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Steamstats of MFScout
Germany
Description:
I love to support my clan in any way possible, and everyone in it is filled with pure awesomness!
Besides my clan i love trading in TF2, one of the best things you can do to relax and meet nice people.
Some informations:
Favourite character: Soldier/Scout/Pyro
Most valuable item in BP: Steaming Fed Fighntning Fedora
Favourite games (exc. TF2): Borderlands 2, Payday: The Heist, The Legend of Zelda: Minish Cap.
Playing games since: 2000
Favourite item in my BP: Summer Shades (Lime)
Milestones:
#1 First Unusual (Streaming Dead Cone; 02/19/2013; 693 h. Playtime)
#2 First Earbud (Level 37; 03/11/2013; 733 h Playitme)
BTW: Dont add me if youre not from bazaar.tf/tf2outpost or one of my friends! No group invites (or ask me before inviting). Otherwise i will block you instantly!
(Im awesome and i really like cookies)
Unusuals i owned so far:
Steaming Dead Cone
Orb. Planet Dead Cone
Orb. Fire Gentlemans Gatsby.
Orb. Fire Madame Dixie
Blizz. Madame Dixie
Peace Sign Dead Cone
Orb. Fire Pugilist's Protector
Smoking Gym Rat
Steaming Sergant's Drill Hat
Steaming Fed Figning Fedora
(Also i love this track http://www.youtube.com/watch?v=LjFZp7jq1mE)
Thanks to TRENCHBACK for that awesome Profile Picture representing my Pyro!
[url=http://www.waynetech.com]Waynetech[/url]
[url=http://www.wayneentreprises.com]Wayne Enterprises[/url]
Summary
13.1 hrs past 2 weeks
Backpack
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Primary Toggle View
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Strange Scattergun
- Damage (point blank): 85 - 105
- Damage (medium range): 10 - 40
- Damage (long range): 3 - 10
- Mini-crit damage: 8.1 per pellet
- Critical damage: 18 per pellet
- Total shots: 36 + 6 in the weapon
The Scattergun is the Scout's primary fire weapon and basically represents an improved shotgun with a second barrel. The Scattergun has max effect at point blank and can kill lighter classes such as Medics and Engineers with one or two shots. Due to shot scattering, this weapon is less effective in long-range use and consequently deals less damage when used in this way.
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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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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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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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Vintage Natascha
- Damage per second (point blank): 320 - 360
- Damage per second (medium range): 30 - 200
- Damage per second (long range): 30 - 60
- Damage: 6.75 per bullet
- Mini-crit damage: 9.1125 per bullet
- Critical damage: 20.25 per bullet
- Shots: 200
- Slows down target on hit
- -25% damage
Natascha is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 15 Heavy Achievements, thus reaching the "Heavy Milestone 2". This weapon is essentially another Minigun, but with an additional effect: The weapon slows down every enemy it hits by 25% for a short moment. Unlike Sahsa, however, this weapon deals lower damage then its counterpart.
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Natascha
- Damage per second (point blank): 320 - 360
- Damage per second (medium range): 30 - 200
- Damage per second (long range): 30 - 60
- Damage: 6.75 per bullet
- Mini-crit damage: 9.1125 per bullet
- Critical damage: 20.25 per bullet
- Shots: 200
- Slows down target on hit
- -25% damage
Natascha is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 15 Heavy Achievements, thus reaching the "Heavy Milestone 2". This weapon is essentially another Minigun, but with an additional effect: The weapon slows down every enemy it hits by 25% for a short moment. Unlike Sahsa, however, this weapon deals lower damage then its counterpart.
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Strange Sniper Rifle
- Bodyshot 43 - 57 (0% Charge) / 128 - 172 (100% Charge)
- Headshot: 150 (0% Charge) / 450 (100% Charge)
- Minicrit-Damage: 68 (0% Charge) / 203 (100% Charge)
- Crit-Damage: max. 150
- Clip Size: 1 shot
- Ammunition overall: 25 shots
- The damage increases after 1 second in zoomed state
The sniper rifle is the best and strongest long range weapon in Team Fortress 2. It occupies the primary slot of the snipers weapons. The sniper can charge his shot, which takes 3.5 seconds to achieve 100% and deals a massive amount of damage to his enemies. To almost every class, a fully charged headshot leads to instant death.
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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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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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Vintage Backburner
- 100% critical hits from behind
- +150% airblast cost
The Backburner is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 15 Pyro Achievements, thus reaching the "Pyro Milestone 2". The weapon works in the same way the Flamethrower: it uses fire to deal damage and set enemies on fire. As the name implies, it will cause critical damage whenever a player hits an enemy on his or her "back".
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Backburner
- 100% critical hits from behind
- +150% airblast cost
The Backburner is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 15 Pyro Achievements, thus reaching the "Pyro Milestone 2". The weapon works in the same way the Flamethrower: it uses fire to deal damage and set enemies on fire. As the name implies, it will cause critical damage whenever a player hits an enemy on his or her "back".
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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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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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Strange Shortstop
- Damage (short Distance): 69 - 72
- Damage (medium Distance):: 24 - 48
- Damage (long Distance):: 6 - 12
- Minicrit-Damage: 16 pro Kugel
- Crit-Damage: 24 pro Kugel
- Shots: 4
- Total shots: 36 + 4 in the weapon
- On Hit: Slow target movement by 40% for 0.5s
As a part of the Special Delivery Kit, this four-barreled Pistol will replace your primary Scattergun. Because of its fast reloading ability, this weapon will be a torture to your enemies when it's used by the right person.
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Shortstop
- Damage (short Distance): 69 - 72
- Damage (medium Distance):: 24 - 48
- Damage (long Distance):: 6 - 12
- Minicrit-Damage: 16 pro Kugel
- Crit-Damage: 24 pro Kugel
- Shots: 4
- Total shots: 36 + 4 in the weapon
- On Hit: Slow target movement by 40% for 0.5s
As a part of the Special Delivery Kit, this four-barreled Pistol will replace your primary Scattergun. Because of its fast reloading ability, this weapon will be a torture to your enemies when it's used by the right person.
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Degreaser
- 65% faster weapon switch
- -25% burn damage penalty
- -10% damage penalty
This, made-out-of-trash-like Flamethrower replaces you normal Flamethrower. It impresses with its Skin, the sound of burning someone and the ability to switch weapons quickly.
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Sidney Sleeper
- 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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Iron Curtain
The Iron Curtain is a promotional primary weapon for the Heavy. It appears to be a Minigun made partially out of wood, with identifiable features such as a Communist Hammer and Sickle emblem visible on the ammo casing and a smoking vent on the side. This weapon was supposedly crafted by the Heavy himself. The weapon functions in exactly the same way as the standard Minigun. It is awarded to players of Poker Night at the Inventory for defeating the Heavy during a round in which he has bought in with the item instead of cash.
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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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Strange 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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Soda Popper
- +25% faster reload time
- +50% faster firing speed
- -60% clip size
- No random critical hits
Builds hype as you run. When the hype meter is full, unleash mini-crits! The Soda Popper is a primary weapon for the Scout. It is a broken Force-A-Nature repaired with several black bands, with slitted barrels and a can of Crit-a-Cola attached underneath. The weapon offers 25% faster reloading speed and 50% faster firing speed compared to the default Scattergun. However, it restricted to loading two shots at a time, and it is incapable of delivering random critical hits. In addition, equipping the Soda Popper places a "hype" meter on the HUD, which charges whilst the player is moving with the weapon in use. It takes approximately 5200 Hammer units of distance traveled, either through running or jumping, to fill up the hype meter. When the meter is full, all weapons will automatically deal mini-crits for 8 seconds
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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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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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Strange 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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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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Machina
- 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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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
- +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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Rainblower
- 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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Baby Face's Blaster
- 40% more accurate
- On Hit: Builds Boost Run at up to double speed at maximum Boost
- -30% damage penalty
- 35% slower movement speed on wearer
- Boost resets on jump
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Huo-Long Heater
- Sustains a ring of flames while deployed
- 6 ammo consumed per second while deployed
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Strange Silver Botkiller Sniper Rifle
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Strange Silver Botkiller Scattergun
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Strange Rust Botkiller Minigun
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Strange Carbonado Botkiller Flame Thrower
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Loose Cannon
- Cannonballs have a fuse time of 2 seconds; fuses can be primed to explode earlier by holding down the fire key.
- Cannonballs push players back on impact
- Cannonballs do not explode on impact
- 50% damage on contact with surfaces
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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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Festive Frontier Justice
- When your sentry is destroyed yougain revenge crits for every sentry kill
- No random critical hits
- -50% clip size
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Festive Huntsman
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Festive Grenade Launcher
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Secondary Toggle View
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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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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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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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Dead Ringer
- Total cloak time: 6.5 seconds
- Recharge time: 16 seconds
The Dead Ringer one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 17 Spy Achievements, thus reaching the "Spy Milestone 3". Unlike the Invisibility Watch, the Dead Ringer doesn't allow to cloak the Spy by demand, but when hit by something, regardless of an enemy weapon or an environmental object. When triggered, it will create a corpse of the Spy or the class he was being disguised. At the same time, the Spy is cloaked for 5.5 seconds, allowing him to escape and fool the enmy in believing you actually died. Additionally, The damage taken while holding the Dead Ringer and activating its effect will be recuded by 90%. This applies to the first shot only, any additional damage taken while being cloaked is the default 100%.
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Vintage Dead Ringer
- Total cloak time: 6.5 seconds
- Recharge time: 16 seconds
The Dead Ringer one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 17 Spy Achievements, thus reaching the "Spy Milestone 3". Unlike the Invisibility Watch, the Dead Ringer doesn't allow to cloak the Spy by demand, but when hit by something, regardless of an enemy weapon or an environmental object. When triggered, it will create a corpse of the Spy or the class he was being disguised. At the same time, the Spy is cloaked for 5.5 seconds, allowing him to escape and fool the enmy in believing you actually died. Additionally, The damage taken while holding the Dead Ringer and activating its effect will be recuded by 90%. This applies to the first shot only, any additional damage taken while being cloaked is the default 100%.
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Chargin Targe
Since the Soldier vs Demoman update, the Chargin Targe replaces the Stickybomb launcher. The shield increases it\'s werarers resistance against fire by 50% - against explosive damage by 50%. Furthermore, the shield enables a charge on the enemy. In doing so, the melee weapon is strenghened. Hitting your enemy with the melee weapon while charging at medium distance will result in a mini-crit hit, at high distance it will result in a critical hit..
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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
- 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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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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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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Strange 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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Razorback
2×- 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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Gunboats
- -60% damage by rocket jumps
The Soldier\'s Gunboats replace his shotgun. They reduce the damage taken by rocket jumps and wall jumps by 60%
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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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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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Winger
- +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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Strange 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
The 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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Strange 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
- 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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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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Cozy Camper
- No flinching when aiming
- Knockback reduced by 20% when aiming
- +1 health regenerated per second on wearer
- -80% slower move speed when aiming
The Cozy Camper is a community-created secondary weapon for the Sniper. It is a large team-colored backpack with camping gear attached. The attached gear includes Jarate, a Stainless Pot, a miniature Australian flag, and a koala doll with a slouch hat. The pot and the Jarate sway when the Sniper moves. When equipped, the Cozy Camper will prevent the Sniper from 'flinching' such that the Sniper Rifle's scope will not move when taking damage, such as weapon fire, bleeding, or afterburn. Additionally, overall knockback is reduced by 20%. As a downside, the Sniper will move 90% slower while scoped. In the case of the Huntsman, the effects are applied while the Sniper has the bow string pulled back.
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Scorch Shot
- Flare knocks back target on hitand ignites enemies in a small radius
- 50% damage penalty
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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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Pretty Boy's Pocket Pistol
- +15% max. health on wearer
- Wearer never takes falling damage
- 25 % slower firing speed
- 50% fire damage vulnerability on wearer
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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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Quackenbirdt
A marvel of German engineering, the Quackenbirdt is a classically handsome two-tone Australium and tungsten spywatch for the European assassin who likes to be reminded how rich he is every time he turns invisible.
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Strange Silver Botkiller Medi Gun Mk.II
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Vaccinator
- Special-Attack: Cycle through resist types.While healing, provides you and your target with a constant 10% resistance to the selected damage type.
- +150% ÜberCharge rate
- -66% Overheal build rate.
ÜberCharge provides 75% resistance to a selected damage type. You are healed for 25% of the matched incoming damage on your heal target.
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Festive Buff Banner
Provides an offensive buff that causes nearby team members to do mini-crits.
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Melee Toggle View
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Strange Baseball Bat
- Damage: 32 - 39
- Mini-crit damage: 47
- Critical damage: 105
The Baseball Bat is the ideal short-range weapon for the small and skinny scout. By dishing out 2 hits per second the Scout is able to do quite some damage in melee combat with his little aluminum friend. Even tough classes such as the Heavy and the Demoman can get killed this way if the Scout gets too close
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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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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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Strange Shovel
- Damage: 59 - 72
- Mini-crit damage: 88
- Critical damage: 195
The Shovel may not look like the most advanced of short-range weapons but it is a very effective tool if wielded by the Soldier. He turns into a bloodthirsty monster and a great danger to all enemies once he draws it for melee combat. However, due to the normal attack speed, the Shovel does not deal more damage than most other TF2 melee weapons. Since the Soldier should primarily not engage in melee combat due to his slow movement speed, the Shovel is mainly used in situations that render the use of his fire weapons unfavorable or if the Soldier is simply out of ammo.
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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 Wrench
- Damage: 43 - 87
- Mini-crit-Damage: 88
- Crit-Damage: 195
- Repaired Damage per Hit: 105
With the wrench the Engineer accelerates the development of Sentry Guns, dispensers and teleporters. Damaged buildings are also repaired with a wrench by hits on them. The wrench is used not only as a tool. Should the engineer be interrupted during construction of his buildings, he likes to share a couple of hits with him. If a Spy puts his Electro-Sapper on one of the Engineer-Structures, the wrench helpes to destroy the sapper, and saving the building.
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Gunslinger
- 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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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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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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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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Pain Train
- Damage: 59 - 72
- Minicrit-Damage: 88
- Crit-Damage: 195
- +1 capture rate
- +10% vulnerabilty against bullet hits
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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 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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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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Strange Fists
- Damage: 59 - 72
- Mini-Crit: 88
- Crit-Damage: 195
The melee weapon of the Heavy class are his massive Fists. Dealing significant damage, his fists are an alternative to the Shotgun when an opponent is at close range and the Heavy's Minigun is out of ammo. Alternatively, the fists may be used to attack enemies within melee range if the wind-up time for the minigun is too costly.
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Frying Pan
- Damage: 59 - 72
- Minicrit-Damage: 88
- Crit-Damage: 195
People who own L4D2 or bought it (until Thursday, 07/10/2010) can look forward to this new melee weapon. It has no special extras, only a nice hitsound when beating your enemies.
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Holy Mackerel
- Damage: 32 - 39
- Minicrit-Damage: 47
- Crit-Damage: 105
As a part of the Special Delivery Kit, this in a newspaper wrapped fish replaces you Baseball Bat. It has no special attributes, but gives you a lot of respect after a "FISH KILL!".
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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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Unusual Horseless Headless Horsemann's Headt
- No random critical hits
- -25 max health on wearer
Cursed by dark spirits similar to those that dwell within the Eyelander.
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Amputator
2×- 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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Boston Basher
- On Hit: Bleed for 5 seconds
- On Miss: Hit yourself. Idiot.
Level 25 Bat
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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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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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Fists of Steel
- -60% damage from ranged sources while active
- +100% damage from melee sources while active
Level 10 Boxing Gloves
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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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Fan O'War
- On hit: one target at a time is marked for death, causing all damage taken to be mini-crits.
- - 90% Damage Done
Winds of Gravel Pit Scout brings on his fan! You are marked for death
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Strange 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
- 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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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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Strange 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
- +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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Conscientious Objector
5×- 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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Wanga Prick
- Upon a successful backstab you rapidly disguise as your victim
- Silent Killer: No attack noise from backstabs
- Wearer cannot disguise
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Sharp Dresser
The Sharp Dresser is a promotional melee weapon for the Spy. It is a retractable blade with an eagle-shaped hook worn under the sleeve like those used by Altaïr Ibn-La'Ahad and Ezio Auditore da Firenze in the video game series Assassin's Creed. This weapon functions identically to the standard Knife.
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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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Wrap Assassin
- Alt-Fire: Launches a festive ornament that shatters causing bleed
- 30% damage penalty
These lovely festive ornaments are so beautifully crafted, your enemies are going to want to see them close up. Indulge them by batting those fragile glass bulbs into their eyes at 90 mph.
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Spy-cicle
- Silent Killer: No attack noise from backstabs
- On Hit by Fire: Become fireproof for 2 seconds
- Backstab turns victim to ice
- Melts in fire, regenerates after 15 seconds
It's the perfect gift for the man who has everything: an icicle driven into their back. Even rich people can't buy that in stores.
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Holiday Punch
- Critical hit forces victim to laugh
- Always critical hit from behind
- On Hit: Force enemies to laugh who are also wearing this item
- Critical hits do no damage
The Holiday Punch is a community-created melee weapon for the Heavy. The Holiday Punch was contributed to the Steam Workshop under the name The Masculine Mittens. It was released in the Australian Christmas 2011 update. If a critical hit is achieved or the target is also wearing the item, then the victim will burst into laughter, leaving them temporarily defenseless. The weapon always deals critical hits from behind, but its crits do not deal any damage. Critical hits given by the Buffalo Steak Sandvich, or presumably any other source, will deal normal critical hits, instead of the laugh effect, unless from behind. The arc behind is similar to a Spy's backstab. Taunting with the Holiday Punch equipped will perform the Showdown Special taunt.
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Black Rose
The Black Rose is a promotional melee weapon for the Spy. It is a double-edged butterfly knife serrated on one side with roses engraved along the blade and a symbol of an encircled rose imprinted on the handles. Its Baccara style colors the weapon almost entirely black, while the Mystery and True Love style is team-colored. This weapon functions identically to the standard Knife. Taunting with the Black Rose equipped allows the Spy to perform a deadly Fencing maneuver. The Black Rose is awarded to players who complete the Alliance of Valiant Arms achievement 1st One Down by creating a character and playing their first game. In addition, this achievement will unlock the Holy Mackerel melee weapon for use in Alliance of Valiant Arms.
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Lollichop
- On Equip: Visit Pyroland
- Only visible in Pyroland
Fill (split) your buddies' tummies (skulls) with delicious candy (cold steel) with this oversized sugary treat. (Equips Pyrovision.)
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Vintage 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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Strange Neon Annihilator
- 100% critical hit vs wet players
- Can damage sappers
- -20% damage penalty vs. players
- No random critical hits
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Neon Annihilator
- 100% critical hit vs wet players
- Can damage sappers
- -20% damage penalty vs. players
- No random critical hits
-
Freedom Staff
Since America was founded over ten thousand years ago, the noble eagle has been its symbol of freedom. Show people how much you like freedom by clubbing them senseless with a golden eagle on a stick, just like Kofi Annan.
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Bat Outta Hell
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Ham Shank
This makeshift classic is a prison staple. Simply take any common, everyday prison item, like a toothbrush or ham, whittle it to a point, and use it to shiv snitches waiting in line at the commissary for a second helping of ham and toothbrushes.
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Hat Toggle View
-
Bonk helm
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Soldier's stash
-
Soldier's stash
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Brigade helm
-
Hustler's hallmark
-
Heavy duty rag
-
Texas ten gallon
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Prussian pickelhaube
-
Ghastlierest Gibus
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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Dr's Dapper Topper
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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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Elli's Cap
Ellis' Cap is a promotional headwear item wearable by all classes. It is styled after the hat worn by the eponymous Ellis in Left 4 Dead 2. It is a white and team-colored baseball cap featuring a tow truck patch. This hat, along with the Frying Pan, is awarded to players who purchase Left 4 Dead 2 before October 7, 2010.
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Heavy Mask
Holiday Restriction: Halloween
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Spy 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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German Gonzila
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1894's Party Hat
The Flipped Trilby is a community-created headwear item for the Scout. It is a team-colored trilby hat with a black band worn backwards, the back end of the rim folded down in a uniform ring, and the creases on the crown smoothed out. This hat was originally created in the Fancy vs. Nasty Update and since has been officially added to the game.
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Reggaelator
Every little thing is gonna be alright.
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Hero's Tail
The Hero's Tail is a promotional headwear item for the Scout. It appears as Geralt of Rivia's gray ponytail hairstyle with hanging sideburns. The ponytail swings while the Scout is in motion. The Hero's Tail is awarded to players who preorder The Witcher 2 before May 17, 2011.
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Desert Marauder
Desert Marauder is a headwear item for the Sniper, released with the Über Update. It is a white Keffiyeh (also known as Ghutrah) with a black headband.
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The Dovahkiin
The Dragonborn Helmet is a promotional headwear for the Heavy. It is a steel helmet with two ram horns on either side, which is based off of promotional artwork for The Elder Scrolls V: Skyrim.
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Killer Exclusive
The Killer Exclusive is a promotional headwear item for all classes. It is an old-fashioned brown journalist's fedora with a card marked 'Press' stuck in the rim. The Killer Exclusive is awarded to players who buy the UK version of PC Gamer issue 232 (available September 29, 2011) and use the activation code contained inside.
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Unusual Little Buddy
The Little Buddy is a headwear item for the Pyro. It is a small United States "Dixie Cup" Sailors Cap, with a golden anchor crest, and a team-colored stripe along the brim.
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Holy Hunter
- This is a special Halloween Item
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Buzz Killer
- 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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Ghastly Gibus
- This is a special Halloween Item
Elegant simplicity and old-world charm combined with the heady aromas of mould and grave dust.
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Head Warmer
2×This incinerators insulator keeps your head a perfect 105 degrees, while muffling the hallucinations brought on by wearing a hat that slowly cooks your brain.
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Full Head Of Steam
You never took a break from cp_foundry, and now you can prove it with the actual steam whistle used to call the breaks you never took!
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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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Hat of Cards
Why did we just take one of those cards out of our hats to blatantly cheat at poker? Maybe what you should be asking is this: why are our knives…in your gut?! You might also want to ask: where is the nearest hospital?! And: is blood as important as everyone claims?!
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Voodoo JuJu (Slight Return)
Bones: They hold your body up, keep all your meat in place, and they're all that separates us from jellyfish. Why keep them inside, where they can't get the acclaim they deserve? Here's to you, bones.
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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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That '69s Chapeau
Go incognito with this sunglasses and leather cap combo, the perfect disguise for infiltrating Huggy Bear lookalike conventions.
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Mann Co. Online Cap
-
Genuine Person in the Iron Mask
Turkey? Chicken? Game hens? Your head? This cast iron poultry furnace will smoke anything placed inside it.
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Bloodhound
Experience the vicarious thrill of the tough-talking, dame-seducing gumshoe by reading the collected works of Raymond Chandler. Then take a break from all that and try on this novelty-sized cartoon dog hat.
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Soldered Sensei
Karate masters WANT you to think there's no belt higher than black. But what if we told you there was a secret metal belt ABOVE black that lets you kick a black belt's ass all over the place? Scared black belt guys have been trying to keep a lid on this for years.
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Towering Titanium Pillar of Hats
Asimov's Three Laws of Robotics state that 1. Robots can't harm humans and 2. Robots must obey humans, and 3. This hat looks great.
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Bot Dogger
It's inevitable that robot hot dog hats will someday become the most popular fashion accessory on the planet. And when they do, everyone will claim they liked them "before they were cool." Thanks to the Bot Dogger, only YOU will be able to prove it.
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Ye Oiled Baker Boy
It's as if this hat fell off the tiny metal head of a dirt-stained urchinbot selling robonewspapers in 1899 Mecha-London, rolled through a time tunnel and into your modern backpack.
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Firewall Helmet
Learn the secret that firefighters guard fiercely: There is no better hat to wear while entering a burning building than a metal hat. Why? The metal will absorb 100% of the heat, leaving your bare skin cool and refreshed, probably.
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Platinum Pickelhaube
Invented by Nikolai Tesla in any one of his ten million appearances in crappy steampunk fiction, probably.
-
Tungsten Toque
Commemorate history's greatest robot Canadians with this knitted steel cap. Former Prime Minister Pierre Trudeau! Optimus Prime Minister! Commander Data from the hit CBC drama Deep Space Prince Edward Island!
-
-
Misc Toggle View
-
Mercenary
- (not tradable)
This medal is awarded to players, who first played Team Fortress 2 from October 10, 2008 to now.
-
Bronze Dueling Badge
- (not tradable)
This badge tracks your duel statistics. Increase its level by winning duels!
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Scrap Metal
-
Blighted Beak
-
Essential Accessories
MNC Mascot Outfit
-
Villain's Veil
The good, the bad, and the dead.
-
Professor Speks
Give your teacher the gift of insight, paper clip and rubber band included. Professor Speks is a miscellaneous item item wearable by all classes. It is a pair of black, thick-rimmed glasses held together with a rubber band and paper clip, similar to the glasses seen on the Professor's Peculiarity. When a player with a free account upgrades to a premium account by purchasing an item in the Mann Co. Store, they are presented with an option to select, via their Steam friends list, the name of the person who referred them to (or helped them the most with) Team Fortress 2. Any existing premium account player who is selected in this fashion receives the Professor Speks. Contrary to what is implied on the free-to-play FAQ page, coaching new players is in no way a prerequisite for obtaining the Speks. As long as the recipient is on the free account user's Steam friends list, they are eligible to receive the item. The in-game backpack description of the Speks includes a unique line which reads: "New Users Helped: X", where "X" indicates the number of new users the player has helped. If a player receives multiple votes from free account users, they do not receive a duplicate item. Rather, the description information on their existing Professor Speks updates to reflect the new count.
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Summer Shades
The Summer Shades are a promotional miscellaneous item for all classes. They are a pair of mirrored sunglasses with a plastic yellow frame. The Summer Shades can be earned during the Steam Summer Camp Sale by collecting and exchanging three Prize Tickets earned from various achievements.
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Flair!
3×The Flair! is a miscellaneous item wearable by all classes. The item is a set of small badges and can be sprayed with the Decal Tool. The backpack icon shows BLU and RED team logos, a picture of Saxton Hale's face, and of the Team Fortress 2 logo. Each class wears the set of badges in a different fashion, with some badges being worn more than once, and others varying in size.
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Stereoscopic Shades
The Stereoscopic Shades are a miscellaneous item for the Scout. They are a pair of anaglyph 3D glasses with team-colored lenses. The right lens will turn cyan if on the RED team, with the left lens turning red. The right lens will turn purple if on the BLU team, with the left lens turning blue.
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Scottish Snarl
- This is a special Halloween Item
-
Tail From the Crypt
- This is a special Halloween Item
-
Emerald Jarate
- This is a special Halloween Item
-
Silver Bullets
- This is a special Halloween Item
-
Garlic Flank Stake
- This is a special Halloween Item
-
Frontier Flyboy
- This is a special Halloween Item
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Legend of Bugfoot
- This is a special Halloween Item
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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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Outback Intellectual
- Effect: Gentile Pipe Smoke
Argyle. Pipe-smoking. Individually, they make you look like an idiot. Together, they make you look smart AND stylish! Just like Umberto Eco!
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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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Texas Half-Pants
The Texas Half-Pants are a community-created miscellaneous item for the Engineer. They are a pair of beige leather chaps, featuring metal bolts attached to the side and team-colored tassels. This item has two unique styles. The second style colors the chaps a darker brown.
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Vintage Pyrovision Goggles
3×- 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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Business Casual
It's casual business up front, and more casual business in the back. Now: check those sides. Yep. It's casual business there too. Cover all the casual business bases with this unbuttoned suit jacket.
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HazMat Headcase
This impermeable, gas-tight hood keeps your head at a comfortable 350-degree temperature throughout the day. The tinted visor lets you sweat off that unsightly face fat in the privacy of your own sweltering hell.
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Triad Trinket
Clothes make the man, and jewelry makes the man look ridiculous if not worn correctly. This understated gold chain strikes a perfect balance that says, "Yes, I'm wearing a necklace, but I left the tiara at home."
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Archimedes
Before Archimedes came into the Medic's care, he made his living through wedding dovery. A lucrative trade, but he always felt something was missing. He looks back on the day that the Medic stole that catering van during the prime minister's wedding as the best day of his life. He's been burrowing into the chests of unwitting patients ever since.
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Track Terrorizer
For a brief stint in high school, Scout joined the track team in one of his many schemes to pick up girls. He was kicked off the team after three days when everyone realized he was 23-years-old and also not enrolled in the school.
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Bearded Bombardier
- Effect: Genteel Pipe Smoke
Demo is already a lot like Santa Claus. They both have extensive knowledge of modern explosives, they both hate Judy Garland, and now, they can both sport a charming beard and corn cob pipe.
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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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Operation Oil Spill Badge
Your Mann Up progress through Operation Oil Spill is recorded on this badge.
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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".)
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Voodoo-Cursed Scout Soul
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Voodoo-Cursed Soldier Soul
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Voodoo-Cursed Heavy Soul
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Voodoo-Cursed Sniper Soul
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Voodoo-Cursed Pyro Soul
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Voodoo-Cursed Spy Soul
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Voodoo-Cursed Medic Soul
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Voodoo-Cursed Engineer Soul
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Voodoo-Cursed Demoman Soul
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Tux
Linux represent!
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Genuine Buck Turner All-Stars
Named after the famous Badlands sprinter who set a land speed record for sleeping with other men's wives. Turner designed the shoes to escape angry mobs of husbands, but sadly could not outrun diabetes. Both his feet were later amputated.
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Dapper Disguise
Go incognito as a handsome man and enjoy the secret benefits of the exceptionally attractive. High-paying jobs! Erotic encounters! Free bread sticks at the Olive Garden! Eat as many as you can, though, because eventually the mask will rot off, leaving you uglier than before.
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Soldier's Sparkplug
- Effect: %s1
Sometimes a cigar is just a cigar. Other times it is a sparkplug. Sometimes it is a boot. The important thing is that you have something in your mouth that is on fire.
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Googol Glass Eyes
These digital eye implants will let you check the weather, monitor the stock market and look up cures for infection caused by jamming unclean hunks of metal into your eye sockets.
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Crates Toggle View
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Mann Co. Supply Crate Series #1
- Vita-Saw
- Gunslinger
- Equalizer
- Scottish Resistance
- Old Guadalajara
- Napper's Respite
- Name Tag
- An Extraordinary Abundance of Tinge
- A Distinctive Lack of Hue
- Or an Exceedingly Rare Special Item!
You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
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Mann Co. Supply Crate Series #2
- Black Box
- Shortstop
- L'Etranger
- Sober Stuntman
- Puglist's Protector
- Chieftain's Challenge
- Duelling Mini-Game
- A Deep Commitment to Purple
- Australium Gold
- Or an Exceedingly Rare Special Item!
You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
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Mann Co. Supply Crate Series #39
- Loch-n-Load
- Overdose
- Knife
- A Mann\'s Mint
- After Eight
- Salty Dog
- Bloke\'s Bucket Hat
- Or an Exceedingly Rare Special Item!
Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
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Mann Co. Supply Crate Series #41
- 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.
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Mann Co. Supply Crate Series #43
- Tribalman's Shiv
- Detonator
- Shortstop
- Strange Part: Allies Extinguished
- Strange Part: Posthumous Kills
- Berliner's Bucket Helm
- Coupe D'isaster
- Or an Exceedingly Rare Special Item!
Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
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Mann Co. Supply Crate Series #45
- 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.
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Mann Co. Supply Crate Series #47
- Force-A-Nature
- Flame Thrower
- Tomislav
- Strange Part: Scouts Killed
- Strange Part: Sappers Destroyed
- Strange Part: Cloaked Spies Killed
- Backwards Ballcap
- Professional's Panama
- Or an Exceedingly Rare Special Item!
Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
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Mann Co. Supply Crate Series #54
- Wrap Assassin
- Spy-cicle
- Sniper Rifle
- Strange Part: Snipers Killed
- Strange Part: Kills While Ubercharged
- Strange Part: Underwater Kills
- Hottie's Hoodie
- Surgeon's Side Satchel
- or an Exceedingly Rare Special Item!
Weapons obtained from this crate will have the "Strange" quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
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Mann Co. Supply Crate Series #55
- 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.
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Mann Co. Supply Crate Series #57
Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
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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.
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Actions Toggle View
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Taunt: The Director's Vision
- (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.
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Taunt: The Meet the Medic
Remind those ungrateful bastards how valuable your Medic skills are by striking a heroic pose accompanied by an angelic choir, beams of divine light, and a flock of doves.
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Taunt: The Schadenfreude
Share a good natured laugh with everyone except that one guy you just shot.
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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.
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Noise Maker - Winter Holiday
5×- Unlimited use
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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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