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Steamstats of
GEO
Summary
0 hrs past 2 weeks
Backpack
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Primary Toggle View
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Vintage 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).
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Strange Rocket Launcher
- Damage (short range): 105 - 112
- Damage (middle range): 50 - 90
- Damage (long range): 45 - 60
- Mini-crit- damage on direct hit: 122
- Critical damage on direct hit: 270
- Splash damage 1m: 60 - 81 (Crit: 226)
- Splash damage 2m: 43 - 52 (Cr
- Shots: 4 Rockets
- Total shots: 20 + 4 in the Weapom
By far the most famous and popular weapon in every first-person shooter is the Rocket Launcher. The reason why this high-impact fire weapon is so favored mainly lies in its versatility. It can not only be used as a means of attack but also aids the Soldier in movement as it allows him to quickly advance or reach higher platform by rocket jumping. The Rocket Launcher’s attack strength is the same in short and long range use and due to its splash damage, it is one of the worst enemies of sentries. However, as the rockets fly rather slowly, it is not very effective against moving targets at long distance. Since the Rocket Launcher can only hold four rockets at a time the Soldier needs to use them accurately and with a lot of aiming skill but this is not a problem after a little target practice.
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Vintage 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.
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Vintage Ambassador
- 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.
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Frontier Justice
- 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.
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Natascha
3×Equipped- 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.
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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.
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Backburner
2×- 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".
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Vintage 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.
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Black Box
- On Hit: +15 health
- -25% Clip size
As a part of the Tank Buster Kit, this weapon replaces your primary Rocketlauncher.
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Rocket Jumper
2×- No self inflected blast damage taken
- +200% max primary ammo on wearer
- -100% damage done
- Wearer cannot carry the intelligence briefcase
The Rocket Jumper is a primary weapon replacement for the Soldier released with the Polycount Update, though not a part of the Soldier's Tank Buster Pack. It's special type of Rocket Launcher focused on learning to rocket jump, as the user neither deals nor receives damage upon firing. The Rocket Jumper also grants 200% max ammo on wearer, for extra practice of course
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Shortstop
Equipped- 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.
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Degreaser
Equipped- 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.
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Sidney Sleeper
2×- Bodyshot: 45 - 50 (0% Charge)
- Bodyshot: 70 - 80 (50% Charge) (Jarate Effect starts)
- Bodyshot: 90- 110 (75% Charge)
- Bodyshot: 130 - 160 (100% Charge)
- Minicrit-Damage: 68 (0% Charge) / 203 (100% Charge)
- Crit-Damage: 150 (0% Charge) / 450 (100% Charge)
- Shots: 1
- Total Shots: 25 + 1 in the weapon
- On Hit: Jarate applied to target for 8 seconds
- No random critical hits
- No headshots
The Sidney Sleeper replaces, as a part of the Croc-o-style Kit your Sniper Rifle. This weapon may help you to coat distant enemies with Jarate, but people will start calling you a "Bodyshotn00b" (someone who can kill people with bodyshots only).
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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.
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Crusader's Crossbow
- Fires special bolts that heal teammates and deal damage based on distance traveled
- 40% faster reload time
- No headshots
- -75% max primary ammo on wearer
The Crusader's Crossbow is a community-made primary weapon for the Medic. The Crusader's Crossbow appears as a wooden crossbow, with a metal barrel attached to a canister which houses an arrow until it is fired. The cross emblem worn on the Medic's backpack and scoreboard icon is present on both the canister, and the frame of the Crusader's Crossbow. The Crusader's Crossbow fires an arrow that travels in a slight arc with a team-colored streak trailing behind it, not unlike the Huntsman. Though the Crusader's Crossbow does not require the user charge their shot before firing, the time spent reloading an active arrow is significantly increased compared to the Huntsman. Arrows fired from the Crusader's Crossbow will damage enemies and heal teammates, allowing a sharpshooting player to deal damage from a great distance. Any player hit with an arrow fired from the Crusader's Crossbow will appear to have an arrow sticking out of their body, a mere cosmetic effect. Arrows function on a reversed damage falloff scale; the further an arrow travels, a greater amount of damage or health it will heal. The amount of health replenished is not affected by whether the teammate has been recently damaged. Healing teammates with an arrow fired from the Crusader's Crossbow does not contribute to the Medic's ÜberCharge meter. A Pyro can reflect an arrow fired from the Crusader's Crossbow back at the Medic, or into their own teammates to give them a health boost. Disguised enemy Spies will be damaged by reflected arrows, rather than healed.
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Brass Beast
- +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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Cow Mangler 5000
- 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.
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Original
The Original is a promotional primary weapon for the Soldier. Styled after the Rocket Launcher from Quake (the model of which was used in the original Team Fortress mod for the Soldier's Rocket Launcher and the Pyro's Incendiary Cannon), it appears as a tan rocket launcher with a gray tubular exhaust port, bulky barrel, and a gray handle
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Genuine Widowmaker
The Widowmaker is a promotional primary weapon for the Engineer. It is a futuristic, tan Shotgun styled after the Widowmaker TX, a weapon available in Deus Ex: Human Revolution. This weapon uses the Engineer's metal as its source of ammunition; each shot fired will consume 60 metal, making for a maximum of 3 shots able to be fired without additional metal, with no requirement to reload. Each point of damage done to an enemy player or building with the Widowmaker is returned to the Engineer as metal. It was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.
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Genuine Machina
Equipped- Fully charged Shot can pierce through multiple enemies
The Machina (play /ˈmɑːkiːnə/ or /ˈmækɨnə/ mah-kee-nə[1]) is a promotional primary weapon for the Sniper. It is a futuristic Sniper Rifle with a split barrel and soft grip. While the Machina deals identical damage to the default Sniper Rifle, it cannot be fired unless the player is utilizing the scope. Attempting to fire the weapon unscoped will cause it to "click" and emit sparks from the muzzle at no ammo cost. A fully charged shot fired by the Machina delivers an extra 15% damage and can pierce through multiple enemies. On the other hand, fully charged shots do not penetrate through buildings. This weapon also fires tracer rounds; each shot leaves a faint team-colored trail in the air, notifying enemies of the Sniper's position. A successful penetration kill, where a fully charged shot penetrates an enemy to kill another enemy behind them, will trigger a unique sound effect akin to fanfare that can be heard by every player on the server. The Machina was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.
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Genuine Diamondback
- 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
- Can save Crits
- No random Crits
The Diamondback is a promotional primary weapon for the Spy. It is styled after the Diamond Back .357 from Deus Ex: Human Revolution. Similarly to the Frontier Justice, the Diamondback has the ability to store up to 35 critical hits for later use but cannot deliver random crits. A potential critical hit is stored for each enemy building that is destroyed while being sapped by that Spy's Electro Sappers; the Spy does not have to earn credit for the destruction. As a drawback, the weapon delivers 15% less damage compared to the default Revolver. Any stored critical hits will be lost upon death and any buildings destroyed with the Spy's Electro Sapper attached while he is dead will not be granted to him upon respawn. The Diamondback was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.
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Bootlegger
3×- +100% increase in turning control while charging
- +25 max health on wearer
The Bootlegger is a primary weapon for the Demoman. It is a single pirate's boot and a peg leg. Used when a pirate loses his leg in battle, the same way as the Demoman uses an eye patch (He loses his eye in battle.). This set is Pirate themed. This weapon functions in exactly the same way as Ali Baba's Wee Booties.
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Pomson 6000
- Does not require ammo
- Projectile penetrates enemy targets
- Projectile cannot be deflected
- On Hit: Victim loses 10 Medigun charge
- On Hit: Victim loses 20 cloak
Being an innovative hand-held irradiating utensil capable of producing rapid pulses of high-amplitude radiation in sufficient quantity as to immolate, maim and otherwise incapacitate the Irish.
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Phlogistinator
- All fire damage charges 'Mmmph', activate to refill health and crit for several seconds
- No airblast
- No random critical hits
- -10% damage penalty
Being a revolutionary appliance capable of awakening the fire element phlogiston that exists in all combustible creatures, which is to say, all of them.
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Beggar's Bazooka
- Hold Fire to load up to three rocketsRelease Fire to unleash the barrage
- Overloading the chamber will cause a misfire
- +%s1 degrees random projectile deviation
- Cannot collect ammo from dispensers
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Rainblower
2×- On Equip: Visit Pyroland
- Only visible in Pyroland
Your friends (enemies) will squeal with delight (be consumed with fire) when you cover them in sparkly rainbows (all-consuming fire). (Equips Pyrovision.)
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Hitman's Heatmaker
- Gain Focus on kills and assists
- Focus activates on Fire when Focus meter is full
- In Focus: 25% faster charge rate and no unscoping
- Headshot kills cause decapitation
- Focus activates on Fire when Focus meter is fullIn Focus: +25% faster charge and no unscoping
- 20% damage penalty on body shot
Heads will roll.
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Genuine AWPer Hand
This controversial bolt-action beaut is banned in thousands of countries, and with good reason: You could really hurt someone with this thing.
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Rescue Ranger
- Alt-Fire: Use metal to pick up buildings from long range
- Fires a special bolt that can repair friendly buildings
- Self mark for death on building pick up
- 50% max primary ammo on wearer
- 66% clip size
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Secondary Toggle View
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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.
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Vintage 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.
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Strange Pistol
- Damage (point blank): 20 - 22
- Damage (medium range): 10 - 15
- Damage (long range): 8 - 9
- Mini-crit damage: 20
- Critical damage: 45
- Shots: 12
- Total shots: 36 + 12 in the weapon
The Pistol is the Scout's secondary fire weapon. As it does less damage than the Scattergun it should primarily be used for long-range targets as it is very accurate. The Pistol also comes in handy if opponents only have very little health left and only need one or two bullets to be killed.
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Vintage Flare Gun
- 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.
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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.
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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.
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Chargin Targe
2×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..
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Scottish Resistance
- Damage:120
- Crit-Damage:353
- Total shots: 36 Stickys + 8 in the weapon
With the Scottish Resistance, up to 14 stickybombs can be layed down. Plus, it can destroy enemy stickybombs. Furthermore, demoman gains the ability of detontaing seperate groups of his stickybombs.. So, several areas stay controlled and guarded. To detonate several groups of bombs, aim at them and press the button for secondary attack, as always. Of course, everything comes at price. As boosted defensive weapon, the SR is not designed for close range combat . The time to detonate the sticky bomb amounts to 0.4 seconds and with that its longer than the common stickybomb launcher's time.
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Dalokkohs Bar
Equipped- Eeating Time: 4,3 seconds
- Buff duration: 30seconds
- Cooldown: 25,7 seconds
- +50 max HP
The Dalokohs Bar, pronounced ʻDah-lock-ussʻ, is a community-made secondary weapon for the Heavy. It is a large, partially unwrapped, segmented chocolate bar, with the Team Fortress logo imprinted on each chunk. The white-and-team-colored wrapper proclaims "Dalokohs, it's delicious!" When consumed, the bar will heal 60 Health. In addition, his maximum health is increased temporarily by 50 for the next 30 seconds, like a semi-permanent overheal. However, this bonus will not stack with healing from a Medi Gun or Dispenser nor will it increase the Heavy's maximum overheal health. The health increase does not remain if the Heavy changes his secondary weapon. Like other Lunch Box items, the Heavy will be immobile when consuming the bar; however it cannot extinguish fire, nor can it be eaten underwater. Also, unlike the Sandvich and the Buffalo Steak Sandvich, it cannot be dropped to heal teammates and can be eaten repeatedly without recharging.
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Vintage Sandvich
- 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.
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Strange SMG
- Damage (melee range): 8 - 12
- Damage (mid range): 4 - 6
- Damage (long range): 4 - 5
- Minicrit-damage: 11
- Crit-damage: 24
- Clip size: 25 shots
- Ammunition overall: 75 shots + 25 in your clip
The secondary weapon of the sniper is the SMG. The damage dealt per shot is fairly low, but this is compensated by the high firing rate and decent aiming capabilities. The SMG is useful where the sniper rifle is useless or you have to move a lot.
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Vintage 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.
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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.
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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
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Vintage Gunboats
Equipped- -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%
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Vintage 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.
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Battalion's Backup
2×- 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%.
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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.
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Darwin's Danger Shield
- +25 max health on wearer
This nice Croc-o-Armor is a part of the Croc-o-Style Kit and replaces your SMG. It's not decorating your back only, no, on top of all it gives you +25 max health as an extra bonus.
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Buffalo Steak Sandvich
2×- Effect-Lenght: 15 seconds
- move speed is increased, damage done and taken will be mini-crits
- player may only use melee weapons
The Buffalo Steak Sandvich is a community-made secondary weapon for the Heavy. It is simply a slab of raw steak, supposedly from a buffalo, with a visible marrow bone. When eaten with primary fire, the weapon heals no damage to the Heavy, but bestows a multitude of buffs: move speed is increased to 311 HU/s — roughly 35% faster than the Heavy's normal walking speed — damage dealt and damage taken are delivered as Mini-crits, and the player is restricted to using melee weapons for the duration of the buffs. The buffs last for a total of 15 seconds. Should the player use secondary fire, the item will be thrown to the ground and functions as a pickup similar to the Sandvich, providing health upon being picked up. The primary fire effects are not applied on dropped Steaks. Should the Heavy be killed whilst holding the Buffalo Steak Sandvich, it will be dropped as a collectible for 50 health — 75 for a Scout.
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Concheror
2×- 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.
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Winger
Equipped- +15% damage done
- -60% clip size
The Winger is a secondary weapon for the Scout. It is a pistol with a radioactivity symbol printed on its grip and a small pair of yellow wings spreading back toward the magazine. This weapon deals 15% more damage than the default Pistol, but can only load 5 shots at a time.
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Mantreads
- 25% reduction in push force taken from damage
- Deals 3x falling damage to the player you land on
The Mantreads are secondary weapons for the Soldier. They are a pair of bulky leather boots with straps that keep them securely fastened to the Soldier's feet. When equipped, the Mantreads reduce the knock back received from sources such as Stickybombs by 75%. Should the player successfully fall a great distance and land on an enemy, the enemy will take triple the amount of fall damage that the player did.
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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.
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Splendid Screen
EquippedThe Splendid Screen is a shield for the Demoman. It is an iron shield with four thick knobs in the cardinal directions, and a large boss in the middle. Compared to the Chargin' Targe, the Splendid Screen provides halved fire and explosive resistances. However, its charge ability is much more potent; there is no minimum distance required to deliver damage with a shield bash, and a successful charge bash delivers 70% more damage.
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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.
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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.
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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.
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Righteous Bison
2×- 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.
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Short Circuit
The Short Circuit is a promotional secondary weapon for the Engineer. It is a futuristic handheld electrical device consisting of two probes and rubber sealing, that appears to replace Engineer's right arm. This weapon fires a burst of electrical energy that does minor damage to enemies and has the ability to destroy enemy projectiles within a 180 degree radius at the expense of 35 metal. The weapon's electrical arcs are capable of hitting both multiple enemies and multiple projectiles in a single shot. Although unable to deliver critical hits either randomly or through the Kritzkrieg or to operate underwater, the Short Circuit does not require reloading and instead draws ammunition directly from the Engineer's metal supply. Enemies hit by the Short Circuit will emit white electrical sparks for a brief moment. Additionally, enemies killed by the weapon will suffer a distinctive death by vaporization, similar to the weapons in Dr. Grordbort's Victory Pack. It was awarded in Genuine quality to players that pre-ordered Deus Ex: Human Revolution before August 26, 2011.
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Genuine Short Circuit
The Short Circuit is a promotional secondary weapon for the Engineer. It is a futuristic handheld electrical device consisting of two probes and rubber sealing, that appears to replace Engineer's right arm. This weapon fires a burst of electrical energy that does minor damage to enemies and has the ability to destroy enemy projectiles within a 180 degree radius at the expense of 35 metal. The weapon's electrical arcs are capable of hitting both multiple enemies and multiple projectiles in a single shot. Although unable to deliver critical hits either randomly or through the Kritzkrieg or to operate underwater, the Short Circuit does not require reloading and instead draws ammunition directly from the Engineer's metal supply. Enemies hit by the Short Circuit will emit white electrical sparks for a brief moment. Additionally, enemies killed by the weapon will suffer a distinctive death by vaporization, similar to the weapons in Dr. Grordbort's Victory Pack. It was awarded in Genuine quality to players that pre-ordered Deus Ex: Human Revolution before August 26, 2011.
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Manmelter
- Does not require ammo
- Projectile cannot be deflected
- Gives one guaranteed critical hit for eachteammate extinguished by this weapon
- No random critical hits
Being a boon to tree-fellers, backwoodsmen and atom-splitters the world over, this miraculous matter-hewing device burns each individual molecule as it cleaves it.
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Cleaner's Carbine
- On Kill: 3 seconds of 100% critical chance
- -20%% clip size
- 35% slower firing speed
- No random critical hits
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Red-Tape Recorder
- Reverses enemy building construction
- -100% sapper damage penalty
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Flying Guillotine
- Throw at your enemies to make them bleed! Long distance hits cause mini-crits
- 100% critical hit vs stunned players
- No random critical hits
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Melee Toggle View
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Vintage 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.
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Vintage Equalizer
- Damage increases as the user becomes injured
- Blocks healing when in use
The Equalizer gets more lethal, the more damage the soldier does take.
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Strange Equalizer
- Damage increases as the user becomes injured
- Blocks healing when in use
The Equalizer gets more lethal, the more damage the soldier does take.
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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.
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Southern Hospitality
- Damage: 59 - 72
- Mini-Crit: 88
- Crit-Damage: 195
- Repaired Damage per Hit: 105
- Targets will bleeding for 5 seconds after beeing hit
- No random Critical Hits
- 20% fire damage vulnerability on wearer
The Southern Hospitality is an unlockable, community-made melee weapon used by the Engineer. Striking an opponent with it will cause them to bleed. This weapon will not deal out random crits. When wielding this weapon, you have a 20% fire vulnerability.
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Vintage Axtinguisher
- 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.
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Vintage 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
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Scotsman's skullcutter
- Damage: 78
- Minicrit-Damage: 105
- Crit-Damage: 234
- +20% damage
- -15% speed
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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.
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Vintage Pain Train
- Damage: 59 - 72
- Minicrit-Damage: 88
- Crit-Damage: 195
- +1 capture rate
- +10% vulnerabilty against bullet hits
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Tribalman's shiv
2×Equipped- Damage: 32
- Minicrit-Damage: 43
- Crit-Damage: 96
- Bleed Damage: 3-4 a second (Duration: 4 seconds)
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Strange Tribalman's shiv
- Damage: 32
- Minicrit-Damage: 43
- Crit-Damage: 96
- Bleed Damage: 3-4 a second (Duration: 4 seconds)
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Vintage 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.
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Vintage 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.
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G.R.U. - Gloves of Running Urgently
- 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.
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Holy Mackerel
Equipped- 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!".
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Powerjack
Equipped- 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.
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Bushwacka
- 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.
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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.
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Vita-Saw
- Damage: 59 - 72
- Minicrit-Damage: 80
- Crit-Damage: 195
- On death up to 20% of your stored ÜberCharge is retained
- -10 max health on wearer
The Vita-Saw was added in the Mann-Conomy update. It's the second melee weapon for the Medic.
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Amputator
- On Taunt: Applies a healing effect to all nearby teammates
The Amputator is a melee weapon for the Medic and was released as part of the The Medieval Medic set. It is a saw with angular edges and a distinct team-colored handle with the Medic's logo in the middle. Despite being almost identical to the Bonesaw, when the player taunts with this weapon a Medicating Melody is produced and all nearby teammates are healed. This process allows multiple healings to occur at once. Should teammates within the taunt's area successfully kill an enemy, the Medic will be credited with an assist kill.
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Back Scratcher
- +25% damage done
- +50% health from packs on wearer
- -75% health from healers on wearer
Level 10 Garden Rake
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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).
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Ullapool Caber
- No random critical hits
Level 10 Stick Bomb High-yield Scottish face removal. A sober person would throw it...
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Candy Cane
- On Kill: A small health pack is dropped
- 25% explosive damage vulnerability on wearer
Level 25 Bat
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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.
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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>
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Sharpened Volcano Fragment
- On Hit: target is engulfed in flames
- -20% damage done
Improves upon Mother Nature's original design for volcanos by increasing portability. Modern science is unable to explain exactly where the lava is coming from.
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Sun-on-a-Stick
- crit vs burning player
- -25% damage done
Spiky end goes into other man.
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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.
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Half-Zatoichi
2×- 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
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Strange 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
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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%.
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Disciplinary Action
- On Hit Ally: Boosts both players\' speed for 1 sec
- -25% damage done
The Disciplinary Action is a melee weapon for the Soldier. It is a riding crop with an old wooden handle and a faded brown leather whip. Upon striking a teammate with this weapon, both the Soldier and the receiving teammate will receive a 40% speed boost (capped at Scout speed) for four seconds. The boost is indicated by speed lines surrounding the affected class, visible both to them and any other players. As a downside, the riding crop deals 25% less damage to enemies. Multiple teammates can be boosted at once.
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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.
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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.
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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.
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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.
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Eviction Notice
2×- +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.
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Postal Pummeler
- 100% critical hit vs burning players
- 50% damage vs non-burning players
- No critical hits vs non-burning players
The Postal Pummeler is a melee weapon for the Pyro, appearing as a violently uprooted olive drab coloured mailbox, with the number 606 painted on the side. It was introduced during the Summer Update. This weapon functions in exactly the same way as the Axtinguisher.
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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.
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Conscientious Objector
- This item functions identically to the wielder's default melee weapon.
The Conscientious Objector is a weapon equippable by all classes with the exception of the Engineer and the Spy. It is an uprooted road sign, with a worn sheet of paper bearing the Team Fortress 2 logo nailed onto the front; the image can be replaced with another by using the Decal Tool. The sign itself is ridden with nails, battered, bloodstained, and slightly crooked. This item functions identically to the wielder's default melee weapon.
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Scottish Handshake
The Scottish Handshake is a melee weapon for the Demoman. It is a brown glass rum bottle, apparently made by the Demoman's Degroot family ancestors in 1680. This weapon functions in exactly the same way as the Bottle. Similar to the Bottle, the lower half of the Scottish Handshake will shatter if a critical hit is delivered, though the effect is purely cosmetic and has no effect on damage dealt.
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Eureka Effect
- On Alt-Fire: Teleport to spawn
- Cannot carry buildings
Being a tool that eliminates exertion by harnessing the electrical discharges of thunder-storms for the vigorous coercion of bolts, nuts, pipes and similar into their rightful places. May also be used to bludgeon.
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Third Degree
- All players connected via Medigun beams are hit
Being a device that flouts conventional scientific consensus that the molecules composing the human body must be arranged "just so", and not, for example, across a square-mile radius.
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Vintage Escape Plan
- Move speed increases as the user becomes injured
- Blocks healing while in use
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Strange Escape Plan
- Move speed increases as the user becomes injured
- Blocks healing while in use
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Escape Plan
2×- Move speed increases as the user becomes injured
- Blocks healing while in use
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Hat Toggle View
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Vintage Soldier's stash
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Vintage Respectless rubber glove
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The Jimi Hendrix
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Magistrate's mullet
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Cheaters lament
- (not tradable)
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Ghastlierest Gibus
2×Elegante Schlichtheit und der Charme der alten Zeit, kombiniert mit den berauschenden Aromen von Schimmel und Gruft-Staub.
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Alien Swarm Parasite
The Parasite hat came at the 20th of July 2010 with a TF2 Patch to celebrate the release of Alien Swarm (http://www.alienswarm.com/). The Alien Swarm Parasite is an unlockable headwear item for all Classes. It is obtained by earning the Hat Trick achievement in the game Alien Swarm by completing 2 co-op missions online.
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Mildly disturbing Halloween mask
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Mann Co. Cap
- (Not Tradeable)
- (not tradable)
The Mann Co. Cap is a promotional headwear item, wearable by all classes. It is an off-white baseball cap with a patch containing the Mann Co. logo and their motto; "We sell products and get in fights." The Mann Co. Cap is acquired after a player makes their first purchase from the Mann Co. Store. Along side this, any item that a free account player buys will also upgrade their account to "Premium" and allows trading. It can also be worn by Atlas and P-body in Portal 2's co-op mode.
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Grenadier's Softcap
- For complete kit:
- +20% sentry damage resistance on wearer
This leather cap transforms you into a Soldier, in a leadership position with some respectful expressions.
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Ol' Snaggletooth
Equipped- For complete kit:
- The wearer cannot be killed by headshots
The Croc-o-Style Kit decorates your head with this stylish croco hat. Matching the Carapace, people would think you are a real Alligator.
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Engie Mask
Holiday Restriction: Halloween
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Horseless Headless Horsemann's Head
- Holiday Restriction: Halloween
He had one all along...
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Voodoo Juju
Equipped- This is a special Halloween 2010 item.
Only the finest leather hats come with tattoos and piercings.
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Saxton Hale Mask
The Saxton Hale Mask is an unlockable headwear item available to all classes. It can be obtained by crafting all 9 unique Halloween Masks from the 2010 Halloween event together. Each Event bag can be found in the Mann Manor map in randomly spawned gift boxes. Unlike the other Halloween related hats, the Saxton Hale Mask can be worn even after Halloween, like the Ghastly Gibus. The Saxton Hale Mask can be crafted after Halloween, allowing players to complete the Sackston Hale achievement. While wearing this hat, the player is immune to the Horseless Headless Horsemann's "Boo" taunt, but not the fright from the Ghost on Harvest.
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Foster's Facade
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A Rather Festive Tree
EquippedA Rather Festive Tree is a headwear item for all classes. It is a felt novelty hat shaped like a lopsided Christmas tree covered in snow. The tree is adorned with light bulbs and topped with a gold star.
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Genuine Hero's Hachimaki
The Hero's Hachimaki is a headwear item for the Soldier. It appears as a team-colored headband, featuring a white circle and star design in the center. It is worn over the Soldier's eyes, a design styled after the feature character of the game Homefront. Players who pre-purchased Homefront on Steam before March 15, 2011, were awarded with a Genuine quality version of this item. As of May 10, 2011, the item was made craftable (however, this was not noted until the May 12, 2011 Patch).
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Big Country
It'd be a damn shame to hide hair this handsome.
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Team Captain
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Genuine Stahlhelm
The Stahlhelm is a promotional headwear item for the Soldier. It is a rimmed steel German army helmet, featuring a Team Fortress emblem on the side in a shield decal. This item is awarded in Genuine quality for pre-purchasing The Steam Digital Deluxe Edition of Red Orchestra 2: Heroes Of Stalingrad before August 30th, 2011.
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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.
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Genuine Company Man
The Company Man is a promotional headwear item for all classes. It is a grey baseball cap with an orange-lined brim and a badge imprinted with the Sarif Industries logo on the front. It was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.
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Hot Dogger
The Hot Dogger is a community-created headwear item for the Scout. It is a small white hat with a team-colored trim, topped with a replica of a hot dog.
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Buzz Killer
- This is a special Halloween Item
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Infernal Impaler
- This is a special Halloween item.
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Seal Mask
- This is a special Halloween Item
Turn routine melee attacks into environmental hate crimes with this adorable mask.
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MONOCULUS!
- This is a special Halloween item.
Celebrate the Demo's most serious childhood injury with this gruesome mask based on his missing, haunted eye.
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Battle Bob
Simple and elegant, this slimming hair helmet will bring out the natural contours of your fearsome war face.
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Gentle Munitionne of Leisure
- Effect: Genteel Pipe Smoke
This snappy all-class stovepipe commemorates man and monkey's joint attempt to conquer the heavens with a built-in rocket that, every year on the anniversary of the launch, might violently explode.
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Skull Island Topper
This terrifying (innocuous) witching cap was found by the all-powerful (mediocre) wizard Merasmus in the depths of the Hades Spiral (right near the entrance of the Hades Spiral).
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Misc Toggle View
-
Grizzled veteran
- (not tradable)
This medal was awarded to all players, who first played Team Fortress 2 from October 10 2007 to January 09 2008.
-
Bronze Dueling Badge
- (not tradable)
This badge tracks your duel statistics. Increase its level by winning duels!
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Refined Metal
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Reclaimed Metal
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Stockbroker's Scarf
The Stockbroker's Scarf is a promotional miscellaneous item for the Pyro. It is the team-colored unpinned tie of Mr. Foster, a character from the game Killing Floor. This item, along with the Foster's Facade, was obtainable for players who either already owned Killing Floor or purchased the game during Killing Floor's Twisted Christmas Event from December 14, 2010 to January 4, 2011. Those who purchased the game before noon PST on December 14, 2010 received Vintage versions.
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Villain's Veil
The good, the bad, and the dead.
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Fancy Dress Uniform
The Fancy Dress Uniform is a miscellaneous item for the Soldier. It is a collared-shirt and team-shaded tie worn under his regular Soldier uniform. It is accompanied by shoulder marks on each shoulder. It was released during the Über Update.
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Lord Cockswain's Novelty Mutton Chops and Pi
- Effect: Genteel Pipe Smoke
Lord Cockswain's Novelty Mutton Chops and Pipe is a miscellaneous item for the Soldier. It replaces the Soldier's helmet with a novelty hairpiece and beard as well as a novelty smoking pipe, complete with a "Genteel Pipe Smoke" effect.
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Genuine Deus Specs
The Deus Specs are a promotional Miscellaneous item for all classes. They are a pair of armless and bridgeless sunglasses with gold-tinted shades, similar to those worn by the protagonist of Deus Ex: Human Revolution, Adam Jensen. The Dues Specs have unique models for the Pyro, Demoman, and Engineer; the Pyro's and Engineer's are both inset into their eyepieces, while the Demoman's left lens is cracked in half. They were awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.
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Genuine Purity Fist
The Purity Fist is a miscellaneous item for the Heavy. It is a heavily-augmented biomechanical limb that replaces the Heavy's left arm, but makes no change to the melee damage dealt. It was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011, and to attendees of the Square Enix booth at PAX Prime 2011.
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Builder's Blueprints
The Builder's Blueprints are a miscellaneous item for the Engineer. They appear as a set of team-colored blueprints placed in his hip pouch. This item is simply cosmetic, and it has no effect on buildings or blueprint appearance.
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Clan Pride
The Clan Pride is a miscellaneous item wearable by all classes. The item is a small badge and can be sprayed with the Decal Tool.
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Cremator's Conscience
The Cremator's Conscience is a Miscellaneous item for the Pyro. It is a pair of team-colored dolls resembling the Pyro and are attached to the straps on the Pyro's chest. One possesses an angelic halo, while the other has devil's horns, tail, and pitchfork. They both wobble when the Pyro moves. Equipping the Cremator's Conscience will remove the Napalm Grenades on the Pyro's chest, similar to the Stockbroker's Scarf.
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Shoestring Budget
- This is a special Halloween Item
-
Frontier Flyboy
- This is a special Halloween Item
-
Legend of Bugfoot
- This is a special Halloween Item
-
Bombinomicon
- Explode spectacularly on death
The Bombinomicon is a badge item wearable by all classes. It is a leatherbound and twisted looking book with a glowing red eyes and a team-colored Demoman class icon on its "forehead". A large, bloodstained circle of jagged teeth in the center of the cover clutches a cartoonish bomb. A player that dies wearing this badge will be gibbed in a spectacular purple explosion, whether the killing blow was dealt by an explosive or otherwise. This badge is awarded to players who have earned the Dive Into a Good Book achievement by traveling to Loot Island through portal that appears after the Monoculus is defeated and collecting the Bombinomicon held within a cage there. The Bombinomicon can be awarded to multiple players who complete the listed specifications.
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All-Father
Throughout the history of civilization, the white beard has come to symbolize wisdom and status. Show the world its possible to be bearded AND stupid with this Heavy- and Soldier-specific face-nest. Shove it, civilization!
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Strange Spirit Of Giving
The Spirit Of Giving is a miscellaneous item for all classes. It appears as a small grey x-ray machine attached to each class's chest. The machine has a green, phosphorescent screen featuring a beating heart and bubbles. This item tracks the number of gifts distributed by the player via Secret Saxtons and Piles o' Gifts. Each gift given will increase the counter displayed.
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Vintage Pyrovision Goggles
- On Equip: Visit Pyroland
- Witnessed the %s1 inferno
Enter a world of imagination that's far superior to the crap-ass worlds of imagination you get from books. Pyrovision lets you see the TF2niverse from our favorite arsonist's perspective.
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Idea Tube
This handsome leather cylinder improves on the diary in every way. Do you have secret thoughts? Write 'em down, ball 'em up, and stuff 'em in the tube. It's incredibly easy to find a thought when you need it, too. Simply empty out the tube and there they all are. You're just one simple unballing away from remembering it.
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Soldier's Stogie
Sometimes a cigar is just a cigar. And sometimes, as is the case with this hand-rolled Soldier cigar, it's gravel, manure, human hair, and taco seasoning wrapped up in old band-aids.
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Genuine Menpo
Discover the exciting world of the samurai! Speak quickly and angrily! Grow facial hair! Maybe if you kill another samurai and apologize after, you'll get to date his wife! The possibilities are endless!
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Genuine Foppish Physician
Whether you're trepanning a skull to let out the sickness ghosts or attaching enough leeches to a patient that they'll pass out from blood loss before you cut off any suspicious-looking limbs, this dapper ruffed shirt and coat will assure your patients that they came to the right place for their dangerously insane 18th century medicine.
-
Genuine Distinguished Rogue
This coat does so much of the heavy lifting to make you look like a sophisticated man of espionage, you won't need to wear anything else at all. Watch those heads turn the next time you attend a fancy gala completely nude except for a coat. So jealous. How about that guy calling the police? Is HE jealous? Yeah he is.
-
Sir Hootsalot
If owls are so smart, why did this one let you glue it to your shoulder? Come to think of it, neither one of you is looking like a super-genius on this one.
-
Executioner
Being an executioner is a lot more than just killing people. Sometimes you get to torture them first. Tip: To make things interesting, why not torture someone until they yell the secret word? (Hint: the secret word is "Freedom".)
-
Voodoo-Cursed Soldier Soul
-
Voodoo-Cursed Spy Soul
-
-
Tool Toggle View
-
Dueling Mni-Game
The Duelling Mini-Game allows you to challenge an opponent player to a duel. Every time you kill him, you obtain Duel Points. The player with the most Duel Points at the end of the round wins the game. The Duelling Mini-Game can be purchased in the store for 0,99€ (5 uses possible).
-
RIFT Spider Hat Code
- (not tradable)
This item will grant you a code to receive a hat in Rift. Use it from your backpack to claim the code.
-
-
Crates Toggle View
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Mann Co. Supply Crate Series #1
8×- 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
8×- 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
8×- 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
6×- 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
8×- 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
6×- 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
8×- 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
6×- 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
8×- 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
6×- 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
8×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.
-
RoboCrate
- Contains all items of the Robotic Boogaloo Community Update
- or an Exceedingly Rare Robot-Themed Special Item!
This crate is special and requires a RoboCrate Key to unlock. The RoboCrate contains Unusual effects that will only come from this crate.
-
-
Actions Toggle View
-
Taunt: The Director's Vision
Equipped- (not tradable)
Equip this item in your Action Slot and press the Action button to tell your victims you are making a Replay of their pathetic demise to share with everyone.
-
Noise Maker - TF Birthday
The Noise Maker is an action item that was introduced during the Scream Fortress Update. When equipped in an action slot and used, a noise is played to all the other players on a server. Most Noise Makers have multiple unique sounds that can randomly play when used. Noise Maker - Stabby is currently the only exception to this rule, as it only has one possible sound. Each Noise Maker, aside from Noise Maker - TF Birthday, can only be used 25 times and is then removed from the Backpack.
-
Taunt: The High Five!
Don't leave your friends hanging. This is a press-and-hold taunt. Hold down the action slot key to remain in the taunt's pose.
-
Noise Maker - Winter Holiday
- Unlimited use
-
Power Up Canteen
- Holds a maximum of 3 charges
- Each charge lasts 5 seconds
Applies a bonus effect for a limited amount of time when used. Must first be filled at an Upgrade Station and can only be filled with one bonus type at a time.
-
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