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	<updated>2026-06-24T16:57:03Z</updated>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons&amp;diff=10925</id>
		<title>Creating custom weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons&amp;diff=10925"/>
		<updated>2026-06-17T09:33:44Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Add literally any information that is useful. I&#039;ll trim the fat and clean up the remaining stuff afterwards.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, so please look for a better one while this is being worked on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask people for help in the #modding-discussion channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
= Ideal final list of contents =&lt;br /&gt;
* Getting started&lt;br /&gt;
** Creating a custom item schema&lt;br /&gt;
** Setting up the schema&lt;br /&gt;
* Creating your first weapon&lt;br /&gt;
** Defining important stuff&lt;br /&gt;
** Attributes&lt;br /&gt;
** Models and sounds&lt;br /&gt;
** Using the weapon in-game&lt;br /&gt;
* Advanced weapon creation&lt;br /&gt;
** Custom models and sounds / soundscripts&lt;br /&gt;
** Customising visual effects&lt;br /&gt;
** Making custom attributes&lt;br /&gt;
** VScript {{note|couldn&#039;t this be split into a new article that talks about general vscript? -rei}}&lt;br /&gt;
* WIP&lt;br /&gt;
&lt;br /&gt;
= Misc info to be added to the finished sections (TEMP!)=&lt;br /&gt;
* It should be noted that custom weapons don&#039;t currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}&lt;br /&gt;
&lt;br /&gt;
* It&#039;s a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.&lt;br /&gt;
&lt;br /&gt;
* Duplicate {{code|name}} parameters in a single weapon entry will prevent the custom item schema from loading. Same goes for duplicate entry IDs.&lt;br /&gt;
&lt;br /&gt;
* Duplicating certain parameters, {{code|attributes}} for example, does work, but it&#039;s advised not to do this to keep your weapon entries tidy.&lt;br /&gt;
&lt;br /&gt;
* Prefab info&lt;br /&gt;
** Prefabs work as templates. Load order is important; Prefab at the top means you want to overwrite the prefab, Prefab at the bottom means you want prefab to overwrite you&lt;br /&gt;
** List based parameters (like visuals and static attrs) will get merged. Single value parameters (like bucket or attach to hands) will get overwritten.&lt;br /&gt;
** Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, {{code|prefab &amp;quot;shotgun killspeople&amp;quot;}} will make a shotgun that also killspeople)&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings.&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name_color}} and {{code|custom_color}} allow weapon names and attributes respectively to be coloured with RGB values.&lt;br /&gt;
&lt;br /&gt;
* {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there&#039;s a better way of doing this!&lt;br /&gt;
&lt;br /&gt;
* Localization strings in {{code|tf2c_english.txt}}&lt;br /&gt;
&lt;br /&gt;
* {{code|baseitem}} sets an item as the default in its slot. Rather finicky, so avoid using.&lt;br /&gt;
&lt;br /&gt;
* Attribute info&lt;br /&gt;
** Weapon attributes are set in the {{code|attributes}} and rarely {{code|static_attrs}} parameters.&lt;br /&gt;
** Attributes are defined in the attributes section of the schema using a similar system to item entries.&lt;br /&gt;
** Though attributes with custom code aren&#039;t possible without VScript (correct this if wrong), variants of existing attributes can be created by making a new attribute with the same attribute class. {{note|rei note! certain attributes HATE being customized and will ONLY work if the attribute is specifically the original one by name?? certain parts of the code specifically check for attribute name and not attribute class}}&lt;br /&gt;
** Quite a few weapon attributes have interesting behavior if set to additive mode&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[List of Item Attributes]]&lt;br /&gt;
* [[List of Item Classes]]&lt;br /&gt;
* [[List of Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons&amp;diff=10924</id>
		<title>Creating custom weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons&amp;diff=10924"/>
		<updated>2026-06-17T09:32:23Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Add literally any information that is useful. I&#039;ll trim the fat and clean up the remaining stuff afterwards.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, so please look for a better one while this is being worked on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask people for help in the #modding-discussion channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
= Ideal final list of contents =&lt;br /&gt;
* Getting started&lt;br /&gt;
** Creating a custom item schema&lt;br /&gt;
** Setting up the schema&lt;br /&gt;
* Creating your first weapon&lt;br /&gt;
** Defining important stuff&lt;br /&gt;
** Attributes&lt;br /&gt;
** Models and sounds&lt;br /&gt;
** Using the weapon in-game&lt;br /&gt;
* Advanced weapon creation&lt;br /&gt;
** Custom models and sounds / soundscripts&lt;br /&gt;
** Customising visual effects&lt;br /&gt;
** Making custom attributes&lt;br /&gt;
** VScript&lt;br /&gt;
* WIP&lt;br /&gt;
&lt;br /&gt;
= Misc info to be added to the finished sections (TEMP!)=&lt;br /&gt;
* It should be noted that custom weapons don&#039;t currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}&lt;br /&gt;
&lt;br /&gt;
* It&#039;s a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.&lt;br /&gt;
&lt;br /&gt;
* Duplicate {{code|name}} parameters in a single weapon entry will prevent the custom item schema from loading. Same goes for duplicate entry IDs.&lt;br /&gt;
&lt;br /&gt;
* Duplicating certain parameters, {{code|attributes}} for example, does work, but it&#039;s advised not to do this to keep your weapon entries tidy.&lt;br /&gt;
&lt;br /&gt;
* Prefab info&lt;br /&gt;
** Prefabs work as templates. Load order is important; Prefab at the top means you want to overwrite the prefab, Prefab at the bottom means you want prefab to overwrite you&lt;br /&gt;
** List based parameters (like visuals and static attrs) will get merged. Single value parameters (like bucket or attach to hands) will get overwritten.&lt;br /&gt;
** Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, {{code|prefab &amp;quot;shotgun killspeople&amp;quot;}} will make a shotgun that also killspeople)&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings.&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name_color}} and {{code|custom_color}} allow weapon names and attributes respectively to be coloured with RGB values.&lt;br /&gt;
&lt;br /&gt;
* {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there&#039;s a better way of doing this!&lt;br /&gt;
&lt;br /&gt;
* Localization strings in {{code|tf2c_english.txt}}&lt;br /&gt;
&lt;br /&gt;
* {{code|baseitem}} sets an item as the default in its slot. Rather finicky, so avoid using.&lt;br /&gt;
&lt;br /&gt;
* Attribute info&lt;br /&gt;
** Weapon attributes are set in the {{code|attributes}} and rarely {{code|static_attrs}} parameters.&lt;br /&gt;
** Attributes are defined in the attributes section of the schema using a similar system to item entries.&lt;br /&gt;
** Though attributes with custom code aren&#039;t possible without VScript (correct this if wrong), variants of existing attributes can be created by making a new attribute with the same attribute class. {{note|rei note! certain attributes HATE being customized and will ONLY work if the attribute is specifically the original one by name?? certain parts of the code specifically check for attribute name and not attribute class}}&lt;br /&gt;
** Quite a few weapon attributes have interesting behavior if set to additive mode&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[List of Item Attributes]]&lt;br /&gt;
* [[List of Item Classes]]&lt;br /&gt;
* [[List of Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=User:Rei1556&amp;diff=10920</id>
		<title>User:Rei1556</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=User:Rei1556&amp;diff=10920"/>
		<updated>2026-06-16T22:36:43Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hai! i&#039;m rei&amp;lt;br&amp;gt;&lt;br /&gt;
i&#039;m on the wiki to clean up formatting in some places and make templates&amp;lt;br&amp;gt;&lt;br /&gt;
i also put todos and notes on things (i can&#039;t exactly slap &amp;amp;#123;&amp;amp;#123;Citation Needed&amp;amp;#125;&amp;amp;#125; on a video game)&amp;lt;br&amp;gt;&lt;br /&gt;
sorry if i never leave edit summaries i&#039;m usually just adding a note tag with &amp;quot;are you sure?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
templates i&#039;ve made:&lt;br /&gt;
&lt;br /&gt;
* [[Template:Note]]&lt;br /&gt;
* [[Template:InlineTodo]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=User:Rei1556&amp;diff=10919</id>
		<title>User:Rei1556</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=User:Rei1556&amp;diff=10919"/>
		<updated>2026-06-16T22:35:58Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hai! i&#039;m rei&amp;lt;br&amp;gt;&lt;br /&gt;
i&#039;m on the wiki to clean up formatting in some places and make templates&amp;lt;br&amp;gt;&lt;br /&gt;
i also put todos and notes on things (i can&#039;t exactly slap &amp;amp;#123;&amp;amp;#123;Citation Needed&amp;amp;#125;&amp;amp;#125; on a video game)&lt;br /&gt;
&lt;br /&gt;
templates i&#039;ve made:&lt;br /&gt;
&lt;br /&gt;
* [[Template:Note]]&lt;br /&gt;
* [[Template:InlineTodo]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons&amp;diff=10916</id>
		<title>Creating custom weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons&amp;diff=10916"/>
		<updated>2026-06-16T22:13:41Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Add literally any information that is useful. I&#039;ll trim the fat and clean up the remaining stuff afterwards.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, so please look for a better one while this is being worked on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask people for help in the #modding-discussion channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
= Misc info to be added to the above sections (TEMP!)=&lt;br /&gt;
* It should be noted that custom weapons don&#039;t currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}&lt;br /&gt;
&lt;br /&gt;
* It&#039;s a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.&lt;br /&gt;
&lt;br /&gt;
* Duplicate {{code|name}} parameters in a single weapon entry will prevent the custom item schema from loading. Same goes for duplicate entry IDs.&lt;br /&gt;
&lt;br /&gt;
* Duplicating certain parameters, {{code|attributes}} for example, does work, but it&#039;s advised not to do this to keep your weapon entries tidy.&lt;br /&gt;
&lt;br /&gt;
* Basically everything about prefabs.&lt;br /&gt;
** Prefabs work as templates. Load order is important; Prefab at the top means you want to overwrite the prefab, Prefab at the bottom means you want prefab to overwrite you&lt;br /&gt;
** List based parameters (like visuals and static attrs) will get merged. Single value parameters (like bucket or attach to hands) will get overwritten.&lt;br /&gt;
** Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, {{code|prefab &amp;quot;shotgun killspeople&amp;quot;}} will make a shotgun that also killspeople)&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings.&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name_color}} and {{code|custom_color}} allow weapon names and attributes respectively to be coloured with RGB values.&lt;br /&gt;
&lt;br /&gt;
* {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there&#039;s a better way of doing this!&lt;br /&gt;
&lt;br /&gt;
* localization strings in {{code|tf2c_english.txt}}&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[List of Item Attributes]]&lt;br /&gt;
* [[List of Item Classes]]&lt;br /&gt;
* [[List of Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10915</id>
		<title>List of TF2C item classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10915"/>
		<updated>2026-06-16T22:08:15Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Todo|Update TF2 and TF2C tables to add the rest of the item classes.&amp;lt;br&amp;gt;Add descriptions for the contents of each table.}}&lt;br /&gt;
&lt;br /&gt;
The following tables describe the functional item classes of weapons and items.&lt;br /&gt;
__TOC__&lt;br /&gt;
== Team Fortress 2 item classes ==&lt;br /&gt;
The following item classes are available in base Team Fortress 2. While some may be unchanged, TF2c tends to add extra functionality to these item classes.&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bat&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||35 base damage&amp;lt;br&amp;gt;0.5s attack interval&lt;br /&gt;
||[[Bat]], [[tf:Batsaber|&#039;&#039;Batsaber&#039;&#039;]], [[tf:Candy Cane|&#039;&#039;Candy Cane&#039;&#039;]], [[tf:Boston Basher|&#039;&#039;Boston Basher&#039;&#039;]], [[tf:Three-Rune Blade|&#039;&#039;Three-Rune Blade&#039;&#039;]], [[tf:Sun-on-a-Stick|&#039;&#039;Sun-on-a-Stick&#039;&#039;]], [[tf:Fan O&#039;War|&#039;&#039;Fan O&#039;War&#039;&#039;]], [[tf:Atomizer|&#039;&#039;Atomizer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_fish|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Displays a message in killfeed on hit&lt;br /&gt;
||[[tf:Holy Mackerel|&#039;&#039;Holy Mackerel&#039;&#039;]], [[tf:Unarmed Combat|&#039;&#039;Unarmed Combat&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_giftwrap|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches an ornament with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Wrap Assassin|&#039;&#039;Wrap Assassin&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_wood|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches a baseball with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Sandman|&#039;&#039;Sandman&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bonesaw&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Collects organs on hit {{note|Requires ubercharge_preserved_on_spawn_max}}&lt;br /&gt;
||[[Bonesaw]], [[Überspritze]], [[tf:Übersaw|&#039;&#039;Übersaw&#039;&#039;]], [[tf:Vita-Saw|&#039;&#039;Vita-Saw&#039;&#039;]], [[tf:Amputator|&#039;&#039;Amputator&#039;&#039;]], [[tf:Solemn Vow|&#039;&#039;Solemn Vow&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bottle&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Visually breaks on crit&lt;br /&gt;
||[[Bottle]], [[tf:Scottish Handshake|&#039;&#039;Scottish Handshake&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_breakable_sign|Based off tf_weapon_fireaxe}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Visually breaks on crit&lt;br /&gt;
||[[tf:Neon Annihilator|&#039;&#039;Neon Annihilator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_buff_item&lt;br /&gt;
||Banner&lt;br /&gt;
||1&lt;br /&gt;
||Adds a mini-crit aura {{note|Requires set_buff_type 1}}&amp;lt;br&amp;gt;Adds a crit-immunity and damage-resistance aura {{note|Requires set_buff_type 2}}&amp;lt;br&amp;gt;Adds a speed-boost and health-steal aura {{note|Requires set_buff_type 3}}&lt;br /&gt;
||[[tf:Buff Banner|&#039;&#039;Buff Banner&#039;&#039;]], [[tf:Battalion&#039;s Backup|&#039;&#039;Battalion&#039;s Backup&#039;&#039;]], [[tf:Concheror|&#039;&#039;Concheror&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_scattergun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||175% rampup&lt;br /&gt;
||[[Scattergun]], [[tf:Force-a-Nature|&#039;&#039;Force-a-Nature&#039;&#039;]], [[tf:Back Scatter|&#039;&#039;Back Scatter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_mirv&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||Explodes into bomblets on detonation{{inlineTodo|how many?}}&amp;lt;br&amp;gt;Fireable by cooldown&lt;br /&gt;
||[[Dynamite Pack]]&lt;br /&gt;
|}&lt;br /&gt;
== Team Fortress 2 Classified item classes ==&lt;br /&gt;
The following classes are exclusive to TF2c and only available within it. They may be hardcoded or have less attributes capable of modifying them.&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_aagun&lt;br /&gt;
||Minigun&lt;br /&gt;
||0&lt;br /&gt;
||60 base damage&amp;lt;br&amp;gt;0.55s attack interval&amp;lt;br&amp;gt;Fires individual bullets&amp;lt;br&amp;gt;Has a limited range&lt;br /&gt;
||[[Anti-Aircraft Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_anchor|Based off tf_weapon_shovel}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Enables AIRTIME meter&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Admiralty Anchor]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_brick&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.75s attack interval&amp;lt;br&amp;gt;High knockback&amp;lt;br&amp;gt;Mini-crits at long range {{note|Requires mod_brick_minicrit_over_time}}&lt;br /&gt;
||[[Brick]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_chains|Based off tf_weapon_fists}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Can store crits&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Chekhov&#039;s Punch]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_coilgun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||25 base damage&amp;lt;br&amp;gt;0.6s attack interval&amp;lt;br&amp;gt;Shots can be charged to triple damage and increase projectile speed {{note|Does not increase some projectiles&#039; speed}}&amp;lt;br&amp;gt;Overcharging causes an explosion&lt;br /&gt;
||[[Coilgun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_cyclops|Based off tf_weapon_grenadelauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||EMP grenades can be manually detonated&amp;lt;br&amp;gt;EMP explosions activate owned Stickies / Dynamite Packs and destroy enemies&#039; {{note|Requires cyclops_detonate_other_grenades 1}}&lt;br /&gt;
||[[Cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_doubleshotgun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||80 base damage&amp;lt;br&amp;gt;1.6s attack interval&amp;lt;br&amp;gt;Clip size of -1&amp;lt;br&amp;gt;Uses a wide crosshair&lt;br /&gt;
||[[Twin Barrel]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons&amp;diff=10914</id>
		<title>Creating custom weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons&amp;diff=10914"/>
		<updated>2026-06-16T22:05:05Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Add literally any information that is useful. I&#039;ll trim the fat and clean up the remaining stuff afterwards.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, so please look for a better one while this is being worked on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask people for help in the #modding-discussion channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
= Misc info to be added to the above sections (TEMP!)=&lt;br /&gt;
* It should be noted that custom weapons don&#039;t currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}&lt;br /&gt;
&lt;br /&gt;
* It&#039;s a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.&lt;br /&gt;
&lt;br /&gt;
* Duplicate {{code|name}} parameters in a single weapon entry will prevent the custom item schema from loading. Same goes for duplicate entry IDs.&lt;br /&gt;
&lt;br /&gt;
* Duplicating certain parameters, {{code|attributes}} for example, does work, but it&#039;s advised not to do this to keep your weapon entries tidy.&lt;br /&gt;
&lt;br /&gt;
* Basically everything about prefabs.&lt;br /&gt;
** Prefabs work as templates. Load order is important; Prefab at the top means you want to overwrite the prefab, Prefab at the bottom means you want prefab to overwrite you&lt;br /&gt;
** List based parameters (like visuals and static attrs) will get merged. Single value parameters (like bucket or attach to hands) will get overwritten.&lt;br /&gt;
** Prefabs cannot have spaces in the name. This is because spaces are used as a delimiter to apply multiple prefabs. (eg, &amp;lt;code&amp;gt;prefab &amp;quot;shotgun killspeople&amp;quot;&amp;lt;/code&amp;gt; will make a shotgun that also killspeople)&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings.&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name_color}} and {{code|custom_color}} allow weapon names and attributes respectively to be coloured with RGB values.&lt;br /&gt;
&lt;br /&gt;
* {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there&#039;s a better way of doing this!&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[List of Item Attributes]]&lt;br /&gt;
* [[List of Item Classes]]&lt;br /&gt;
* [[List of Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons&amp;diff=10913</id>
		<title>Creating custom weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons&amp;diff=10913"/>
		<updated>2026-06-16T22:01:18Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: use lists properly you silly!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Add literally any information that is useful. I&#039;ll trim the fat and clean up the remaining stuff afterwards.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, so please look for a better one while this is being worked on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask people for help in the #modding-discussion channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
= Misc info to be added to the above sections (TEMP!)=&lt;br /&gt;
* It should be noted that custom weapons don&#039;t currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}&lt;br /&gt;
&lt;br /&gt;
* It&#039;s a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.&lt;br /&gt;
&lt;br /&gt;
* Duplicate {{code|name}} parameters in a single weapon entry will prevent the custom item schema from loading. Same goes for duplicate entry IDs.&lt;br /&gt;
&lt;br /&gt;
* Duplicating certain parameters, {{code|attributes}} for example, does work, but it&#039;s advised not to do this to keep your weapon entries tidy.&lt;br /&gt;
&lt;br /&gt;
* Basically everything about prefabs.&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name}}, {{code|item_type_name}}, {{code|item_description}} and {{code|description_string}} support localized strings.&lt;br /&gt;
&lt;br /&gt;
* {{code|item_name_color}} and {{code|custom_color}} allow weapon names and attributes respectively to be coloured with RGB values.&lt;br /&gt;
&lt;br /&gt;
* {{code|custom_level_sounds.txt}} can be used to create custom soundscripts for weapons. Please correct this if there&#039;s a better way of doing this!&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[List of Item Attributes]]&lt;br /&gt;
* [[List of Item Classes]]&lt;br /&gt;
* [[List of Conditions]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons&amp;diff=10888</id>
		<title>Creating custom weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons&amp;diff=10888"/>
		<updated>2026-06-16T14:33:48Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Add literally any information that is useful. I&#039;ll trim the fat and clean up the remaining stuff afterwards.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, so please look for a better one while this is being worked on!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully cover the majority of your questions regarding custom weapon creation. If it doesn&#039;t, ask people for help in the #modding-discussion channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Getting Started =&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts}} directory. This is the file that will contain all of the information regarding your custom weapons. Please note that you cannot have multiple &#039;&#039;custom_items_game.txt&#039;&#039; files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
=== Info to be added to the above sections ===&lt;br /&gt;
- It should be noted that custom weapons don&#039;t currently show up in the loadout on the main menu. To view them, you need to load into a map first.{{note|rei note! if using a items_game instead of a custom_items_game they will load on the main menu. however this means you are more prone to schema breakage between game versions and you gotta constantly update your copy anytime they update the item schema}}&lt;br /&gt;
&lt;br /&gt;
- It&#039;s a good idea to go over the basic parameters that most weapons should have. Failing to include these can either break the weapon in some way or completely prevent the whole pack from loading.&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10883</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10883"/>
		<updated>2026-06-16T14:15:05Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;math&amp;gt;\frac{v}{30}t_{air}d_{target}&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
where &amp;lt;math&amp;gt;v =&amp;lt;/math&amp;gt; the Soldier&#039;s velocity, &amp;lt;math&amp;gt;t_{air} =&amp;lt;/math&amp;gt; is the Soldier&#039;s airtime and &amp;lt;math&amp;gt;d_{target} =&amp;lt;/math&amp;gt; is the distance between the Soldier and the victim.&lt;br /&gt;
&amp;lt;br&amp;gt;Velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5. {{inlineTodo|i kinda fucked up the wording on this! please reword eventually}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after an amount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Vulnerable to airshots&lt;br /&gt;
➖ Deals more self-damage upon landing&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Prepare to be swabbed off the deck!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_anchor_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_anchor_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_anchor_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_anchor_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_anchor_uni.png|Unused Global first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=SMG&amp;diff=10882</id>
		<title>SMG</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=SMG&amp;diff=10882"/>
		<updated>2026-06-16T14:09:41Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=smg&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| ammo-carried=75&lt;br /&gt;
| reload-type=Magazine&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes={{Loadout neutral|&amp;quot;Now how about that? We&#039;re both more dangerous up close.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;SMG&#039;&#039;&#039; is the default secondary weapon of the [[Sniper]]. It is a compact, automatic submachine gun with an extended barrel and magazine.&lt;br /&gt;
&lt;br /&gt;
The SMG is one of the fastest weapons in the game, firing 10.5 bullets a second with good accuracy (unlike in Team Fortress 2), even though it suffers from low base damage. Its purpose is to provide the Sniper with a close-quarters backup weapon in case an enemy closes the gap and the [[Sniper Rifle]] is not able to be comfortably used. While the SMG provides more damage per second than the Sniper Rifle, in practice it is harder to shoot moving enemies with an automatic weapon, and the large base damage of the Sniper Rifle means that no-scope shots are more consistent at medium range.&lt;br /&gt;
&lt;br /&gt;
However, the SMG is still useful to discourage classes from approaching, and its decent damage at point blank range makes it worth using in a scramble. It also provides a consistent way to finish off a low-health enemy at any range - especially when using the [[Huntsman]] or [[Hunting Revolver]] - as its good accuracy and lack of damage falloff makes it likely to get at least a few shots on an enemy. In any case, the SMG is still one of the weakest weapons in the game due to its low damage and lack of sustained fire, and should be used only as a situational weapon.&lt;br /&gt;
&lt;br /&gt;
As with the [[Pistol]] and [[Revolver]], the first bullet shot after 1.25 seconds is completely accurate. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 12&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 8&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 4&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 24&lt;br /&gt;
 | mini-crit = 11&lt;br /&gt;
 | mini-crit-ramp-up = 16&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | carried = 75&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.105 s&amp;lt;/br&amp;gt;{{tooltip|0.076 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.1 s&amp;lt;/br&amp;gt;{{tooltip|0.55 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Submetralhadora|pt-br_m=Submachine Gun&lt;br /&gt;
|bg=Лек автомат|bg_m=Light Machine Gun&lt;br /&gt;
|en=SMG&lt;br /&gt;
|fr=Mitraillette|fr_m=Submachine Gun&lt;br /&gt;
|de=SMG&lt;br /&gt;
|it=SMG&lt;br /&gt;
|ro=SMG&lt;br /&gt;
|ru=Пистолет-пулемёт|ru_m=Submachine Gun&lt;br /&gt;
|es=Metralleta|es_m=Machine Gun&lt;br /&gt;
|tr=SMG&lt;br /&gt;
|uk=Пістолет-кулемет|uk_m=Submachine Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.6.0}} &lt;br /&gt;
* Added the Scout SMG&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}} &lt;br /&gt;
* Removed Scout&#039;s SMG&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered [[Coilgun]], SMG, and Revolver spread by 20%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In older versions of &#039;&#039;Team Fortress 2 Classified&#039;&#039;, the [[Scout]] had the SMG as an alternative secondary weapon. It was removed for competing with the [[Nail Gun]] and Pistol in terms of use.&lt;br /&gt;
* Prior to the 3.0.0. update, the description quote was: &#039;&#039;&amp;quot;It&#039;s a good thing to have at hand when things start getting personal, mate.&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_smg.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=10877</id>
		<title>Disguise Kit</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Disguise_Kit&amp;diff=10877"/>
		<updated>2026-06-16T03:11:57Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: why was this not here???&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| used-by= Spy&lt;br /&gt;
| slot= PDA&lt;br /&gt;
| loadout=yes&lt;br /&gt;
}}{{Quotation|&#039;&#039;&#039;Disguise Kit&#039;&#039;&#039; [https://web.archive.org/web/20250130090816/https://tf2classic.com/fight_or_flight/day1 publicity blurb]|Our latest quality-of-life feature takes the stress and heartache out of identity theft. Spies in [[Four-Team]] matches can click past their color-coded disguises and equip a Global Disguise, which passes you off as an ally to every enemy who sees you, regardless of team. No more playing passive around triple-team fights, or finding space in your coat for 27 fake passports, or fat-fingering the &amp;quot;toggle disguise team&amp;quot; button and typing something deplorable in chat by accident.&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Disguise Kit&#039;&#039;&#039;, formally the &amp;quot;Spytron 3000 Disguise Kit&amp;quot;, is the stock PDA for the [[Spy]]. It does not show up on his loadout screen. It appears to be a metallic hinged cigarette case, but actually contains an electronic disguising mechanism with a blank screen, and one team-colored button with two glowing yellow buttons. The buttons glow yellow regardless of which team the user is on. Regardless, it still contains six unusually shiny filtered cigarettes, a seventh of which the Spy constantly smokes. The cigarette paper appears white on RED and YLW, and dark brown on BLU and GRN.&lt;br /&gt;
&lt;br /&gt;
The Disguise Kit allows the Spy to disguise as any player, from any class, from any team. These include RED and BLU on normal maps, and additionally GRN and YLW on [[Four-Team|four-team]] maps. When playing on four-team maps, he can also disguise as the unnamed &#039;gray&#039; team, which shows enemy players the Spy disguised as the current team they are on. After activating the Disguise Kit, it takes 2 seconds before it is applied, during which the Spy is covered in smoke particles. These particles will follow him while he is cloaking, having the same opacity as his body. When changing disguises while disguised, it will take 0.5 seconds to apply, and no smoke particles will be visible to the enemy. The Spy cannot disguise while taunting, and taunting while disguised will remove his disguise. Pressing the attack button will bring out the Spy&#039;s last weapon.&lt;br /&gt;
&lt;br /&gt;
While disguised, the Spy will appear to enemies as a random player using that class on the chosen team, with that player&#039;s current loadout and health, being forced to use the speed of the disguised class (Scout&#039;speed being the only exeption to this rule). He will wear a paper mask, visible to friendly players, with the face of the class he is disguised as. If nobody is on that class, a random name from that server is used instead. Pressing the &amp;quot;last disguise&amp;quot; button while disguised will change the disguise&#039;s equipped weapon to the slot the Spy is using. If the Spy reloads his weapon, the disguise will reload its weapon as well. Voice commands from the Spy will appear as that class&#039;s equivalent voice command to the enemy. If the user attacks with a weapon (except the [[Sapper]]) or selects the friendly Spy disguise, their current disguise will instantly disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TF2 Classified&#039;&#039; introduces a new feature for the Spy, known as &amp;quot;Spywalk&amp;quot;. If the user presses the shift key, the Spy can walk at his normal speed. He will walk at normal speed all the time if the &amp;quot;Use Spywalk by default&amp;quot; setting (&amp;lt;code&amp;gt;tf2c_spywalk_inverted&amp;lt;/code&amp;gt;) is enabled. He is not able to walk through enemy players or [[buildings]], and will still take damage from them (without taking knockback or visibly being hurt) as normal. However, the Spy will be afflicted with [[Fishwhacker|bleed]] and [[afterburn]] as normal, which is a dead giveaway that he is an enemy in disguise. When the Spy dies, he will lose his disguise.&lt;br /&gt;
&lt;br /&gt;
[[Sentry Gun|Sentry Guns]] cannot detect the Spy while he is disguised as their team, and he will be able to use enemy [[Dispenser|Dispensers]], [[Teleporter|Teleporters]], the [[Payload]], and walk on objectives without capturing them. If the Spy becomes undisguised in front of a Sentry, it will track the Spy even when he re-disguises, which stops once he is out of the Sentry&#039;s range, hides out of its sight, or is ignored in favor of a closer target.&lt;br /&gt;
&lt;br /&gt;
When taunting, the Spy has an 85% chance of flicking a cigarette onto the ground, with a 15% chance of performing a &amp;quot;Spycrab&amp;quot; taunt where he imitates a crab and clicks the Disguise Kit above him. When looking upwards at an angle of 60 degrees or more, he will always perform the Spycrab taunt. This makes the Disguise Kit the only weapon in the game with two taunts.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | taunt = {{tooltip|Cigarette flick|85% chance}}&amp;lt;br&amp;gt;{{tooltip|Spycrab|15% chance, or when looking 60 degrees upwards.}}&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Disguise&lt;br /&gt;
 | effect-duration = Indefinite&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | activation-time = {{tooltip|2 s|When undisguised}}&amp;lt;br&amp;gt;{{tooltip|0.5 s|While disguised}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Disguise Kit with GRN and YLW textures. &lt;br /&gt;
* Fixed disguised [[Critical hits|Critboost]] for the local player&lt;br /&gt;
* Ported the Concise Disguise menu.&lt;br /&gt;
* Enemy [[Spy|Spies]] that are disguised as Spies will now properly appear disguised.&lt;br /&gt;
* Ported concise disguise menu from live TF2. &lt;br /&gt;
* Fixed disguise weapons appearing with a wrong team color.&lt;br /&gt;
* Fixed disguised [[Spy|Spies]] using a wrong skin in certain cases.&lt;br /&gt;
* Fixed certain teams in [[4-team]] mode hearing disguised spies speaking in their normal voice and not as their disguise class.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Improved the Spy’s PDA aimmatrices when crouched. (Spycrabbing has been left untouched.) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fixed Spywalk not being applied clientside &lt;br /&gt;
* Fixed lastdisguise to now remember enemy vs. ally disguise, rather than absolute team color &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added Global Disguises available on [[Four-Team]] maps, allowing you to appear friendly to all enemy teams&lt;br /&gt;
* The [[Engineer]] build and [[Spy]] disguise HUD elements are now consistent with one another&lt;br /&gt;
* The [[Engineer]] build and [[Spy]] disguise HUD elements for controllers have been overhauled&lt;br /&gt;
* Added the tf2c_spywalk_inverted convar, which sets Spywalk (moving at [[Spy]]&#039;s regular speed while disguised as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Fixed global disguise class portraits on the HUD displaying blue team’s ones instead when [[Invis Watch|cloaked]]&lt;br /&gt;
* Fixed missing particle when landing from a [[Jump Pads|jump pad]] as a global disguise [[spy]]{{sic}}&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Added a Spywalk indicator on the Disguise HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Fixed crash regarding Spywalk indicator elements missing on custom HUDs&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy can disguise as the [[Civilian]] if the server is using the command &amp;lt;code&amp;gt;tf2c_allow_special_classes 2&amp;lt;/code&amp;gt;, but he will not appear in the disguise menu. The player must instead use the command &amp;lt;code&amp;gt;disguise 10 -1&amp;lt;/code&amp;gt;.&lt;br /&gt;
* When doing the cigarette flick taunt, the Spy will appear to flick his lit cigarette onto himself, then flick an unlit cigarette into the world once it has disappeared.&lt;br /&gt;
* The Disguise Kit has an unused third-person animation for pressing a button. If &amp;lt;code&amp;gt;pda_click&amp;lt;/code&amp;gt; is entered into the console, it will activate this animation.&lt;br /&gt;
&lt;br /&gt;
== Comparison from &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The Spywalk and Global Disguise feature are new features added in&#039;&#039;TF2 Classified&#039;&#039;.&lt;br /&gt;
* When compared to live &#039;&#039;TF2&#039;&#039;, the cigarette flick taunt on &#039;&#039;TF2 Classified&#039;&#039; has 5% less probability of triggering (from 90% to 85%), while the Spycrab has 5% more (from 10% to 15%). The latter taunt&#039;s activation by pressing the taunt key while looking up is a &#039;&#039;Classified&#039;&#039;-exclusive feature.&lt;br /&gt;
* &#039;&#039;TF2 Classified&#039;&#039; now has a unique Disguise Kit model for the BLU Spy, who has a blue colored button and holds cigarettes colored in dark brown wrapping paper inside.&lt;br /&gt;
** This Disguise Kit texture was inspired from the official SFM short [https://www.youtube.com/watch?v=OR4N5OhcY9s| &amp;quot;Meet the Spy&amp;quot;] where it makes an appearance in the hands of the BLU Spy, hinting that Spies were originally supposed to receive a different colored disguise kit depending on their respective teams in the live &#039;&#039;TF2&#039;&#039;.&lt;br /&gt;
** In &#039;&#039;TF2 Classified&#039;&#039; the GRN and YLW teams have also have received a matching disguise kit.&lt;br /&gt;
* In &#039;&#039;TF2 Classified&#039;&#039;, taunting while disguising will remove your disguise. In Live &#039;&#039;TF2&#039;&#039;, you simply cannot taunt while disguised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=SMG&amp;diff=10876</id>
		<title>SMG</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=SMG&amp;diff=10876"/>
		<updated>2026-06-16T03:02:59Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=smg&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=25&lt;br /&gt;
| ammo-carried=75&lt;br /&gt;
| reload-type=Magazine&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes={{Loadout neutral|&amp;quot;Now how about that? We&#039;re both more dangerous up close.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;SMG&#039;&#039;&#039; is the default secondary weapon of the [[Sniper]]. It is a compact, automatic submachine gun with an extended barrel and magazine.&lt;br /&gt;
&lt;br /&gt;
The SMG is one of the fastest weapons in the game, firing 10.5 bullets a second with good accuracy and no damage falloff (unlike in Team Fortress 2){{note|are you sure?}}, even though it suffers from low base damage. Its purpose is to provide the Sniper with a close-quarters backup weapon in case an enemy closes the gap and the [[Sniper Rifle]] is not able to be comfortably used. While the SMG provides more damage per second than the Sniper Rifle, in practice it is harder to shoot moving enemies with an automatic weapon, and the large base damage of the Sniper Rifle means that no-scope shots are more consistent at medium range.&lt;br /&gt;
&lt;br /&gt;
However, the SMG is still useful to discourage classes from approaching, and its decent damage at point blank range makes it worth using in a scramble. It also provides a consistent way to finish off a low-health enemy at any range - especially when using the [[Huntsman]] or [[Hunting Revolver]] - as its good accuracy and lack of damage falloff makes it likely to get at least a few shots on an enemy. In any case, the SMG is still one of the weakest weapons in the game due to its low damage and lack of sustained fire, and should be used only as a situational weapon.&lt;br /&gt;
&lt;br /&gt;
As with the [[Pistol]] and [[Revolver]], the first bullet shot after 1.25 seconds is completely accurate. &lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 12&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 8&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 4&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 24&lt;br /&gt;
 | mini-crit = 11&lt;br /&gt;
 | mini-crit-ramp-up = 16&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 25&lt;br /&gt;
 | carried = 75&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.105 s&amp;lt;/br&amp;gt;{{tooltip|0.076 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.1 s&amp;lt;/br&amp;gt;{{tooltip|0.55 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Submetralhadora|pt-br_m=Submachine Gun&lt;br /&gt;
|bg=Лек автомат|bg_m=Light Machine Gun&lt;br /&gt;
|en=SMG&lt;br /&gt;
|fr=Mitraillette|fr_m=Submachine Gun&lt;br /&gt;
|de=SMG&lt;br /&gt;
|it=SMG&lt;br /&gt;
|ro=SMG&lt;br /&gt;
|ru=Пистолет-пулемёт|ru_m=Submachine Gun&lt;br /&gt;
|es=Metralleta|es_m=Machine Gun&lt;br /&gt;
|tr=SMG&lt;br /&gt;
|uk=Пістолет-кулемет|uk_m=Submachine Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.6.0}} &lt;br /&gt;
* Added the Scout SMG&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 3)}} &lt;br /&gt;
* Removed Scout&#039;s SMG&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered [[Coilgun]], SMG, and Revolver spread by 20%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In older versions of &#039;&#039;Team Fortress 2 Classified&#039;&#039;, the [[Scout]] had the SMG as an alternative secondary weapon. It was removed for competing with the [[Nail Gun]] and Pistol in terms of use.&lt;br /&gt;
* Prior to the 3.0.0. update, the description quote was: &#039;&#039;&amp;quot;It&#039;s a good thing to have at hand when things start getting personal, mate.&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_smg.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10875</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10875"/>
		<updated>2026-06-16T02:41:48Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;math&amp;gt;\frac{v}{30}t_a_i_rd_t_a_r_g_e_t&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
where &amp;lt;math&amp;gt;v =&amp;lt;/math&amp;gt; the Soldier&#039;s velocity, &amp;lt;math&amp;gt;t_a_i_r =&amp;lt;/math&amp;gt; is the Soldier&#039;s airtime and &amp;lt;math&amp;gt;d_t_a_r_g_e_t =&amp;lt;/math&amp;gt; is the distance between the Soldier and the victim.&lt;br /&gt;
&amp;lt;br&amp;gt;Velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5. {{inlineTodo|i kinda fucked up the wording on this! please reword eventually}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after an amount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Vulnerable to airshots&lt;br /&gt;
➖ Deals more self-damage upon landing&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Prepare to be swabbed off the deck!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_anchor_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_anchor_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_anchor_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_anchor_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_anchor_uni.png|Unused Global first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10874</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10874"/>
		<updated>2026-06-16T02:40:18Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;math&amp;gt;\frac{v}{30}t_a_i_rd_t_a_r_g_e_t&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
where &amp;lt;math&amp;gt;v =&amp;lt;/math&amp;gt; the Soldier&#039;s velocity, &amp;lt;math&amp;gt;t_a_i_r =&amp;lt;/math&amp;gt; is the Soldier&#039;s airtime and &amp;lt;math&amp;gt;d_t_a_r_g_e_t =&amp;lt;/math&amp;gt; is the distance between the Soldier and the victim.&lt;br /&gt;
&amp;lt;br&amp;gt;Velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5. {{inlineTodo|i kinda fucked up the wording on this! please reword eventually}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after an amount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Vulnerable to airshots&lt;br /&gt;
➖ Deals more self-damage upon landing&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Prepare to be swabbed off the deck!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_anchor_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_anchor_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_anchor_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_anchor_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_anchor_uni.png|Unused Global first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10873</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10873"/>
		<updated>2026-06-16T02:38:23Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;math&amp;gt;\frac{v}{30}t_a_i_rd_t_a_r_g_e_t&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
where &amp;lt;math&amp;gt;t_a_i_r =&amp;lt;/math&amp;gt; is the Soldier&#039;s airtime and &amp;lt;math&amp;gt;d_t_a_r_g_e_t =&amp;lt;/math&amp;gt; is the distance between the Soldier and the victim.&lt;br /&gt;
&amp;lt;br&amp;gt;where velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after an amount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Vulnerable to airshots&lt;br /&gt;
➖ Deals more self-damage upon landing&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Prepare to be swabbed off the deck!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_anchor_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_anchor_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_anchor_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_anchor_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_anchor_uni.png|Unused Global first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10872</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=10872"/>
		<updated>2026-06-16T02:27:09Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is a melee weapon for the [[Soldier]]. It is a dark and slightly rusted steel admiralty anchor tied around the soldier&#039;s waist with a rope. While equipped, it will appear on the rope regardless of which weapon the user is wielding. While held, the anchor is disconnected from the rope, and replaced with a ring. Falling while holding the anchor causes the soldier to scream and wind up the anchor, holding it behind his head, gaining team-colored blur lines behind him.&lt;br /&gt;
&lt;br /&gt;
The Admiralty Anchor deals the same damage and has the same attack speed as the [[Shovel]]. While it is the active weapon, gravity is increased by 30%, making your downward velocity increase 30% faster. Falling while this weapon is active fills up the &amp;quot;AIRTIME&amp;quot; meter, which fills up and turns red once you&#039;ve fallen for enough time that you would take fall damage if you were to land. If you do land while holding the anchor with a full &amp;quot;AIRTIME&amp;quot; meter will cause a small earthquake, shaking the screen, kicking up dust particles and dealing damage in a radius around the impact, with the range of the impact being larger the higher your velocity was before impact. Landing directly on an enemy will result in no fall damage being taken. Be wary of when you switch to this weapon, as any projectiles will deal critical damage to you while airborne. This weapon will not get random critical hits.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately {{code|(((velocity/30)*airtime)*distance from target)}}{{inlineTodo|make this cleaner?}}, where velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after an amount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Vulnerable to airshots&lt;br /&gt;
➖ Deals more self-damage upon landing&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Prepare to be swabbed off the deck!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_anchor_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_anchor_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_anchor_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_anchor_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_anchor_uni.png|Unused Global first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=User:Rei1556&amp;diff=10871</id>
		<title>User:Rei1556</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=User:Rei1556&amp;diff=10871"/>
		<updated>2026-06-16T02:18:32Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: Created page with &amp;quot;hai! i&amp;#039;m rei (or possibly shale)  templates i&amp;#039;ve made:  * Template:Note * Template:InlineTodo&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hai! i&#039;m rei (or possibly shale)&lt;br /&gt;
&lt;br /&gt;
templates i&#039;ve made:&lt;br /&gt;
&lt;br /&gt;
* [[Template:Note]]&lt;br /&gt;
* [[Template:InlineTodo]]&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10870</id>
		<title>List of TF2C item classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10870"/>
		<updated>2026-06-16T02:14:41Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Todo|Update TF2 and TF2C tables to add the rest of the item classes.&amp;lt;br&amp;gt;Add descriptions for the contents of each table.}}&lt;br /&gt;
&lt;br /&gt;
The following tables describe the functional item classes of weapons and items.&lt;br /&gt;
__TOC__&lt;br /&gt;
== Team Fortress 2 item classes ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bat&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||35 base damage&amp;lt;br&amp;gt;0.5s attack interval&lt;br /&gt;
||[[Bat]], [[tf:Batsaber|&#039;&#039;Batsaber&#039;&#039;]], [[tf:Candy Cane|&#039;&#039;Candy Cane&#039;&#039;]], [[tf:Boston Basher|&#039;&#039;Boston Basher&#039;&#039;]], [[tf:Three-Rune Blade|&#039;&#039;Three-Rune Blade&#039;&#039;]], [[tf:Sun-on-a-Stick|&#039;&#039;Sun-on-a-Stick&#039;&#039;]], [[tf:Fan O&#039;War|&#039;&#039;Fan O&#039;War&#039;&#039;]], [[tf:Atomizer|&#039;&#039;Atomizer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_fish|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Displays a message in killfeed on hit&lt;br /&gt;
||[[tf:Holy Mackerel|&#039;&#039;Holy Mackerel&#039;&#039;]], [[tf:Unarmed Combat|&#039;&#039;Unarmed Combat&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_giftwrap|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches an ornament with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Wrap Assassin|&#039;&#039;Wrap Assassin&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_wood|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches a baseball with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Sandman|&#039;&#039;Sandman&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bonesaw&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Collects organs on hit {{note|Requires ubercharge_preserved_on_spawn_max}}&lt;br /&gt;
||[[Bonesaw]], [[Überspritze]], [[tf:Übersaw|&#039;&#039;Übersaw&#039;&#039;]], [[tf:Vita-Saw|&#039;&#039;Vita-Saw&#039;&#039;]], [[tf:Amputator|&#039;&#039;Amputator&#039;&#039;]], [[tf:Solemn Vow|&#039;&#039;Solemn Vow&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bottle&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Visually breaks on crit&lt;br /&gt;
||[[Bottle]], [[tf:Scottish Handshake|&#039;&#039;Scottish Handshake&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_breakable_sign|Based off tf_weapon_fireaxe}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Visually breaks on crit&lt;br /&gt;
||[[tf:Neon Annihilator|&#039;&#039;Neon Annihilator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_buff_item&lt;br /&gt;
||Banner&lt;br /&gt;
||1&lt;br /&gt;
||Adds a mini-crit aura {{note|Requires set_buff_type 1}}&amp;lt;br&amp;gt;Adds a crit-immunity and damage-resistance aura {{note|Requires set_buff_type 2}}&amp;lt;br&amp;gt;Adds a speed-boost and health-steal aura {{note|Requires set_buff_type 3}}&lt;br /&gt;
||[[tf:Buff Banner|&#039;&#039;Buff Banner&#039;&#039;]], [[tf:Battalion&#039;s Backup|&#039;&#039;Battalion&#039;s Backup&#039;&#039;]], [[tf:Concheror|&#039;&#039;Concheror&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_scattergun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||175% rampup&lt;br /&gt;
||[[Scattergun]], [[tf:Force-a-Nature|&#039;&#039;Force-a-Nature&#039;&#039;]], [[tf:Back Scatter|&#039;&#039;Back Scatter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_mirv&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||Explodes into bomblets on detonation{{inlineTodo|how many?}}&amp;lt;br&amp;gt;Fireable by cooldown&lt;br /&gt;
||[[Dynamite Pack]]&lt;br /&gt;
|}&lt;br /&gt;
== Team Fortress 2 Classified item classes ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_aagun&lt;br /&gt;
||Minigun&lt;br /&gt;
||0&lt;br /&gt;
||60 base damage&amp;lt;br&amp;gt;0.55s attack interval&amp;lt;br&amp;gt;Fires individual bullets&amp;lt;br&amp;gt;Has a limited range&lt;br /&gt;
||[[Anti-Aircraft Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_anchor|Based off tf_weapon_shovel}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Enables AIRTIME meter&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Admiralty Anchor]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_brick&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.75s attack interval&amp;lt;br&amp;gt;High knockback&amp;lt;br&amp;gt;Mini-crits at long range {{note|Requires mod_brick_minicrit_over_time}}&lt;br /&gt;
||[[Brick]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_chains|Based off tf_weapon_fists}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Can store crits&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Chekhov&#039;s Punch]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_coilgun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||25 base damage&amp;lt;br&amp;gt;0.6s attack interval&amp;lt;br&amp;gt;Shots can be charged to triple damage and increase projectile speed {{note|Does not increase some projectiles&#039; speed}}&amp;lt;br&amp;gt;Overcharging causes an explosion&lt;br /&gt;
||[[Coilgun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_cyclops|Based off tf_weapon_grenadelauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||EMP grenades can be manually detonated&amp;lt;br&amp;gt;EMP explosions activate owned Stickies / Dynamite Packs and destroy enemies&#039; {{note|Requires cyclops_detonate_other_grenades 1}}&lt;br /&gt;
||[[Cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_doubleshotgun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||80 base damage&amp;lt;br&amp;gt;1.6s attack interval&amp;lt;br&amp;gt;Clip size of -1&amp;lt;br&amp;gt;Uses a wide crosshair&lt;br /&gt;
||[[Twin Barrel]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10869</id>
		<title>List of TF2C item classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10869"/>
		<updated>2026-06-16T02:14:06Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Todo|Update TF2 and TF2C tables to add the rest of the item classes.&amp;lt;br&amp;gt;Add descriptions for the contents of each table.}}&lt;br /&gt;
&lt;br /&gt;
The following tables describe the functional item classes of weapons and items.&lt;br /&gt;
__TOC__&lt;br /&gt;
== Team Fortress 2 item classes ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bat&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||35 base damage&amp;lt;br&amp;gt;0.5s attack interval&lt;br /&gt;
||[[Bat]], [[tf:Batsaber|&#039;&#039;Batsaber&#039;&#039;]], [[tf:Candy Cane|&#039;&#039;Candy Cane&#039;&#039;]], [[tf:Boston Basher|&#039;&#039;Boston Basher&#039;&#039;]], [[tf:Three-Rune Blade|&#039;&#039;Three-Rune Blade&#039;&#039;]], [[tf:Sun-on-a-Stick|&#039;&#039;Sun-on-a-Stick&#039;&#039;]], [[tf:Fan O&#039;War|&#039;&#039;Fan O&#039;War&#039;&#039;]], [[tf:Atomizer|&#039;&#039;Atomizer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_fish|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Displays a message in killfeed on hit&lt;br /&gt;
||[[tf:Holy Mackerel|&#039;&#039;Holy Mackerel&#039;&#039;]], [[tf:Unarmed Combat|&#039;&#039;Unarmed Combat&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_giftwrap|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches an ornament with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Wrap Assassin|&#039;&#039;Wrap Assassin&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_wood|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches a baseball with a cooldown {{note|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Sandman|&#039;&#039;Sandman&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bonesaw&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Collects organs on hit {{note|Requires ubercharge_preserved_on_spawn_max}}&lt;br /&gt;
||[[Bonesaw]], [[Überspritze]], [[tf:Übersaw|&#039;&#039;Übersaw&#039;&#039;]], [[tf:Vita-Saw|&#039;&#039;Vita-Saw&#039;&#039;]], [[tf:Amputator|&#039;&#039;Amputator&#039;&#039;]], [[tf:Solemn Vow|&#039;&#039;Solemn Vow&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bottle&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Visually breaks on crit&lt;br /&gt;
||[[Bottle]], [[tf:Scottish Handshake|&#039;&#039;Scottish Handshake&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_breakable_sign|Based off tf_weapon_fireaxe}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Visually breaks on crit&lt;br /&gt;
||[[tf:Neon Annihilator|&#039;&#039;Neon Annihilator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_buff_item&lt;br /&gt;
||Banner&lt;br /&gt;
||1&lt;br /&gt;
||Adds a mini-crit aura {{note|Requires set_buff_type 1}}&amp;lt;br&amp;gt;Adds a crit-immunity and damage-resistance aura {{tooltip|[note]|Requires set_buff_type 2}}&amp;lt;br&amp;gt;Adds a speed-boost and health-steal aura {{note|Requires set_buff_type 3}}&lt;br /&gt;
||[[tf:Buff Banner|&#039;&#039;Buff Banner&#039;&#039;]], [[tf:Battalion&#039;s Backup|&#039;&#039;Battalion&#039;s Backup&#039;&#039;]], [[tf:Concheror|&#039;&#039;Concheror&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_scattergun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||175% rampup&lt;br /&gt;
||[[Scattergun]], [[tf:Force-a-Nature|&#039;&#039;Force-a-Nature&#039;&#039;]], [[tf:Back Scatter|&#039;&#039;Back Scatter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_mirv&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||Explodes into bomblets on detonation{{inlineTodo|how many?}}&amp;lt;br&amp;gt;Fireable by cooldown&lt;br /&gt;
||[[Dynamite Pack]]&lt;br /&gt;
|}&lt;br /&gt;
== Team Fortress 2 Classified item classes ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_aagun&lt;br /&gt;
||Minigun&lt;br /&gt;
||0&lt;br /&gt;
||60 base damage&amp;lt;br&amp;gt;0.55s attack interval&amp;lt;br&amp;gt;Fires individual bullets&amp;lt;br&amp;gt;Has a limited range&lt;br /&gt;
||[[Anti-Aircraft Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_anchor|Based off tf_weapon_shovel}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Enables AIRTIME meter&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Admiralty Anchor]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_brick&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.75s attack interval&amp;lt;br&amp;gt;High knockback&amp;lt;br&amp;gt;Mini-crits at long range {{note|Requires mod_brick_minicrit_over_time}}&lt;br /&gt;
||[[Brick]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_chains|Based off tf_weapon_fists}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Can store crits&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Chekhov&#039;s Punch]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_coilgun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||25 base damage&amp;lt;br&amp;gt;0.6s attack interval&amp;lt;br&amp;gt;Shots can be charged to triple damage and increase projectile speed {{note|Does not increase some projectiles&#039; speed}}&amp;lt;br&amp;gt;Overcharging causes an explosion&lt;br /&gt;
||[[Coilgun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_cyclops|Based off tf_weapon_grenadelauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||EMP grenades can be manually detonated&amp;lt;br&amp;gt;EMP explosions activate owned Stickies / Dynamite Packs and destroy enemies&#039; {{note|Requires cyclops_detonate_other_grenades 1}}&lt;br /&gt;
||[[Cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_doubleshotgun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||80 base damage&amp;lt;br&amp;gt;1.6s attack interval&amp;lt;br&amp;gt;Clip size of -1&amp;lt;br&amp;gt;Uses a wide crosshair&lt;br /&gt;
||[[Twin Barrel]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Note&amp;diff=10868</id>
		<title>Template:Note</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Note&amp;diff=10868"/>
		<updated>2026-06-16T02:11:56Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: added the Note template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tooltip|&amp;lt;sup&amp;gt;[note]&amp;lt;/sup&amp;gt;|{{{1}}}}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10867</id>
		<title>List of TF2C item classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=List_of_TF2C_item_classes&amp;diff=10867"/>
		<updated>2026-06-16T02:10:38Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: added the Mirv&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Todo|Update TF2 and TF2C tables to add the rest of the item classes.&amp;lt;br&amp;gt;Add descriptions for the contents of each table.}}&lt;br /&gt;
&lt;br /&gt;
The following tables describe the functional item classes of weapons and items.&lt;br /&gt;
__TOC__&lt;br /&gt;
== Team Fortress 2 item classes ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bat&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||35 base damage&amp;lt;br&amp;gt;0.5s attack interval&lt;br /&gt;
||[[Bat]], [[tf:Batsaber|&#039;&#039;Batsaber&#039;&#039;]], [[tf:Candy Cane|&#039;&#039;Candy Cane&#039;&#039;]], [[tf:Boston Basher|&#039;&#039;Boston Basher&#039;&#039;]], [[tf:Three-Rune Blade|&#039;&#039;Three-Rune Blade&#039;&#039;]], [[tf:Sun-on-a-Stick|&#039;&#039;Sun-on-a-Stick&#039;&#039;]], [[tf:Fan O&#039;War|&#039;&#039;Fan O&#039;War&#039;&#039;]], [[tf:Atomizer|&#039;&#039;Atomizer&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_fish|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Displays a message in killfeed on hit&lt;br /&gt;
||[[tf:Holy Mackerel|&#039;&#039;Holy Mackerel&#039;&#039;]], [[tf:Unarmed Combat|&#039;&#039;Unarmed Combat&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_giftwrap|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches an ornament with a cooldown {{tooltip|[note]|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Wrap Assassin|&#039;&#039;Wrap Assassin&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_bat_wood|Based off tf_weapon_bat}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Alt-fire launches a baseball with a cooldown {{tooltip|[note]|Requires set_weapon_mode 1}}&lt;br /&gt;
||[[tf:Sandman|&#039;&#039;Sandman&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bonesaw&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Collects organs on hit {{tooltip|[note]|Requires ubercharge_preserved_on_spawn_max}}&lt;br /&gt;
||[[Bonesaw]], [[Überspritze]], [[tf:Übersaw|&#039;&#039;Übersaw&#039;&#039;]], [[tf:Vita-Saw|&#039;&#039;Vita-Saw&#039;&#039;]], [[tf:Amputator|&#039;&#039;Amputator&#039;&#039;]], [[tf:Solemn Vow|&#039;&#039;Solemn Vow&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_bottle&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.8s attack interval&amp;lt;br&amp;gt;Visually breaks on crit&lt;br /&gt;
||[[Bottle]], [[tf:Scottish Handshake|&#039;&#039;Scottish Handshake&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_breakable_sign|Based off tf_weapon_fireaxe}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Visually breaks on crit&lt;br /&gt;
||[[tf:Neon Annihilator|&#039;&#039;Neon Annihilator&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_buff_item&lt;br /&gt;
||Banner&lt;br /&gt;
||1&lt;br /&gt;
||Adds a mini-crit aura {{tooltip|[note]|Requires set_buff_type 1}}&amp;lt;br&amp;gt;Adds a crit-immunity and damage-resistance aura {{tooltip|[note]|Requires set_buff_type 2}}&amp;lt;br&amp;gt;Adds a speed-boost and health-steal aura {{tooltip|[note]|Requires set_buff_type 3}}&lt;br /&gt;
||[[tf:Buff Banner|&#039;&#039;Buff Banner&#039;&#039;]], [[tf:Battalion&#039;s Backup|&#039;&#039;Battalion&#039;s Backup&#039;&#039;]], [[tf:Concheror|&#039;&#039;Concheror&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf_weapon_scattergun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||0&lt;br /&gt;
||175% rampup&lt;br /&gt;
||[[Scattergun]], [[tf:Force-a-Nature|&#039;&#039;Force-a-Nature&#039;&#039;]], [[tf:Back Scatter|&#039;&#039;Back Scatter&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|tf_weapon_mirv&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||Explodes into bomblets on detonation{{inlineTodo|how many?}}&amp;lt;br&amp;gt;Fireable by cooldown&lt;br /&gt;
||[[Dynamite Pack]]&lt;br /&gt;
|}&lt;br /&gt;
== Team Fortress 2 Classified item classes ==&lt;br /&gt;
TEMPTEXT&lt;br /&gt;
{| class=&amp;quot;wikitable grid&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Type&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Slot&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Traits&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Used By&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_aagun&lt;br /&gt;
||Minigun&lt;br /&gt;
||0&lt;br /&gt;
||60 base damage&amp;lt;br&amp;gt;0.55s attack interval&amp;lt;br&amp;gt;Fires individual bullets&amp;lt;br&amp;gt;Has a limited range&lt;br /&gt;
||[[Anti-Aircraft Cannon]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_anchor|Based off tf_weapon_shovel}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Enables AIRTIME meter&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Admiralty Anchor]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_brick&lt;br /&gt;
||Throwable&lt;br /&gt;
||1&lt;br /&gt;
||65 base damage&amp;lt;br&amp;gt;0.75s attack interval&amp;lt;br&amp;gt;High knockback&amp;lt;br&amp;gt;Mini-crits at long range {{tooltip|[note]|Requires mod_brick_minicrit_over_time}}&lt;br /&gt;
||[[Brick]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_chains|Based off tf_weapon_fists}}&lt;br /&gt;
||Melee&lt;br /&gt;
||2&lt;br /&gt;
||Can store crits&amp;lt;br&amp;gt;&lt;br /&gt;
||[[Chekhov&#039;s Punch]]&lt;br /&gt;
|-&lt;br /&gt;
|tf2c_weapon_coilgun&lt;br /&gt;
||Projectile&lt;br /&gt;
||1&lt;br /&gt;
||25 base damage&amp;lt;br&amp;gt;0.6s attack interval&amp;lt;br&amp;gt;Shots can be charged to triple damage and increase projectile speed {{tooltip|[note]|Does not increase some projectiles&#039; speed}}&amp;lt;br&amp;gt;Overcharging causes an explosion&lt;br /&gt;
||[[Coilgun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_cyclops|Based off tf_weapon_grenadelauncher}}&lt;br /&gt;
||Projectile&lt;br /&gt;
||0&lt;br /&gt;
||EMP grenades can be manually detonated&amp;lt;br&amp;gt;EMP explosions activate owned Stickies / Dynamite Packs and destroy enemies&#039; {{tooltip|[note]|Requires cyclops_detonate_other_grenades 1}}&lt;br /&gt;
||[[Cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
|{{tooltip|tf2c_weapon_doubleshotgun|Based off tf_weapon_shotgun}}&lt;br /&gt;
||Shotgun&lt;br /&gt;
||1&lt;br /&gt;
||80 base damage&amp;lt;br&amp;gt;1.6s attack interval&amp;lt;br&amp;gt;Clip size of -1&amp;lt;br&amp;gt;Uses a wide crosshair&lt;br /&gt;
||[[Twin Barrel]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:InlineTodo&amp;diff=10866</id>
		<title>Template:InlineTodo</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:InlineTodo&amp;diff=10866"/>
		<updated>2026-06-16T02:07:37Z</updated>

		<summary type="html">&lt;p&gt;Rei1556: created the InlineTodo template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tooltip|&amp;lt;sup&amp;gt;[todo]&amp;lt;/sup&amp;gt;|{{{1}}}}}&lt;/div&gt;</summary>
		<author><name>Rei1556</name></author>
	</entry>
</feed>