in the heavy update. The weapon is unlocked once you reach 10 achievements and aquire the "Heavy Milestone 1". With the sandvich, you become more independent from your medic, because when you are in a safe spot, you can replenish some health with this delicious mustard-flavoured beauty, and get right into action again afterwards. Since the TF2 update of the 15th of september your health is being completely restored and you can also drop the sandvich for your teammates to restore some of their health. When they pick it up, they are being granted 50% of their maximum life. The sandvich is hereby removed from the heavy, so he is unable to use it until he picks up a medkit while he is at full health.

    • Jarate

      • Impact on enemy players: receive 35% more damage (Minicrits)
      • Impact on enemy cloaked spies: uncloaks them
      • Impact on friendly players: extinguishes flames
      • Duration of effect: 5 seconds
      • Cool-down: 15 seconds
      • Ammunition: Infinite amount of jars.

      Jarate is one of the three new weapons introduced with the sniper vs. spy update. The weapon is being unlocked once you complete 11 sniper achievements thus completing the "Sniper Milestone 2". Jarate is used like a grenade. You throw your jar towards enemy players. But it doesn't deal damage like a real grenade, it "buffs" the enemy player with the Minicrit disadvantage, as they will now receive Minicrits which amplify the damage dealt by 35% for 5 seconds. Minicrits apply to any possibly hit such as melee weapons, bullets and even pyro flames. Moreover, Jarate can uncloak enemy spies, if you happen to hit one as well as extinguish friendly players that have been set on fire by an enemy pyro.

    • Vintage Razorback

      • Blocks a single spy backstab

      The Razorback is one of the three new weapons introduced with the sniper vs. spy update. The weapon is being unlocked once you complete 17 sniper achievements thus completing the "Sniper Milestone 3". The Razorback works like a shield for the back of the sniper. If an enemy spy tries to backstab you, he will be stunned for 2 seconds and won't be able to attack with his knife. When hit, the razorback breaks into pieces and you have to get back to your resupply locker to get a new one.

    • Razorback

      • Blocks a single spy backstab

      The Razorback is one of the three new weapons introduced with the sniper vs. spy update. The weapon is being unlocked once you complete 17 sniper achievements thus completing the "Sniper Milestone 3". The Razorback works like a shield for the back of the sniper. If an enemy spy tries to backstab you, he will be stunned for 2 seconds and won't be able to attack with his knife. When hit, the razorback breaks into pieces and you have to get back to your resupply locker to get a new one.

    • Kritzkrieg

      • 0 - 10 seconds: 24 HP / second
      • 11 - 14 seconds: 48 HP / second
      • 15 seconds: 72 HP / second

      The Kritzkrieg is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 16 Medic Achievements, thus reaching the "Medic Milestone 2". Like the Medigun, the Kritzkrieg heals its target and extends the target's health up to 50% from its default maximum amount of health points. The big difference is that an UberCharge won't make the Medic and its target invincible, but instead allows its target to have critical hits with any weapon for 10 seconds. Healing Basics: The healing rate depends on how long a wounded player hasn't been attacked by the enemy. The longer a player can avoid further damage, the faster he/she will be healed. There are 3 healing rates in total

    • Vintage Kritzkrieg

      • 0 - 10 seconds: 24 HP / second
      • 11 - 14 seconds: 48 HP / second
      • 15 seconds: 72 HP / second

      The Kritzkrieg is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 16 Medic Achievements, thus reaching the "Medic Milestone 2". Like the Medigun, the Kritzkrieg heals its target and extends the target's health up to 50% from its default maximum amount of health points. The big difference is that an UberCharge won't make the Medic and its target invincible, but instead allows its target to have critical hits with any weapon for 10 seconds. Healing Basics: The healing rate depends on how long a wounded player hasn't been attacked by the enemy. The longer a player can avoid further damage, the faster he/she will be healed. There are 3 healing rates in total

    • Gunboats

      • -60% damage by rocket jumps

      The Soldier\'s Gunboats replace his shotgun. They reduce the damage taken by rocket jumps and wall jumps by 60%

    • Buff Banner

      • 10 seconds Mini-crits for all near Team mates

      As with the medic, the buff banner charges a bar. It's charged by the damage which is dealt by the Soldier. When it's fully charged, the "Call to War" rings out. Team members in range gain Mini-crit hits for a maximum 10 seconds.

    • Battalion's Backup

      • Buff-Duration: 10 seconds
      • Buff-Range: 600 Units
      • Provides a defensive buff that protects nearby team members from crits and blocks 35% of incoming damage. Rage increases through damage taken.

      Through the suffering of damage, the "Rage-Meter" bar charges exactly like the Medic's ÜberCharge bar. After the activation of this Weapon, you and your comrades (in a radius of 600 Units) will get a buff, which reduces incomming damage by 35%.

    • Mad Milk

      • Cooldown: 20 seconds
      • Effect duration: 6 seconds
      • Players heal 60% of the damage done to an enemy covered with milk.

      As a part of the Special Delivery Kit, this expired milk replaces you pistol. This throwing object works exactly like Jarate. Enemies which are covered with milk, will give you 60% of their suffered damage back, as healthpoints.

    • Concheror

      • With buff, some damage Dished out by nearby teammates Comes back as healing

      The Concheror, is a promotional secondary weapon for the Soldier. It is a light brown wooden box with dark brown corners and a quad diamond shaped insignia, accompanied by a conch shell. A white, slightly tattered, vertical banner flag with the same diamond insignia secured onto a pair of bamboo sticks appears when the banner call is played. The Concheror functions in a similar manner to the Buff Banner and the Battalion's Backup, as they provide a specified effect for surrounding teammates. This banner charges through a combination of either dealing or receiving damage. Like the Buff Banner, holding down the primary fire button will delay the effect until the button is released. While this banner's buff is active, allies within 450 units are healed for 35% of the damage they deal. Players who pre-purchased Total War: SHOGUN 2 on Steam before March 15, 2011, were awarded with a Genuine quality version of this item.

    • Detonator

      • +25% damage to self

      Alt-Fire: Detonate flare. The Detonator is a secondary weapon for the Pyro. It is a Flare Gun with an elongated barrel taped in place, an extra curved sight and spiral paint designs on the chamber. Similar to the Flare Gun, the weapon fires projectiles which, upon contact with an enemy, with deal slight damage as well as set them alight. Should a flare strike an enemy already on fire, Mini-Crit damage will be inflicted (instead of the full Crit damage that the normal Flare Gun inflicts), and the target's afterburn duration will be reset. The weapon's main ability is its eponymous detonate ability. Pressing secondary fire whilst a flare is in flight will cause it to explode, creating a small blast radius which damages and ignites nearby enemy players within range. The knockback from the explosion can also be used to Flare jump in a manner similar to rocket or sticky jumping. However, Pyros wielding the Detonator will suffer an additional 25% damage taken from their own explosive weapons. The Detonator was previously tested in the Team Fortress 2 Beta.

    • Quick-Fix

      • ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects
      • Move at the speed of any faster heal target.
      • +40% heal rate
      • +25% ÜberCharge rate
      • Medic mirrors blast jump of their heal target

      The Quick-Fix is a secondary weapon for the Medic. It is a prototype Medi Gun with a set of three gauges and a graduated cylinder for a body. The main gun is coupled with a medicinal reactor backpack with glowing portions that replaces Medic's default backpack. This Medi Gun has a 40% faster heal and 25% faster ÜberCharge build rate compared to the default Medi Gun, but lacks the ability to overheal patients. Additionally, should the player train the weapon on a faster ally, they will be able to move at the same speed as their healing target. When the ÜberCharge is deployed, the patient and the Medic will be healed at triple the healing rate, and become immune to movement effects such as knockback, stun, and slowdown, but will not be granted invulnerability or immunity to compression blasts. Additionally, if the Medic deploys the ÜberCharge but does not target an ally, he is healed at the normal rate. Healing a class with an item set speed bonus, such as the 10% bonus granted to the Pyro from the Gas Jockey's Gear does not apply the speed bonus to the Medic. This means that the Scout is the only class that will provide a speed bonus to a Medic using the Quick-Fix. The Quick-Fix was previously tested in Team Fortress 2 Beta. The Beta Quick-Fix, a separate variant of the weapon, is still available for use in the beta.

    • Reserve Shooter

      • Mini-crits airborne targets for 3 seconds after being deployed
      • +15% faster weapon switch
      • -50% clip size

      The Reserve Shooter is a secondary weapon for the Soldier. It is a pump-action shotgun with army green metal on the barrel and receiver and tan-wooden fore-end and stock. At the cost of having only three shells per clip, this weapon increases the speed in which the Soldier switches between weapons by 15%. Additionally, it is able to deliver mini-crits to airborne targets for 3 seconds after switching to it from another weapon. Unlike the Direct Hit, which has a similar effect, the mini-crits are awarded even if the enemy was not launched into the air by explosive damage.

    • Family Business

      • +40% clip size
      • -15% damage done

      The Family Business is a secondary weapon for the Heavy. It is a pump-action shotgun with a stock attached to its receiver. The weapons has a 40% increased ammo clip compared to the Shotgun, at the cost of doing 15% less damage.

    • Righteous Bison

      • This weapon does not require ammo.
      • This weapon fires a projectile thatpenetrates enemy targets.
      • This weapon's projectiles cannot be deflected.
      • This weapon deals reduced damage to buildings.

      The Righteous Bison is a secondary weapon for the Soldier. It is a handheld retro-future ray gun. This weapon fires an unreflectable projectile that delivers reduced damage against buildings, but is capable of piercing multiple targets. It does not feature the traditional ammo reserve used by other weapons. Additionally, it can be used to light Huntsman arrows held by an enemy Sniper. Enemies killed by the Righteous Bison suffer a unique death; they will turn black and hover in mid-air while team-colored fire particles surround them and disintegrate their body.

  • Melee Toggle View

    • Vintage Sandman

      Equipped
      • Damage: 32 - 39
      • Mini-crit damage: 47
      • Critical damage: 105
      • Knocks out a mean stun ball
      • -15 max health

      The Sandman is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 16 Scout Achievements, thus reaching the "Scout Milestone 2". The weapon is used as a real baseball bat, allowing you to throw a baseball that stuns enemies by contact. The longer the ball flies, the longer the stun will last on the enemy. The Scout can only carry one baseball, and after a ball has been thrown, it will take 10 seconds until a new one will be ready for use. Keep in mind that although you can pick up a thrown baseball or visit a resupply cabinet in order to recharge a baseball faster, you can't do so with normal munition boxes and dropped weapons that aren't baseballs. Scouts who uses the Sandman have 15 less health points.

    • Sandman

      • Damage: 32 - 39
      • Mini-crit damage: 47
      • Critical damage: 105
      • Knocks out a mean stun ball
      • -15 max health

      The Sandman is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 16 Scout Achievements, thus reaching the "Scout Milestone 2". The weapon is used as a real baseball bat, allowing you to throw a baseball that stuns enemies by contact. The longer the ball flies, the longer the stun will last on the enemy. The Scout can only carry one baseball, and after a ball has been thrown, it will take 10 seconds until a new one will be ready for use. Keep in mind that although you can pick up a thrown baseball or visit a resupply cabinet in order to recharge a baseball faster, you can't do so with normal munition boxes and dropped weapons that aren't baseballs. Scouts who uses the Sandman have 15 less health points.

    • Equalizer

      Equipped
      • Damage increases as the user becomes injured
      • Blocks healing when in use

      The Equalizer gets more lethal, the more damage the soldier does take.

    • Gunslinger

      Equipped
      • Damage: 59 - 72
      • Mini-Crit: 88
      • Crit-Damage: 195
      • Repaired Damage per Hit: 105
      • Adds +25 max Health on wearer
      • Replaces the Sentry Gun with a Level 1 Mini-Sentry
      • No random Critical Hits

      The Gunslinger is an unlockable Wrench replacement for the Engineer. The Gunslinger appears as a robotic fist. It allows the Engineer to perform a combo attack, in which the third strike with the fist becomes an automatic critical hit. The Gunslinger also gives the Engineer an extra 25 max health, boosting his max up to 150 and making him a considerably more offensive class. Using the Gunslinger allows the Engineer to build a Combat Mini-Sentry Gun instead of the standard Sentry Gun. A Mini-sentry only take 2.5 seconds to build, and costs only 100 metal, but cannot be upgraded or repaired, and only deals half of a normal level 1 Sentry Gun's damage. Taunting with the Gunslinger will make the Engineer's robotic hand turn into a spinning cutter that stuns and kills.

    • Axtinguisher

      Equipped
      • Damage: 23 - 43
      • Mini-Crit Damage: 45
      • Crit-Damage: 195
      • 100% critical hits vs burning players
      • -50% damage vs non-burning players
      • No critical hits vs non-burning players

      The Axtinguisher is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 22 Pyro Achievements, thus reaching the \\\"Pyro Milestone 3\\\". The weapon only deals half the damage the normal Fire axe does, but in exchange it will do the full critical damage when hitting an enemy who has been set on fire.

    • Eyelander

      • Damage:43 - 87
      • Minicrit-Damage: 88
      • Crit-Damage: 195
      • Per melee kill+15 HP
      • -25HP
      • Crits only in connection with the Chargin\\\' Targe

      Who weares the eyelander feels his curse and will suffer a loss of 25 HP. With the Eyelander, enemies will be decapitated in Highlander style. By killing enemies, the Demoman gains a bonus in speed and each 15 HP. This bonus can be added up to 4 times, so that the Demoman can have a maximum health of 210 HP. Critical hits can be reached only in connection with the Chargin Targe, the demo's shield. Moreover, the Eyelander has an increased range in melee

    • K.G.B. - Killing Gloves of Boxing

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195
      • 5 second crit on kill
      • -20% firing speed

      The K.G.B is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 20 Heavy Achievements, thus reaching the "Heavy Milestone 3". The K.G.B. (Killing Gloves of Boxing) works in the same way as the Fists: you punch with your left hand by pressing the left mouse button, and vice versa. The special ability of the gloves are their crit buff: From the moment you've killed an enemy, you'll cause critical damage for the next 5 seconds. This buff works for any weapon once activated, so it's possible to quickly switch to the Shotgun or Minigun to cause greater damage. The only downside is that you punch 20% slower compared when fighting with your bare fists.

    • Vintage K.G.B. - Killing Gloves of Boxing

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195
      • 5 second crit on kill
      • -20% firing speed

      The K.G.B is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 20 Heavy Achievements, thus reaching the "Heavy Milestone 3". The K.G.B. (Killing Gloves of Boxing) works in the same way as the Fists: you punch with your left hand by pressing the left mouse button, and vice versa. The special ability of the gloves are their crit buff: From the moment you've killed an enemy, you'll cause critical damage for the next 5 seconds. This buff works for any weapon once activated, so it's possible to quickly switch to the Shotgun or Minigun to cause greater damage. The only downside is that you punch 20% slower compared when fighting with your bare fists.

    • Pain Train

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195
      • +1 capture rate
      • +10% vulnerabilty against bullet hits
    • Vintage Übersaw

      Equipped
      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195

      The Ubersaw is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 22 Medic Achievements, thus reaching the "Medic Milestone 3". The weapon deals the same amount of damage as the Bonesaw does. In addition to that, it charges the Medigun or the Kritzkrieg when successfully hurting a target. After 4 successful hits, the UberCharge or CritsCharge is ready for use.

    • Übersaw

      • Damage: 59 - 72
      • Minicrit-Damage: 88
      • Crit-Damage: 195

      The Ubersaw is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 22 Medic Achievements, thus reaching the "Medic Milestone 3". The weapon deals the same amount of damage as the Bonesaw does. In addition to that, it charges the Medigun or the Kritzkrieg when successfully hurting a target. After 4 successful hits, the UberCharge or CritsCharge is ready for use.

    • Homewrecker

      • Damage: 42 - 55 (vs. Players)
      • Damage: 130 (vs. Buildings)
      • Mini-Crit: 66
      • Crit-Damage: 146
      • 100% Damage against buildings
      • Can remove sappers
      • -25% damage against other enemies

      The Homewrecker is a unique sledgehammer used by the Pyro, and was released in the March 18, 2010 Patch as part of the first wave of community content. When wielded, the Homewrecker deals double damage to an enemy Engineer's Buildings and can remove enemy Sappers in one hit, but deals 25% less damage to players.

    • G.R.U. - Gloves of Running Urgently

      Equipped
      • While active you are as fast as a Soldier
      • +30% faster movement speed on wearer
      • -25% damage penalty
      • Wearer takes mini-crits while active and for 3 seconds after switching away

      Those, with flames painted Gloves aren't just cool, they also give you the speedboost you need as a Heavy.

    • Holy Mackerel

      • Damage: 32 - 39
      • Minicrit-Damage: 47
      • Crit-Damage: 105

      As a part of the Special Delivery Kit, this in a newspaper wrapped fish replaces you Baseball Bat. It has no special attributes, but gives you a lot of respect after a "FISH KILL!".

    • Powerjack

      • Damage: 72 - 93
      • Minicrit-Damage: 119
      • Crti-Damage: 244
      • +25% damage done
      • +75 health restored on kill
      • No random critical hits

      As a part of the Gas Jockey's Gear kit, this car battery on a stick replaces you Fireaxe. The big Damageoutput of this Weapon combined with the 75 bonus Healthpoints on a kill, make this weapon to a deadly must-have for Pyro players.

    • Bushwacka

      Equipped
      • Damage: 58 - 72
      • Crit-Damage: 195
      • This weapon crits whenever it would normally mini-crit
      • 20% fire damage vulnerability on wearer

      As a part of the Croc-o-Style Kit, this sharp Machete replaces your Kukri. Because of the big advantage, turning Mini-Crits into Crits this weapon is used alot with Jarate.

    • Your Eternal Reward

      • Damage: 28 - 54
      • Minicrit-Damage: 54
      • Crit-Damage: 120
      • Backstab-Damage: 600% of the enemy\'s current health resulting in an instant kill if stabbed in the back
      • Upon a successful backstab, you rapidly disguise as your victim This weapon is a silent killer
      • Wearer cannot disguise

      Your Etarnel Reward, part of the Saharan Spy Kit replaces your Butterfly knife. This weapon is best suited to kill your enemies quiet and take over their shape.

    • Back Scratcher

      • +25% damage done
      • +50% health from packs on wearer
      • -75% health from healers on wearer

      Level 10 Garden Rake

    • Warrior's Spirit

      • +25% damage done
      • +50% health from packs on wearer
      • -75% health from healers on wearer

      The Warrior's Spirit is a community-made melee weapon for the Heavy. They appear as a pair of rough, brown bear paws with sharp claws that are strapped over the Heavy's fists by two team-colored bands. When worn, the Heavy is able to deal 30% more damage with melee attacks. As a downside, the player loses 20 max health points, leaving the Heavy with only 280 health instead of the standard 300 and an overhealed maximum of 420 instead of the standard 450 (A difference of 30).

    • Boston Basher

      • On Hit: Bleed for 5 seconds
      • On Miss: Hit yourself. Idiot.

      Level 25 Bat

    • Ullapool Caber

      • No random critical hits

      Level 10 Stick Bomb High-yield Scottish face removal. A sober person would throw it...

    • Candy Cane

      • On Kill: A small health pack is dropped
      • 25% explosive damage vulnerability on wearer

      Level 25 Bat

    • Claidheamohmor

      • 0.5 sec increase in charge duration
      • No random critical hits
      • -15 max health on wearer

      The Claidheamh Mòr, pronounced ˈkleɪf mɔər , is a community-made melee weapon for the Demoman. It is a greatsword augmented with a crossguard with side rings and a green and team colored tartan wrapped around the grip. The blade is splattered with blood. Similar to the Eyelander, this weapon has a large melee range and cannot roll for random critical hits. However, the Claidheamh Mòr only decreases its wielder's health by 15. It also will not collect heads from decapitated victims, and as such, killing enemies with the Claidheamh Mòr will not increase health or speed. When equipped with the Chargin' Targe, the sword will allow the Demoman to charge for an additional 0.5 seconds, effectively increasing the length and duration of the charge. Additionally, as an undocumented benefit, by completing the full charge, the recharge of the bar in the HUD is decreased by 2 seconds, resulting in a full charge being ready in 10 seconds. Taunting with the Claidheamh Mòr will perform the Demoman's Decapitation kill taunt. The weapon was originally created for the Fancy vs. Nasty Update as a replacement for the Eyelander, and has since been officially added to the game.

    • Fists of Steel

      • -60% damage from ranged sources while active
      • +100% damage from melee sources while active

      Level 10 Boxing Gloves

    • Jag

      Level 15 Wrench</font><br/><font color="#99CCFF">30% faster construction rate</font><br/><font color="#FF4040">-25% damage done</font><br/><br/></font></div>

    • Conniver's Kunai

      • On backstab: absorbs the health from your victim.
      • - 65 max health on wearer

      The Conniver's Kunai is a promotional melee weapon for the Spy. It is a Japanese kunai dagger with a cloth-bound handle. Equipping this weapon reduces the user's max health by 65, thereby lowering the Spy's overall health to a total of 60. Upon a successful backstab, degenerative effects such as afterburn and bleed will end. The victim's total health, including overheal, is then added to the user's own health. This heals any damage taken, and then applies the remainder in the form of an overheal, capping out at a maximum of 180. When the Conniver's Kunai is equipped, the Spy's overheal mechanic functions differently from a standard overheal, depleting at 2 health per second. Overheal applied by a Medic will fade in 15 seconds, while overheal at maximum buff, applied through the Conniver's Kunai, will fade in 60 seconds. Taunting with the Conniver's Kunai equipped allows the Spy to perform a deadly Fencing maneuver. Players who pre-purchased Total War: SHOGUN 2 on Steam before March 15, 2011 were awarded with a Genuine quality version of this item.

    • Half-Zatoichi

      • On kill: restores you to 100% health.
      • Weapon decapitates
      • This weapon is Honorbound and once drawn cannot be sheathed until it kills.

      Soldiers and Demos Can duel with katanas For a one-hit kill

    • Big Earner

      Equipped
      • +30% cloakmeter on kill
      • -25 max health on wearer

      he Big Earner is a melee weapon for the Spy. It is a stiletto dagger with three small bands of blood-stained tape wrapped near the base of the blade. It was released with the Über Update. Equipping this weapon reduces the user's max health by 25, lowering the Spy's overall health to 100. Killing an enemy with this weapon fills the Spy's Cloak meter by 30%, regardless of which cloaking device is equipped or method of killing.

    • Atomizer

      • Grants triple jump. The third jump deals 10 damage when used.
      • -30% slower firing speed
      • -20% damage vs players

      The Atomizer is a melee weapon for the Scout. It is an aluminum bat with a black ribbed grip, and the Bonk! logo emblazoned on it surrounded by team-colored stripes. The Atomizer grants the wielder the ability to triple jump, which deals 10 points of damage to the jumping Scout. In addition, the attack speed of the weapon is slowed by 30%, and damage is reduced by 20%.

    • Shahanshah

      • +25% damage when health <50% of max
      • -25% damage when health >50% of max

      The Shahanshah is a melee weapon for the Sniper. It is a scimitar with a leather hilt that is reinforced by dull golden bindings. This weapons functions to reward players at the cost of risk. When the player's health is equal to or above 50% of the maximum, the Shahanshah will deal 25% less damage than the Kukri. However, should the player have less than 50% of their max health, the weapon will deal 25% more damage. The item was previously tested in the Team Fortress 2 Beta as the Beta Sniper Club 1.

    • Persian Persuader

      • +100% increase in charge recharge rate
      • All ammo collected becomes health
      • No random critical hits

      The Persian Persuader is a melee weapon for the Demoman. It is a scimitar with a brass hilt and a bloodied blade. Having the weapon equipped doubles the recharge rate of the charge of the Chargin' Targe or Splendid Screen, allowing for more frequent use of the ability. In addition, it converts any ammo collected into health. If the Demoman's health is full he will receive ammo.

    • Solemn Vow

      • Allows you to see enemy health.

      The Solemn Vow is a melee weapon for the Medic. It is a marble bust of Hippocrates, inset with a plaque reading "Do no harm," the guiding principle of the Hippocratic Oath. Wielding this weapon allows the player to view enemy health and names, providing strategic information that could aid the team. The item was previously tested in the Team Fortress 2 Beta as the Beta Bonesaw.

    • Market Gardener

      • Deals crits while the wielder is rocket jumping
      • No random critical hits

      The Market Gardener is a melee weapon for the Soldier. It is an entrenching shovel with a tan wooden handle fastened with green metal. The Market Gardener deals critical hits to enemies whilst the wielder is rocket jumping, but will not randomly crit otherwise.

    • Eviction Notice

      • +50% faster firing speed
      • -60% damage done

      The Eviction Notice is a melee weapon for the Heavy. It is a pair of brass knuckles with a flat grip and spikes on the bands. This weapon allows the player to attack 50% faster than the default Fists, at a rate slightly faster than the Scout's default Bat, but deal 60% less damage with each hit.

    • Nessie's Nine Iron

      • No random critical hits
      • -25 max health on wearer

      The Nessie's Nine Iron is a community-created melee weapon for the Demoman. It has the appearance of a golf club. This weapon functions in the same manner as the Eyelander. Taunting with the Nessie's Nine Iron will perform the Demoman's Decapitation kill taunt.

    • Escape Plan

      • Move speed increases as the user becomes injured
      • Blocks healing while in use
  • Hat Toggle View

    • Cheaters lament

      Equipped
      • (not tradable)
    • Ghastlier Gibus

      The Ghastly Gibus is an unlockable headwear item wearable by all classes. It is a slightly damaged black gibus hat with the top nearly detached. In a similar fashion to the Gentle Manne's Service Medal, this hat was originally earned by being one of the first 10,319 people to visit a hidden web page. The alternative method through which it now can be unlocked is to complete the Ghastly Gibus Grab Scarechievement by dominating a player who is wearing the hat. Unlike other Halloween items, the Ghastly Gibus is not seasonally restricted. Each Ghastly Gibus earned prior to the Scream Fortress Update was changed to a Ghastlier Gibus.

    • Horseless Headless Horsemann's Head

      • Holiday Restriction: Halloween

      He had one all along...

    • Flipped Trilby

      Equipped

      The Flipped Trilby is a community-created headwear item for the Scout. It is a team-colored trilby hat with a black band worn backwards, the back end of the rim folded down in a uniform ring, and the creases on the crown smoothed out. This hat was originally created in the Fancy vs. Nasty Update and since has been officially added to the game.

    • Proof of Purchase

      Equipped
      • (not tradable)

      The Proof of Purchase is a special headwear item for all classes. It appears as an olive green Brodie helmet with slight battle damage and Team Fortress 2 logo of a slightly darker shade emblazoned on the side. A narrow belt with a gold buckle extends around the back, over the wearer's neck. This hat is available to those who purchased Team Fortress 2 before the Über Update on June 23, 2011, those who receive a gift of the game and those who activate a retail copy of the game.

    • Party Hat - TF Birthday

      • (not tradable)

      The Party Hat is a headwear item for all classes. It is a team-colored conical hat with darker colored swirls and stapled in the back, similar to the one previously attached to players in birthday mode, this one being larger in size. The Party Hat is given to all users who played Team Fortress 2 during the 15th anniversary of Team Fortress.

  • Misc Toggle View

    • Soldier of fortune

      • (not tradable)

      This medal was awarded to players, who first played Team Fortress 2 from January 10 to October 09 2008.

    • Professor Speks

      Equipped

      Give your teacher the gift of insight, paper clip and rubber band included. Professor Speks is a miscellaneous item item wearable by all classes. It is a pair of black, thick-rimmed glasses held together with a rubber band and paper clip, similar to the glasses seen on the Professor's Peculiarity. When a player with a free account upgrades to a premium account by purchasing an item in the Mann Co. Store, they are presented with an option to select, via their Steam friends list, the name of the person who referred them to (or helped them the most with) Team Fortress 2. Any existing premium account player who is selected in this fashion receives the Professor Speks. Contrary to what is implied on the free-to-play FAQ page, coaching new players is in no way a prerequisite for obtaining the Speks. As long as the recipient is on the free account user's Steam friends list, they are eligible to receive the item. The in-game backpack description of the Speks includes a unique line which reads: "New Users Helped: X", where "X" indicates the number of new users the player has helped. If a player receives multiple votes from free account users, they do not receive a duplicate item. Rather, the description information on their existing Professor Speks updates to reflect the new count.

  • Token Toggle View

  • Crates Toggle View

    • Mann Co. Supply Crate Series #1

      • Vita-Saw
      • Gunslinger
      • Equalizer
      • Scottish Resistance
      • Old Guadalajara
      • Napper's Respite
      • Name Tag
      • An Extraordinary Abundance of Tinge
      • A Distinctive Lack of Hue
      • Or an Exceedingly Rare Special Item!

      You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #2

      • Black Box
      • Shortstop
      • L'Etranger
      • Sober Stuntman
      • Puglist's Protector
      • Chieftain's Challenge
      • Duelling Mini-Game
      • A Deep Commitment to Purple
      • Australium Gold
      • Or an Exceedingly Rare Special Item!

      You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #39

      • Loch-n-Load
      • Overdose
      • Knife
      • A Mann\'s Mint
      • After Eight
      • Salty Dog
      • Bloke\'s Bucket Hat
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #41

      11×
      • Bat
      • Direct Hit
      • Diamondback
      • Strange Part: Enemies Gibbed
      • Strange Part: Airborne Enemies Killed
      • Strange Part: Heavies Killed
      • Crocodile Smile
      • Large Luchadore
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #42

      • Bottle
      • Back Scratcher
      • Pistol
      • Strange Part: Buildings Destroyed
      • Strange Part: Projectiles Reflected
      • Strange Part: Headshot Kills
      • Outdoorsman
      • Ol' Geezer
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #43

      • Tribalman's Shiv
      • Detonator
      • Shortstop
      • Strange Part: Allies Extinguished
      • Strange Part: Posthumous Kills
      • Berliner's Bucket Helm
      • Coupe D'isaster
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #44

      • Rocket Launcher
      • Market Gardener
      • Equalizer
      • Strange Part: Critical Kills
      • Strange Part: Demomen Killed
      • Strange Part: Revenge Kills
      • Hat With No Name
      • Stout Shako
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #45

      11×
      • Stickybomb Launcher
      • Scotsman's Skullcutter
      • Persian Persuader
      • Strange Part: Soldiers Killed
      • Strange Part: Domination Kills
      • Strange Part: Kills While Explosive Jumping
      • Tavish DeGroot Experience
      • Rimmed Raincatcher
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #47

      • Force-A-Nature
      • Flame Thrower
      • Tomislav
      • Strange Part: Scouts Killed
      • Strange Part: Sappers Destroyed
      • Strange Part: Cloaked Spies Killed
      • Backwards Ballcap
      • Professional's Panama
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #49

      • Homewrecker
      • Shovel
      • Scattergun
      • Strange Part: Engineers Killed
      • Strange Part: Robots Destroyed
      • Strange Part: Low-Health Kills
      • Surgeon's Stahlhelm
      • Furious Fukaamigasa
      • Or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the "Strange" quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #54

      • Wrap Assassin
      • Spy-cicle
      • Sniper Rifle
      • Strange Part: Snipers Killed
      • Strange Part: Kills While Ubercharged
      • Strange Part: Underwater Kills
      • Hottie's Hoodie
      • Surgeon's Side Satchel
      • or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the "Strange" quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #55

      11×
      • Baby Face's Blaster
      • Pain Train
      • Medi Gun
      • Strange Part: Pyros Killed
      • Strange Part: Defender Kills
      • Strange Part: Airborne Enemies Killed
      • Counterfeit Billycock
      • Desert Marauder
      • or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the "Strange" quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #56

      • Fire Axe
      • Flying Guillotine
      • Beggar's Bazooka
      • Strange Part: Medics Killed
      • Strange Part: Tanks Destroyed
      • Strange Part: Long-Distance Kills
      • Western Wear
      • Modest Pile of Hat
      • or an Exceedingly Rare Special Item!

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

    • Mann Co. Supply Crate Series #57

      Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.

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