English
User online: 33

Steamstats of at N4meless

Steamcommunity Avatar Medium
♫ Pat ♫

Description:

[strike]Nameless[/strike]PatPat, Austrian Gamer.

[spoiler]I'm a Noob, but I'm improving my play[/spoiler]

[h1]Some Quotes[/h1]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~ .#PnW | Adéquat : pat pat stop cheat plz
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Suomi (ULCS) : pat cheater
Suomi (ULCS) : pat fuckin hacker
Suomi (ULCS) : hacker stop

Summary

Steamcommunity Game Logo
Playtime:
61.3 hrs past 2 weeks


Personal Achievements Earned:
325 of 448 (72%)

Accumulated Points:
47,194

Backpack

Change View
  • Primary Toggle View

    • Lö Scettergan

      • 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.

    • Strange Rocket Launcher

      • Damage (short range): 105 - 112
      • Damage (middle range): 50 - 90
      • Damage (long range): 45 - 60
      • Mini-crit- damage on direct hit: 122
      • Critical damage on direct hit: 270
      • Splash damage 1m: 60 - 81 (Crit: 226)
      • Splash damage 2m: 43 - 52 (Cr
      • Shots: 4 Rockets
      • Total shots: 20 + 4 in the Weapom

      By far the most famous and popular weapon in every first-person shooter is the Rocket Launcher. The reason why this high-impact fire weapon is so favored mainly lies in its versatility. It can not only be used as a means of attack but also aids the Soldier in movement as it allows him to quickly advance or reach higher platform by rocket jumping. The Rocket Launcher’s attack strength is the same in short and long range use and due to its splash damage, it is one of the worst enemies of sentries. However, as the rockets fly rather slowly, it is not very effective against moving targets at long distance. Since the Rocket Launcher can only hold four rockets at a time the Soldier needs to use them accurately and with a lot of aiming skill but this is not a problem after a little target practice.

    • 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.

    • 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.

    • 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.

    • 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.

    • Blutsauger

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

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

    • Black Box

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

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

    • Rocket Jumper

      • 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

    • 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.

    • 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).

    • 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.

    • Strange 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.

    • 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.

    • Loch-n-Load

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

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

    • Enforcer

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

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

    • Soda Popper

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

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

    • Ali Baba's Wee Booties

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

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

    • Overdose

      • -10% damage done

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

    • Liberty Launcher

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

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

    • Peniscannon

      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

    • 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.

    • 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.

    • Festive Scattergun

      Festive weapons are default weapons that are wrapped with Christmas lights. The color of the lights differ between RED and BLU teams, RED team has red, yellow and green lights whereas BLU has blue, yellow and green lights. These weapons can be obtained by unlocking a Naughty Christmas Crate. The weapons were added in the Australian Christmas 2011 update.

    • Beggar's Bazooka

      • Hold Fire to load up to three rocketsRelease Fire to unleash the barrage
      • Overloading the chamber will cause a misfire
      • +%s1 degrees random projectile deviation
      • Cannot collect ammo from dispensers
    • 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.

    • Strange 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
    • 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
    • Strange Silver Botkiller Minigun Mk.II

    • 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
  • Secondary Toggle View

    • BONK! Energy Drink

      • 8 Seconds Invulnerably

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

    • 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.

    • Crit-a-Cola

      • Gives mini-crits for 8 seconds
      • +25% moving speed
      • Takes mini-crits for 8 seconds

      The Bonk! Crit-a Cola is the third secondary weapon for the Scout. It is consumed like the Bonk! Atomic Punch and gives the drinker mini-crits for 6 seconds. However, during this effect, the Scout receives mini-crits during his buff. The drink needs 24 seconds for cooldown. It is achieved either by random drop or by crafting, e.g. Kritzkrieg+Bonk! Atomich Punch.

    • Wrangler

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

    • Cloak and Dagger

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

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

    • Dead Ringer

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

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

    • Strange Stickybomb Launcher

      • Damage: 120
      • Minicrit-Damage: 162
      • Crit-Damage: 353
      • Shots: 8 Stickys
      • Total Shots: 32 Stickys

      The primary purpose for the Sticky grenade launcher is to place sticky bombs for defensive purposes. The sticky bombs can be placed nearly at anyplace and can be detonated by command . They are an excellent choice to destroy enemy positions.Only disadvantages are high reload time and that they can be destroyed by enemy firearms.

    • 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.

    • Razorback

      • Blocks a single spy backstab

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

    • The Portable Dispenser

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

      The Medigun is not an attack weapon but a true supporting means with which the Medic can heal wounded teammates and buff up their health up to 150% of their maximum value. This allows him for example to boost the health of a Heavy from the normal 300 HP to a whopping 450 HP to render him a true battle tank. By using the Medigun, the Medic can charge it until he is given to possibility to initiate an Übercharge that makes him and selected teammates invulnerable for a defined period of time. If the Medic heals wounded teammates or if he uses it during the setup-phase on CP maps the charging process takes place at an increased rate. 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.

    • 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

    • Lugermorph

      The Lugermorph (Max's Pistol) is a secondary weapon for the Scout and the Engineer. It's a reskin of the pistol, and has no unique stats. The weapon was given to players who bought Sam & Max: The Devil's Playhouse within the first week of its release. It is based off of the titular Max's pistol.

    • 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%

    • Battalion's Backup

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

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

    • Mad Milk

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

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

    • Buffalo Steak Sandvich

      • 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.

    • Mantreads

      • 25% reduction in push force taken from damage
      • Deals 3x falling damage to the player you land on

      The Mantreads are secondary weapons for the Soldier. They are a pair of bulky leather boots with straps that keep them securely fastened to the Soldier's feet. When equipped, the Mantreads reduce the knock back received from sources such as Stickybombs by 75%. Should the player successfully fall a great distance and land on an enemy, the enemy will take triple the amount of fall damage that the player did.

    • 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.

    • Strange Quick-Fix

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

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

    • Reserve Shooter

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

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

    • 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.

    • Scorch Shot

      • Flare knocks back target on hitand ignites enemies in a small radius
      • 50% damage penalty
    • Cleaner's Carbine

      • On Kill: 3 seconds of 100% critical chance
      • -20%% clip size
      • 35% slower firing speed
      • No random critical hits
    • Red-Tape Recorder

      • Reverses enemy building construction
      • -100% sapper damage penalty
    • 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.

    • 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.

  • Melee Toggle View

    • 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.

    • 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.

    • Eyelander

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

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

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

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

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

    • Strange Pain Train

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

    • Strange Homewrecker

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

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

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

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

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

    • Strange 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.

    • 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.

    • Boston Basher

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

      Level 25 Bat

    • Ullapool Caber

      • No random critical hits

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

    • Strange Fists of Steel

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

      Level 10 Boxing Gloves

    • 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

    • Conniver's Kunai

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

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

    • Half-Zatoichi

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

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

    • Three-Rune Blade

      The Three-Rune Blade is a promotional melee weapon for the Scout. It is an ornate silver sword with a curved crossguard, a worn brown hilt and a pommel in the shape of a wolf's head. The Three-Rune Blade functions the same way as the Boston Basher. This weapon is awarded to players who preorder The Witcher 2 before May 17, 2011.

    • 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%.

    • 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.

    • Postal Pummeler

      • 100% critical hit vs burning players
      • 50% damage vs non-burning players
      • No critical hits vs non-burning players

      The Postal Pummeler is a melee weapon for the Pyro, appearing as a violently uprooted olive drab coloured mailbox, with the number 606 painted on the side. It was introduced during the Summer Update. This weapon functions in exactly the same way as the Axtinguisher.

    • Conscientious Objector

      • This item functions identically to the wielder's default melee weapon.

      The Conscientious Objector is a weapon equippable by all classes with the exception of the Engineer and the Spy. It is an uprooted road sign, with a worn sheet of paper bearing the Team Fortress 2 logo nailed onto the front; the image can be replaced with another by using the Decal Tool. The sign itself is ridden with nails, battered, bloodstained, and slightly crooked. This item functions identically to the wielder's default melee weapon.

    • Unarmed Combat

      So nice of the Spy to lend an arm...

    • Wanga Prick

      • Upon a successful backstab you rapidly disguise as your victim
      • Silent Killer: No attack noise from backstabs
      • Wearer cannot disguise
    • Strange 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.

    • 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.

    • 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.

    • Escape Plan

      • Move speed increases as the user becomes injured
      • Blocks healing while in use
    • Strange Silver Botkiller Knife Mk.II

  • Hat Toggle View

    • Ghastlierest Gibus

      Elegante Schlichtheit und der Charme der alten Zeit, kombiniert mit den berauschenden Aromen von Schimmel und Gruft-Staub.

    • Ghastlierest Gibus

      Elegante Schlichtheit und der Charme der alten Zeit, kombiniert mit den berauschenden Aromen von Schimmel und Gruft-Staub.

    • Ghastlierest Gibus

      Elegante Schlichtheit und der Charme der alten Zeit, kombiniert mit den berauschenden Aromen von Schimmel und Gruft-Staub.

    • Mildly disturbing Halloween mask

    • 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.

    • Horseless Headless Horsemann's Head

      • Holiday Restriction: Halloween

      He had one all along...

    • 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.

    • Frontline Field Recorder

      The Frontline Field Recorder is an unlockable headwear item for all classes. It is a pith helmet with a thin black belt running over the front and a video camera strapped on to the top of the pith helmet with a second black belt. It can only be earned by completing the "Local Cinema Star" achievement by creating a replay video and then earning 1,000 views on YouTube™. The video must be uploaded via the "YouTube™ it!" button from within Team Fortress 2.

    • Bonk Boy

      Bonk Boy is a headwear item for the Scout, released with the Über Update. It is a team-colored latex mask, with stylized wing attachments on the sides.

    • Stahlhelm

      The Stahlhelm is a promotional headwear item for the Soldier. It is a rimmed steel German army helmet, featuring a Team Fortress emblem on the side in a shield decal. This item is awarded in Genuine quality for pre-purchasing The Steam Digital Deluxe Edition of Red Orchestra 2: Heroes Of Stalingrad before August 30th, 2011.

    • Anger

      The Anger is a promotional headwear for the Sniper. It appears to be a team-colored hood with a brown veil; similar to the Anger appearance set worn by the Resistance members of Brink. It has been rumored that you must obtain a character of level 20 status in Brink to obtain it thus unlocking it in both Brink and in TF2.

    • Party Hat - TF Birthday

      • (not tradable)

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

    • El Jefe

      The El Jefe is a promotional piece of headwear for the Scout. It is a black beret with team-colored trim and long brown hair, in the likeness of iconic revolutionary Che Guevara. It was awarded in Genuine quality to players who pre-purchased Tropico 4 on Steam before September 1st, 2011.

    • Tavish DeGroot Experience

      The Tavish DeGroot Experience is a community-created headwear item for the Demoman. It is a wide-brimmed Western style hat with a team-colored band and silver rings, similar to the one often worn by the American rock musician, Jimi Hendrix, along with matching hair.

    • Swagman's Swatter

      The Swagman's Swatter is a headwear item for the Sniper. It appears as a wide-brimmed, team-colored cork hat.

    • Wrap Battler

      • This is a special Halloween Item
    • Idiot Box

      • This is a special Halloween Item
    • Seal Mask

      • This is a special Halloween Item

      Turn routine melee attacks into environmental hate crimes with this adorable mask.

    • Ghastly Gibus

      • This is a special Halloween Item

      Elegant simplicity and old-world charm combined with the heady aromas of mould and grave dust.

    • 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).

    • Steel Shako

      Combining the sublime pageantry of Tchaikovsky's "Nutcracker" with the bold futurism of Tchaikovsky's "Robot Nutcracker vs. Tarzan".

  • 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!

    • License to Maim

      And kill, and break, and smash, and bite. Mainly maim, though.

    • Dangeresque, Too?

      • (not tradable)

      The Dangeresque, Too?, also referred to as the Dangeresque Shades or Dangeresque's Shades, is a miscellaneous item for the Demoman. It is a pair of white "shutter shades", as worn by Homestar Runner - the titular character from the Homestar Runner series of Flash animations - in the cartoon of the same name. They are unlocked by defeating Strong Bad during a round in Poker Night at the Inventory in which he has bought in with the item instead of cash.

    • Blighted Beak

    • 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.

    • Pocket Medic

      Keep little healing man close. Pocket Medic is a community-created miscellaneous item for the Heavy. It is a toy doll in the likeness of the Medic that resides in a pocket freshly-stiched to the Heavy's vest.

    • Clan Pride

      The Clan Pride is a miscellaneous item wearable by all classes. The item is a small badge and can be sprayed with the Decal Tool.

    • 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!

    • 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.

    • Fast Learner

      Read a book - or at least look like you can - with this vintage educational ensemble. Be the B.M.O.C. (Big Mouth on Campus) of your own make-believe Ivy League!

    • Bird-Man of Aberdeen

      This shoulder-mounted feathered friend comes in any color you like, and is so full of whiskey it couldn't fly off if it wanted to. Great to have around if you decide to eat it—just turn your head and bite!

    • Operation Steel Trap Badge

      Your Mann Up progress through Operation Steel Trap is recorded on this badge.

    • Operation Oil Spill Badge

      Your Mann Up progress through Operation Oil Spill is recorded on this badge.

    • Voodoo-Cursed Scout Soul

    • Voodoo-Cursed Soldier Soul

    • Voodoo-Cursed Heavy Soul

    • Voodoo-Cursed Sniper Soul

    • Voodoo-Cursed Pyro Soul

    • Voodoo-Cursed Spy Soul

    • Voodoo-Cursed Medic Soul

    • Voodoo-Cursed Engineer Soul

    • Voodoo-Cursed Demoman Soul

    • Operation Mecha Engine Badge

      Your Mann Up progress through Operation Mecha Engine is saved on this badge.

    • Tux

      Linux represent!

    • Practitioner's Processing Mask

      Fact: 70% of the air you breathe was recently in someone's butt. This handy contraption runs the farty air you live in through a gauntlet of soapy water and potpourri before entering your body.

  • Color Toggle View

    • Peculiarly Drab Tincture

      The Paint Can is a tool item that allows players to change the coloring of hats and Miscellaneous items. Paint Cans are available in 27 different colors and can be used on most cosmetic items. Paint Cans can be purchased from the Mann Co. Store, found via the item drop system, obtained by opening Mann Co. Supply Crates, or through the Trading system. The two types of Paint Cans are single-color and team-color. Items painted with single-color paints retain the one color, whereas team-color paints will switch between RED and BLU variant colors, depending on the player's current team. Paint can be removed from an item to restore it to its original color by selecting the item in the Backpack and clicking 'Restore'. Note, however, that the paint will not be returned to the player.

  • Tool Toggle View

    • Strange Part: Medics Killed

      Adding this Strange Part to a Strange-quality weapon will enable it to track the number of Medics you kill with that weapon.

  • Crates Toggle View

    • Mann Co. Supply Crate Series #1

      17×
      • Vita-Saw
      • Gunslinger
      • Equalizer
      • Scottish Resistance
      • Old Guadalajara
      • Napper's Respite
      • Name Tag
      • An Extraordinary Abundance of Tinge
      • A Distinctive Lack of Hue
      • Or an Exceedingly Rare Special Item!

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

    • Mann Co. Supply Crate Series #2

      17×
      • Black Box
      • Shortstop
      • L'Etranger
      • Sober Stuntman
      • Puglist's Protector
      • Chieftain's Challenge
      • Duelling Mini-Game
      • A Deep Commitment to Purple
      • Australium Gold
      • Or an Exceedingly Rare Special Item!

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

    • Mann Co. Supply Crate Series #39

      17×
      • Loch-n-Load
      • Overdose
      • Knife
      • A Mann\'s Mint
      • After Eight
      • Salty Dog
      • Bloke\'s Bucket Hat
      • Or an Exceedingly Rare Special Item!

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

    • Mann Co. Supply Crate Series #41

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

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

    • Mann Co. Supply Crate Series #42

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

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

    • Mann Co. Supply Crate Series #43

      17×
      • Tribalman's Shiv
      • Detonator
      • Shortstop
      • Strange Part: Allies Extinguished
      • Strange Part: Posthumous Kills
      • Berliner's Bucket Helm
      • Coupe D'isaster
      • Or an Exceedingly Rare Special Item!

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

    • Mann Co. Supply Crate Series #44

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

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

    • Mann Co. Supply Crate Series #45

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

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

    • Mann Co. Supply Crate Series #47

      17×
      • Force-A-Nature
      • Flame Thrower
      • Tomislav
      • Strange Part: Scouts Killed
      • Strange Part: Sappers Destroyed
      • Strange Part: Cloaked Spies Killed
      • Backwards Ballcap
      • Professional's Panama
      • Or an Exceedingly Rare Special Item!

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

    • Mann Co. Supply Crate Series #49

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

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

    • Mann Co. Supply Crate Series #54

      17×
      • Wrap Assassin
      • Spy-cicle
      • Sniper Rifle
      • Strange Part: Snipers Killed
      • Strange Part: Kills While Ubercharged
      • Strange Part: Underwater Kills
      • Hottie's Hoodie
      • Surgeon's Side Satchel
      • or an Exceedingly Rare Special Item!

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

    • Mann Co. Supply Crate Series #55

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

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

    • Mann Co. Supply Crate Series #56

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

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

    • Mann Co. Supply Crate Series #57

      17×

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

    • RoboCrate

      • Contains all items of the Robotic Boogaloo Community Update
      • or an Exceedingly Rare Robot-Themed Special Item!

      This crate is special and requires a RoboCrate Key to unlock. The RoboCrate contains Unusual effects that will only come from this crate.

  • Actions Toggle View

    • Noise Maker - TF Birthday

      The Noise Maker is an action item that was introduced during the Scream Fortress Update. When equipped in an action slot and used, a noise is played to all the other players on a server. Most Noise Makers have multiple unique sounds that can randomly play when used. Noise Maker - Stabby is currently the only exception to this rule, as it only has one possible sound. Each Noise Maker, aside from Noise Maker - TF Birthday, can only be used 25 times and is then removed from the Backpack.

    • Noise Maker - Winter Holiday

      • Unlimited use
    • Tour of Duty Ticket

      Present this ticket in Mann vs. Machine to play Mann Up Mode on an official server to earn rare items and track progress on your Tour of Duty Badge.

    • 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.

TFPortal German