Level 8 Medi Gun Prototype +40% heal rate +10% ÜberCharge rate ÜberCharge increases healing to 300% and grants immunity to movement-impairing effects 50% max overheal
Mann Co. Supply Munition
Level 20 Supply Crate Crate Series #91
Mann Co. Supply Munition
Level 20 Supply Crate Crate Series #92
Strange Spirit of Giving
%s7Strange%s6 Badge - %s5: 2
( Not Tradable or Marketable )
Ghostly Gibus
Level 10 Hat
( Not Tradable or Marketable )
Bronze Dueling Badge
Level 1 Badge
( Not Tradable or Marketable )
Backpack Expander
Level 58 Tool
( Not Tradable or Marketable )
The Reserve Shooter
Level 10 Shotgun This weapon deploys 20% faster Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs -34% clip size
Professor Speks
Level 5 Glasses
( Not Tradable or Marketable )
Description Tag
Level 1 Tool
( Not Tradable or Marketable )
The Southern Hospitality
Level 20 Wrench On Hit: Bleed for 5 seconds 20% fire damage vulnerability on wearer No random critical hits
( Not Tradable or Marketable )
Operation Two Cities Badge
Level 2 Badge
( Not Tradable or Marketable )
The Amputator
Level 15 Bonesaw Alt-Fire: Applies a healing effect to all nearby teammates +3 health regenerated per second on wearer When weapon is active: -20% damage penalty
( Not Tradable or Marketable )
The Tide Turner
Level 12 Shield +15% fire damage resistance on wearer +15% explosive damage resistance on wearer Full turning control while charging Melee kills refill 75% of your charge meter Taking damage while shield charging reduces remaining charging time
( Not Tradable or Marketable )
Nessie's Nine Iron
Level 5 Golf Club is_a_sword (72) No random critical hits -25 max health on wearer
The Wings of Purity
Level 73 Costume Piece
( Not Tradable or Marketable, Not Usable in Crafting )
The Templar's Spirit
Level 96 Costume Piece
( Not Tradable or Marketable, Not Usable in Crafting )
The Mantreads
Level 10 Boots -75% reduction in push force taken from damage -75% reduction in airblast vulnerability Deals 3x falling damage to the player you land on 200% increased air control when blast jumping
The Huntsman
Level 10 Bow
( Not Tradable or Marketable )
The Axtinguisher
Level 10 Fire Axe attack_minicrits_and_consumes_burning (1) -33% damage penalty This weapon holsters 35% slower No random critical hits
( Not Tradable or Marketable )
The Backburner
Level 10 Flame Thrower flame_spread_degree (2.8) Extinguishing teammates restores 20 health 100% critical hits from behind +150% airblast cost
( Not Tradable or Marketable )
Jarate
Level 5 Jar Based Karate Extinguishing teammates reduces cooldown by -20% jarate description (1)
( Not Tradable or Marketable )
The Sandvich
Level 1 Lunch Box
( Not Tradable or Marketable )
Mann Co. Supply Munition
Level 20 Supply Crate Crate Series #91
Natascha
Level 5 Minigun On Hit: 100% chance to slow target -20% damage resistance when below 50% health and spun up -25% damage penalty 30% slower spin up time
( Not Tradable or Marketable )
The Equalizer
Level 10 Pickaxe Damage increases as the user becomes injured When weapon is active: -90% less healing from Medic sources
Level 15 Bat Alt-Fire: Launches a ball that slows opponents -15 max health on wearer
( Not Tradable or Marketable )
Mann Co. Supply Munition
Level 20 Supply Crate Crate Series #92
Crusader's Crossbow
Level 15 Crossbow No headshots -75% max primary ammo on wearer
The Sydney Sleeper
Level 1 Sniper Rifle jarate duration (5) +25% charge rate No headshots No random critical hits
The Third Degree
Level 10 Fire Axe All players connected via Medigun beams are hit
Mayflower Cosmetic Case
Level 1 Supply Crate Crate Series #102
The Iron Bomber
Level 52 Grenade Launcher Grenades have very little bounce and roll -30% fuse time on grenades -15% explosion radius
Mann Co. Supply Munition
Level 20 Supply Crate Crate Series #103
The Sandman
Level 15 Bat Alt-Fire: Launches a ball that slows opponents -15 max health on wearer
Bonk! Atomic Punch
Level 5 Lunch Box
Mayflower Cosmetic Case
Level 1 Supply Crate Crate Series #102
The Cleaner's Carbine
Level 1 SMG Dealing damage fills charge meter Secondary fire when charged grants mini-crits for 8 seconds -25% slower firing speed -20% clip size No random critical hits