Level 10 Boots +200% increase in turning control while charging Melee kills refill 25% of your charge meter +10% faster move speed on wearer (shield required) +25 max health on wearer
Reclaimed Metal
Level 2 Craft Item
( Not Tradable or Marketable )
The Brass Beast
Level 5 Minigun -20% damage resistance when below 50% health and spun up +20% damage bonus 50% slower spin up time -60% slower move speed while deployed #Attrib_MakersMark
Level 5 Rocket Launcher On Hit: Gain up to +20 health per attack -25% clip size
The Gunboats
Level 10 Boots -60% blast damage from rocket jumps
The Buff Banner
Level 5 Battle Banner
( Not Tradable or Marketable )
The Reserve Shooter
Level 10 Shotgun Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs This weapon deploys 20% faster -34% clip size
The Escape Plan
Level 10 Pickaxe Move speed increases as the user becomes injured When weapon is active: -90% less healing from Medic sources You are Marked-For-Death while active, and for short period after switching weapons
Level 10 Flame Thrower flame_spread_degree (2.8) Extinguishing teammates restores 20 health 100% critical hits from behind +150% airblast cost
The Degreaser
Level 10 Flame Thrower flame_spread_degree (2.8) Extinguishing teammates restores 20 health This weapon deploys 60% faster This weapon holsters 30% faster -66% afterburn damage penalty +25% airblast cost #Attrib_MakersMark
( Not Tradable or Marketable )
The Phlogistinator
Level 10 Flame Thrower burn damage earns rage (1) flame_spread_degree (2.8) No airblast No random critical hits
The Gas Passer
Level 8 Gas-Like Substance Gas meter builds with damage done and/or time Spawning and resupply do not affect the Gas meter Gas meter starts empty
( Not Tradable or Marketable )
The Flare Gun
Level 10 Flare Gun 100% critical hit vs burning players
The Thermal Thruster
Level 54 Rocket Pack Push enemies back when you land (force and radius based on velocity) holster_anim_time (0.8)
( Not Tradable or Marketable )
The Powerjack
Level 5 Sledgehammer +25 health restored on kill +15% faster move speed on wearer When weapon is active: 20% damage vulnerability on wearer #Attrib_MakersMark
( Not Tradable or Marketable )
The Iron Bomber
Level 2 Grenade Launcher Grenades have very little bounce and roll -30% fuse time on grenades -15% explosion radius #Attrib_MakersMark
( Not Tradable or Marketable )
The Scottish Resistance
Level 5 Stickybomb Launcher +25% faster firing speed Detonates stickybombs near the crosshair and directly under your feet Able to destroy enemy stickybombs +6 max pipebombs out +50% max secondary ammo on wearer 0.8 sec slower bomb arm time
( Not Tradable or Marketable )
The Eyelander
Level 5 Sword is_a_sword (72) -25 max health on wearer No random critical hits
The Persian Persuader
Level 10 Sword Ammo boxes collected also refill your charge meter Melee hits refill 20% of your charge meter is_a_sword (72) -80% max secondary ammo on wearer -80% max primary ammo on wearer No random critical hits
Tomislav
Level 5 Minigun 20% faster spin up time Silent Killer: No barrel spin sound 20% more accurate -20% slower firing speed
The Sandvich
Level 1 Lunch Box
The Holiday Punch #139682
Level 10 Fists 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 #Attrib_MakersMark
( Not Tradable or Marketable )
The Gunslinger
Level 15 Robot Arm Third successful punch in a row always crits +25 max health on wearer Sentry build speed increased by 150% Replaces the Sentry with a Mini-Sentry No random critical hits
The Sticky Jumper
Level 1 Stickybomb Launcher No self inflicted blast damage taken +200% max secondary ammo on wearer override projectile type (1096810496) -100% damage penalty No random critical hits -6 max pipebombs out Wearer cannot carry the intelligence briefcase or PASS Time JACK
Crusader's Crossbow
Level 15 Crossbow No headshots -75% max primary ammo on wearer #Attrib_MakersMark
( Not Tradable or Marketable )
The Eyelander
Level 5 Sword is_a_sword (72) No random critical hits -25 max health on wearer
Level 5 Axe +20% damage bonus is_a_sword (72) When weapon is active: 15% slower move speed on wearer
The Machina
Level 5 Sniper Rifle On Full Charge: Projectiles penetrate players On Full Charge: +15% damage per shot Cannot fire unless zoomed Fires tracer rounds
The Splendid Screen
Level 10 Shield +50% increase in charge recharge rate +70% increase in charge impact damage +20% fire damage resistance on wearer +20% explosive damage resistance on wearer
The Big Earner
Level 1 Knife +30% cloak on kill Gain a speed boost on kill -25 max health on wearer
The Spy-cicle
Level 1 Knife On Hit by Fire: Fireproof for 1 second and Afterburn immunity for 10 seconds Backstab turns victim to ice Melts in fire, regenerates in 15 seconds and by picking up ammo
The Cloak and Dagger
Level 5 Invis Watch +100% cloak regen rate set cloak is movement based (2) No cloak meter from ammo boxes when invisible -35% cloak meter from ammo boxes
The Dead Ringer
Level 5 Invis Watch +40% cloak duration +50% cloak regen rate set cloak is feign death (1) -50% cloak meter when Feign Death is activated Attrib_NoCloakFromAmmo
( Not Tradable or Marketable )
The Beggar's Bazooka
Level 70 Rocket Launcher auto fires full clip (1) Overloading the chamber will cause a misfire +3 degrees random projectile deviation No ammo from dispensers when active -20% explosion radius
The Wrangler
Level 5 Laser Pointer
( Not Tradable or Marketable )
The Fortified Compound
Level 10 Bow
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
The Classic
Level 71 Sniper Rifle Charge and fire shots independent of zoom -10% damage on body shot No headshots when not fully charged