Level 99 Shotgun Alt-Fire: Use 100 metal to pick up your targeted building from long range Fires a special bolt that can repair friendly buildings override projectile type (1099956224) Self mark for death when hauling buildings -50% max primary ammo on wearer -34% clip size 4-to-1 health-to-metal ratio when repairing buildings
The Dalokohs Bar
Level 1 Lunch Box Adds +50 max health for 30 seconds
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
( Not Tradable or Marketable )
The Hitman's Heatmaker
Level 1 Sniper Rifle Gain Focus on kills and assists Attrib_RageGainOnAssists sniper rage DISPLAY ONLY (0) -20% damage on body shot
The Red-Tape Recorder
Level 80 Sapper Reverses enemy building construction -100% sapper damage penalty
The Fortified Compound
Level 10 Bow
( Not Tradable or Marketable, Not Usable in Crafting )
Pyrovision Goggles
Level 59 Pyrovision Goggles vision opt in flags (1) On Equip: Visit Pyroland
( Not Tradable or Marketable )
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 Flare Gun
Level 10 Flare Gun 100% critical hit vs burning players
( 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 )
The Force-A-Nature
Level 10 Scattergun Knockback on the target and shooter +50% faster firing speed +20% bullets per shot -10% damage penalty -66% clip size
( Not Tradable or Marketable )
Darwin's Danger Shield
Level 10 Shield Immune to the effects of afterburn +50% fire damage resistance on wearer #Attrib_MakersMark
Level 15 Bat Alt-Fire: Launches a ball that slows opponents -15 max health on wearer
( 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 #Attrib_MakersMark
( Not Tradable or Marketable )
The Rocket Jumper
Level 1 Rocket Launcher No self inflicted blast damage taken +200% max primary ammo on wearer Wearer cannot carry the intelligence briefcase or PASS Time JACK -100% damage penalty No random critical hits
Level 5 Sashimono +4 health regenerated per second on wearer
Frontline Field Recorder
Level 20 Headgear
( Not Tradable or Marketable )
The Wrangler
Level 5 Laser Pointer
( Not Tradable or Marketable )
Bonk! Atomic Punch
Level 5 Lunch Box
The Equalizer
Level 10 Pickaxe Damage increases as the user becomes injured When weapon is active: -90% less healing from Medic sources
( Not Tradable or Marketable )
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
( Not Tradable or Marketable )
The Blutsauger
Level 5 Syringe Gun On Hit: Gain up to +3 health -2 health regenerated per second on wearer
Level 10 Shield +50% fire damage resistance on wearer +30% explosive damage resistance on wearer
( Not Tradable or Marketable )
The Claidheamh Mòr
Level 5 Sword Melee kills refill 25% of your charge meter 0.5 sec increase in charge duration is_a_sword (72) When weapon is active: 15% damage vulnerability on wearer No random critical hits
Ali Baba's Wee Booties
Level 10 Boots +200% increase in turning control while charging +25 max health on wearer +10% faster move speed on wearer (shield required) Melee kills refill 25% of your charge meter
The Third Degree
Level 10 Fire Axe All players connected via Medigun beams are hit
Frontier Justice
Level 5 Shotgun mod sentry killed revenge (1) Revenge crits are lost on death No random critical hits -50% clip size