45 templates missing Spanish translation
Pages missing in Spanish (es
– español): 45 in total. Data as of 01:46, 20 November 2024 (GMT).
- See also
- All articles in Spanish
- Missing article translations in Spanish
- Recent changes to articles in Spanish
List
- Template:Scout strange quality table has 23 uses and is missing 1 translation
- Line 927: Can no longer be unboxed in Strange quality as of the .
- Template:Paint Can has 22 uses and is missing 29 translations
- Line 77: #9, #13, or as a bonus drop from cases
- Line 93: #10, #16, or as a bonus drop from cases
- Line 110: #2, #11, #17, or as a bonus drop from cases
- Line 126: #11, #18, or as a bonus drop from cases
- Line 143: #1, #3, #14, or as a bonus drop from cases
- Line 159: #12, #16, or as a bonus drop from cases
- Line 176: #39 or as a bonus drop from cases
- Line 192: #10, #18, or as a bonus drop from cases
- Line 209: #39 or as a bonus drop from cases
- Line 225: #12, #17, or as a bonus drop from cases
- Line 242: As a bonus drop from cases
- Line 258: #9, #13, or as a bonus drop from cases
- Line 275: #1, #4, #13, or as a bonus drop from cases
- Line 291: #12, #18, or as a bonus drop from cases
- Line 308: #2 or as a bonus drop from cases
- Line 324: #9, #14, or as a bonus drop from cases
- Line 341: #5, #11, #16, or as a bonus drop from cases
- Line 357: #9, #15, or as a bonus drop from cases
- Line 374: #9, #15 or as a bonus drop from cases
- Line 390: As a bonus drop from cases
- Line 407: #9, #14, or as a bonus drop from cases
- Line 423: #10, #17, or as a bonus drop from cases
- Line 488: As a bonus drop from cases
- Line 504: #7, #15, or as a bonus drop from cases
- Line 526: As a bonus drop from cases
- Line 542: As a bonus drop from cases
- Line 564: As a bonus drop from cases
- Line 580: As a bonus drop from cases
- Line 602: As a bonus drop from cases
- Template:Tool list has 21 uses and is missing 7 translations
- Line 488: Random when using a Summer Claim Check
- Line 1316: Can be bought at the Mercenary Park Gift Shop using Blood Money
- Line 1333: Can be bought at the Mercenary Park Gift Shop using Blood Money
- Line 1350: Can be bought at the Mercenary Park Gift Shop using Blood Money
- Line 1369: Contract reward from the Jungle Inferno Campaign
- Line 1386: Contract reward from the Jungle Inferno Campaign
- Line 1403: Contract reward from the Jungle Inferno Campaign
- Template:VScript refnote has 21 uses and is missing 1 translation
- Line 1: When updates release, the code will likely have shifted a few lines or have moved somewhere else entirely.
- Template:Self-illumination has 20 uses and is missing 3 translations
- Line 1209: The watch.
- Line 2429: The headphones
- Line 2583: The screen.
- Template:Bundle row extended has 17 uses and is missing 1 translation
- Line 112
- Template:Weapon Ban List has 13 uses and is missing 7 translations
- Line 1: This list is currently not being regularly maintained. For more up-to-date information, please check the referenced links.
- Line 8: Slot
- Line 14: 6v6
- Line 19: Highlander
- Line 24: 4v4
- Line 2013: This weapon cannot be used by either the Engineer or the Spy.
- Line 2059: This weapon cannot be used by the Spy.
- Template:List of Halloween maps has 12 uses and is missing 1 translation
- Line 2: '''Note:''' Custom maps are shown in '''bold''' and community maps are shown in ''italics''.
- Template:List of item attributes has 12 uses and is missing 41 translations
- Line 55: Attrib_AltFire_Disabled
- Line 107: Attrib_Scattergun_NoReloadSingle
- Line 292: Attrib_SoldierBuffType
- Line 294: Attrib_Dmg_Falloff_Increased
- Line 305: Attrib_DemoBuffType
- Line 386: Attrib_Socket
- Line 423: Attrib_DisguiseDamageReduction
- Line 465: Attrib_DuelLoserAccountID
- Line 506: Attrib_ElevateQuality
- Line 580: Attrib_Knockback
- Line 591: Attrib_DecloakRate
- Line 793: Attrib_DeflectionSizeMultiplier
- Line 823: Attrib_MiniCritAirborneEnemiesDeploy
- Line 882: Attrib_MultipleSentries
- Line 888: Overrides the projectile fired from the weapon. Takes values from 1 to 26, each representing a different projectile, and not all projectiles work on all weapons
- Line 925: Attrib_CenterFireProjectile
- Line 1012: Attrib_AlternateRocketEffect
- Line 1106: Attrib_SetIcicleKnifeMode
- Line 1138: Attrib_TauntSoundSuccess
- Line 1228: Attrib_RageGainOnAssists
- Line 1242: Attrib_AirBlastVerticalVulnerabilityMultipier
- Line 1380: Attrib_AutoFiresFullClipAllAtOnce
- Line 1394: Attrib_PlayerSkinOverride
- Line 1400: Attrib_Sapper_Voice_Pak
- Line 1402: Attrib_Sapper_Voice_Pak_Idle_Wait
- Line 1565: Attrib_AddHeadOnHit
- Line 1597: Attrib_TauntSoundSuccess
- Line 1599: Attrib_PhaseCloak
- Line 1601: Attrib_TauntSoundSuccess
- Line 1603: Attrib_PhaseCloak
- Line 1607: Attrib_RocketLaunchImpulse
- Line 1629: Attrib_BackHeadshot
- Line 1635: Attrib_AirJumpOnAttack
- Line 1676: Attrib_Class_Select_Override_VCD
- Line 1726: Attrib_AutoFiresFullClipNegative
- Line 1728: Attrib_AutoFiresWhenFull
- Line 1748: Attrib_ElevateQuality
- Line 1843: Attrib_DamageBlastPush
- Line 1857: +'''%s1'''% damage vulnerability while active
- Line 1877: Attrib_NoCloakFromAmmo
- Line 1901: Attrib_AirblastDestroyProjectile
- Template:List of weapons unable to crit has 11 uses and is missing 1 translation
- Line 114: * The spells cannot be Crit boosted, however they can still be Mini-Crit boosted to deal additional damage.
- Template:Zombie Infection abilities has 10 uses and is missing 5 translations
- Line 193: Ability: Shoot a [[Dragon's Fury]] fireball. The initial cast of the fireball can reflect projectiles and airblast enemies.
- Line 294: The player is [[ÜberCharge]]d and made immobile for a short time before the charge.
- Line 385: Passive: Drop a medium [[Health#Health kits
- Line 524: Forces the player into a third person perspective when used.
- Line 530: Passive: Heal nearby teammates passively.
- Template:List of companies has 9 uses and is missing 154 translations
- Line 76: Alpha Electric
- Line 85: Alto Elevators
- Line 94: Army Surplus General
- Line 109: Ball Fortress
- Line 138: Ballinger
- Line 157: Banana Bay Exports
- Line 166: Bayou Shipping
- Line 181: Beacon
- Line 190: Biggs
- Line 199: Binder's Popsicles
- Line 208: Binksi Logging
- Line 217: Binski Paper Co
- Line 226: Blue Mountain Pioneering
- Line 241: Builders League United
- Line 250: BLU Blast Complex
- Line 265: Brewery<br>(Blu Streak Beer)
- Line 280: BLU Co
- Line 296: BLU Freight & Shipping
- Line 312: BLU Industries Incorporated
- Line 321: Blue Corn Co.
- Line 336: BLU Steel
- Line 351: BLU Warehouse
- Line 360: Boggy Brook's
- Line 408: Brown Nugget Prospecting
- Line 417: Buckshot
- Line 432: Bullseye Bill's
- Line 459: Captain Dan's
- Line 481: Casali Shafting Co.
- Line 499: Cave Raiders
- Line 508: Cerveza Royale
- Line 523: Chaps Dry Goods
- Line 544: Charles Darling's Triassic Preserve
- Line 559: Chairman
- Line 574: Chemical Processing Facility
- Line 583: Clem's
- Line 592: Cliffe Rocks Inc.
- Line 610: Conagher Railroads
- Line 625: Conagher's Tool & Munitions
- Line 661: Conquistador Fried Giblets
- Line 676: Cornwell
- Line 694: Cracky Pop!
- Line 703: Crash Construction
- Line 718: Crummy's Burgers
- Line 727: Carmack Computers
- Line 733: References ''[[w:Doom (franchise)
- Line 740: Dalokohs
- Line 758: Dapper Cadaver
- Line 773: Darling Zoos
- Line 788: Der Architect
- Line 797: Discount Alchemist
- Line 818: Diedrich's Discount Delicatessen
- Line 827: Doctor Wilson's Auto-Borax
- Line 842: Driller
- Line 878: Elliphany Electric Trains
- Line 893: Ellis' Crawdads
- Line 908: Emmerich's
- Line 923: Finest Hour Ale House
- Line 938: Freeman Airboat Tours
- Line 956: Freyja's Sushi
- Line 971: FGD Luxury Automobiles
- Line 977: Refers to who created various assets for the map including the cars in the showroom and the ice resurfacer.
- Line 984: General Industries Co.
- Line 993: Gilded Gold
- Line 1008: Gold Medal
- Line 1026: Goldbloom Tropical Flora Export
- Line 1041: Goldstream Fuel Co.
- Line 1050: Gray Gravel Co.
- Line 1065: Green Valley Post
- Line 1074: Griffivore Banana Co.
- Line 1089: Hammond's Amber Mining Co.
- Line 1104: Hampshire's Heavy Lifting Equipment
- Line 1120: Handy Hoe
- Line 1129: Happy Farmers Cooperative
- Line 1144: Happy Farmers Cooperative
- Line 1177: Humboldt's Pharmacy
- Line 1192: Humboldt Sauermilch Molkerei GMBH
- Line 1207: Hurg Spaceship Parts
- Line 1216: Husky Acres
- Line 1225: Icarus Airliners
- Line 1255: Imperial Mining
- Line 1271: Industrial
- Line 1292: Jenkin Coal Co.
- Line 1301: Jimi Jam
- Line 1316: Jobbs Orchards
- Line 1340: Klintz Hocks
- Line 1355: Lucky Plucker
- Line 1364: Lumpy Bros
- Line 1367: Butter for Less
- Line 1376: Mannhattan Used Fireworks
- Line 1385: Mann Co.
- Line 1391: Mann Co.
- Line 1407: Menschnapps
- Line 1412: Mann Co.
- Line 1419: Mann Co.
- Line 1430: Mann Co.
- Line 1443: Sleepy Dog
- Line 1464: McJohn Power
- Line 1498: Mann Co.
- Line 1511: Neal's Bananaland Ice Cream
- Line 1526: Newell and Sons
- Line 1550: Newell & Sons Steam Delivering
- Line 1558: NJ Productions
- Line 1573: Nile Archaeo
- Line 1588: Northern Express
- Line 1603: Odessa Mining Logistics
- Line 1611: Old Geezer
- Line 1629: Otto's Cafe
- Line 1650: Poco Coop
- Line 1665: Pinkerpaw Packaging
- Line 1674: Piper & Piper Pipeworks Inc.
- Line 1683: Primaprime
- Line 1734: Reliable Excavation Demolition
- Line 1743: Red Bread
- Line 1764: Red Forest Fur Company
- Line 1779: Red Ind. Trading
- Line 1788: Red Industries Unincorporated
- Line 1797: RED Iron
- Line 1812: RED Iron Works
- Line 1827: Red Planet Chemicals
- Line 1842: Red Raiders
- Line 1857: Red Shed
- Line 1860: Red Shed Whiskey
- Line 1863: Red Shed Beer
- Line 1872: Red Valley Mining
- Line 1881: Redstone Cargo
- Line 1897: Regal Plumbing Supplies
- Line 1913: Rio Grande Coal Co.
- Line 1928: Rolling Stone Mining Logistics
- Line 1937: Sanders BBQ
- Line 1955: Sapper Sour Candy
- Line 1970: Schucker & Sons
- Line 1979: Scoot's Canoe
- Line 1997: Sea Side Exports
- Line 2012: (Seed)
- Line 2027: Shifty's Quick Shot
- Line 2042: Shiny's Bullion
- Line 2057: (double-edged blades)
- Line 2072: Smart Fireworks
- Line 2087: Spawn-N-Go
- Line 2102: Strongarm Lifting
- Line 2111: Sunny Hay
- Line 2138: TF Industries
- Line 2168: Tree Feller 2 Million
- Line 2183: Trench Diggers FIRST UNION
- Line 2198: Tycho Corp Off-World Excavations
- Line 2207: Vier Augen Optical Co.
- Line 2222: Wade Canoes
- Line 2243: Wood Electric
- Line 2258: Wright Shipping
- Line 2291: Yeti Park
- Line 2306: YTI
- Line 2309: Institute for Research and Development.
- Line 2324: Yti-Hale Shipping
- Line 2339: Zippy Plow
- Template:List of miscellaneous reward item owners has 8 uses and is missing 10 translations
- Line 179: Reported a serious exploit regarding name tags to Valve.
- Line 182: Given in Unusual quality with the Sunbeams effect.
- Line 191: Reported a serious exploit regarding name tags to Valve.
- Line 194: Given in Unusual quality with the Sunbeams effect.
- Line 223: Make-A-Wish Foundation gift.
- Line 226: Given in Unusual quality. It was given the [[Strange]] quality and Sunbeams effect later.
- Line 235: Make-A-Wish Foundation gift.
- Line 238: Given in Unusual quality with the Sparkling Lights effect.
- Line 247: Make-A-Wish Foundation gift.
- Line 250: Given in Unusual quality with the Community Sparkle effect.
- Template:Expired community medal list has 7 uses and is missing 10 translations
- Line 539: Awarded to players who cleared at least 5 intermediate or expert difficulty missions during the [https://steamcommunity.com/groups/moonlightmvm Moonlight MvM] Magnetic Mayhem event.
- Line 544: Awarded to players who cleared at least 8 advanced or expert difficulty missions during the [https://steamcommunity.com/groups/moonlightmvm Moonlight MvM] Magnetic Mayhem event.
- Line 549: Awarded to players who donated US$5.00 or more to the [https://steamcommunity.com/groups/moonlightmvm Moonlight MvM] Magnetic Mayhem charity drive, through either [https://scrap.tf/fundraiser/PMAR24 item] or [https://tiltify.com/+team-moonlight/operation-magnetic-mayhem monetary] donations.
- Line 554: Awarded to players who donated US$15.00 or more to the [https://steamcommunity.com/groups/moonlightmvm Moonlight MvM] Magnetic Mayhem charity drive, through either [https://scrap.tf/fundraiser/PMAR24 item] or [https://tiltify.com/+team-moonlight/operation-magnetic-mayhem monetary] donations.
- Line 559: Awarded to players who donated US$25.00 or more to the [https://steamcommunity.com/groups/moonlightmvm Moonlight MvM] Magnetic Mayhem charity drive, through either [https://scrap.tf/fundraiser/PMAR24 item] or [https://tiltify.com/+team-moonlight/operation-magnetic-mayhem monetary] donations.
- Line 776: Awarded to content creators who submitted content that was accepted into the Potato MvM Memes vs Machines event.<br><br>Also awarded to content creators who submitted content that was accepted into the Potato MvM Mashed Mediocrity event, as well as Mashed Mediocrity event helpers.
- Line 937: Awarded to players who cleared at least 6 missions during the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Osmium Ordinance event.
- Line 942: Awarded to players who cleared at least 12 missions during the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Osmium Ordinance event.
- Line 947: Awarded to players who donated US$5.00 or more to the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Osmium Ordinance charity drive, through either [https://scrap.tf/fundraiser/PJUN24 item] or [https://tiltify.com/@potatomvm/operation-osmium-ordinance/ monetary] donations.
- Line 952: Awarded to players who donated US$15.00 or more to the [https://steamcommunity.com/groups/potatomvmservers Potato MvM] Osmium Ordinance charity drive, through either [https://scrap.tf/fundraiser/PJUN24 item] or [https://tiltify.com/@potatomvm/operation-osmium-ordinance/ monetary] donations.
- Template:Mannpower Powerups has 7 uses and is missing 41 translations
- Line 8: Usage
- Line 15: Usage when dominating
- Line 27: Strength<!--TF_Powerup_Strength-->
- Line 34: Double [[damage]] for all weapons (ignores the base 30% bonus damage for melee weapons);<br>Distance damage fall-off immunity;<br>Does not affect attacks that [[Critical hits
- Line 41: Damage bonus for all weapons reduced to 1.4x.
- Line 53: Resistance<!--TF_Powerup_Resist-->
- Line 60: Reduces incoming damage by 50%;<br>Nullifies crits and mini-crits;<br>Immune to Plague;<br>Immune to Reflect;<br>Blocks [[backstab]]s.
- Line 67: Incoming damage reduction reduced to 35%.
- Line 79: Vampire<!--TF_Powerup_Vampire-->
- Line 86: All damage dealt is returned as health;<br>Overheal health diminishes almost instantly;<br>Flamethrowers and Miniguns return ~0.558x as much health; melee attacks return 1.25x as much;<br>25% damage resistance;<br>Max health increased by 80;<br>Immune to Reflect;<br>Blast weapon clip size increased by 50%.
- Line 93: Incoming damage reduction is gone;<br>Blast weapon clip increase is gone.
- Line 105: Reflect<!--TF_Powerup_Reflect-->
- Line 112: 80% of damage received is reflected back to the attacker (but damage reflected this way cannot kill the attacker);<br>Max health increased to 400;<br>100% of received [[Sentry Gun]] damage is reflected back to the Sentry Gun;<br>Pushback force to players who damaged the powerup carrier.
- Line 119: Max health reduced to 320;<br>Reflected damage reduced to 50%.
- Line 131: Haste<!--TF_Powerup_Haste-->
- Line 138: 2x firing speed;<br>4x reload speed;<br>2x [[Compression blast
- Line 145: Weapon fire rate increase reduced to 1.5x;<br>Weapon reload speed increase reduced to double.
- Line 157: Regeneration<!--TF_Powerup_Regen-->
- Line 164: Ammo and metal is fully refilled every 5 seconds;<br>Health is regenerated at a rate equal to the [[Mannpower#Health regeneration
- Line 171: Health regeneration is 70% of normal rate.
- Line 183: Precision<!--TF_Powerup_Precision-->
- Line 190: ;<br>Distance damage falloff immunity;<br>Sniper rifles have 2x scope speed and 3x charge speed, and do 2x more damage;<br>Rocket and grenade travel speed increased by 250%;<br>Blast weapon clip size increased by 50%;<br>Explosive projectiles have no radius damage falloff;<br>Immunity to self-blast damage.
- Line 197: Sniper scope speed reduced to 1.5x;<br>Sniper charge speed reduced to 2x;<br>Sniper Rifle damage increase reduced to 1.5x;<br>Blast weapon radius falloff is normal;<br>No blast weapon clip size increase.
- Line 209: Agility<!--TF_Powerup_Agility-->
- Line 216: Movement speed increased by 50%;<br>Grapple speed increase;<br>Jump height increased by 80%;<br>Immune to fall damage;<br>Instant weapon switch;<br>Reduced grapple movement speed bonus when carrying the intelligence.
- Line 223: No changes when dominating.
- Line 235: Knockout<!--TF_Powerup_Knockout-->
- Line 242: Restricts the carrier to melee and Grappling Hook only;<br>Max health increased depending on the class:
- Line 284: Melee damage increase reduced to 1.4x.
- Line 296: King<!--TF_Powerup_King-->
- Line 303: Max health increased by 100;<br>Firing and reload speed increased by ~16.7%;<br>Sniper rifles have 1.5x scope speed and charge speed;<br>50% increase in ÜberCharge gain and heal rate;<br>Health is regenerated at a rate equal to 0.3x the [[Mannpower#Health regeneration
- Line 310: Max health increase reduced to 20.
- Line 322: Plague<!--TF_Powerup_Plague-->
- Line 329: Increased health kit collection range (600 [[Hammer unit
- Line 336: Damage resistance to infected players reduced to 20%.
- Line 348: Supernova<!--TF_Powerup_Supernova-->
- Line 355: Discharge your supernova attack (grapple alt-fire) to stun visible enemies in a 1500HU radius for up to 4 seconds;<br>Requires full Powerup meter;<br>Powerup meter fills over time (1%/0.3s; 30s to full charge) and by dealing damage (1%/4hp; 400hp to full charge);<br>Stunned enemies drop the intelligence and their Powerups and are pushed away from the Supernova attacker;<br>Powerups dropped in this way are coloured in the supernova user's colour;<br>Once discharged, the Supernova powerup disappears and respawns;<br>When the Powerup meter is full, enemies glow when in range, including disguised Spies.
- Line 362: No changes when dominating.
- Line 374: Revenge<!--TF_Powerupvolume_Available-->
- Line 381: Temporary full crit power for 30 seconds;<br>Temporary 2x damage to buildings for 30 seconds;<br>Activates and spawns when a significant game imbalance is detected.
- Line 388: No changes when dominating.
- Template:Multi-class hat table has 7 uses and is missing 1 translation
- Line 4: Multi-class [[cosmetic items]]
- Template:Operation Osmium Ordinance missions has 7 uses and is missing 52 translations
- Line 8: Oilrig
- Line 11: Offshore Onslaught
- Line 17: Robotfactory
- Line 20: Industrial Injection
- Line 27: Calendartillery
- Line 33: Scallops
- Line 36: Scaling Somersault
- Line 42: Scrapyard
- Line 45: Midnight Recycled
- Line 50: Waterfront
- Line 53: H2 Oh No
- Line 58: Watermine
- Line 61: Hydrophobia
- Line 76: Area 52
- Line 79: Complex Chaos
- Line 85: Bogland
- Line 88: Swamp Fever
- Line 94: Bog Business
- Line 100: Downpour
- Line 103: Wet Wreckage
- Line 109: Flowerfield
- Line 112: Flamingo Flame
- Line 118: Hideout
- Line 121: Korpoelec Invasion
- Line 127: Lotus
- Line 130: Mud
- Line 136: Mansion
- Line 139: Property Inspection
- Line 145: Robotfactory
- Line 148: Frantic Flood
- Line 154: Short Circuit Execution
- Line 160: Saxford
- Line 163: Grim Memorial
- Line 169: Scallops
- Line 172: Scallywag
- Line 177: Spacepost
- Line 180: Spatial Impasse
- Line 186: Waterfront
- Line 189: Unescapable Undine
- Line 196: †
- Line 210: Brugge
- Line 213: Netherite Navy <!-- Note: Netherite is an item in Minecraft, the translation from that game may be helpful here -->
- Line 219: Derelict
- Line 222: Deaths Door
- Line 228: Robotfactory
- Line 231: Enduring Exceptions
- Line 238: Germanium Gearbox
- Line 244: Scallops
- Line 247: Seafood Slaughter
- Line 253: What The Scallop
- Line 259: Watermine
- Line 262: Electrolysis
- Template:Enforcer bypassed resistances has 6 uses and is missing 13 translations
- Line 2: Resistances that are pierced
- Line 10: Resistances that are not pierced
- Line 19: [[Vaccinator]]'s 10% bullet resistance and 75% bullet resistance from an ÜberCharge.
- Line 26: [[Mannpower]]'s 50% damage resistance from the Resistance [[Mannpower#Powerups
- Line 36: The 66% damage resistance gained by [[Wrangler
- Line 43: The 33% damage resistance gained by [[Sapper
- Line 53: The 35% damage resistance from the [[Battalion's Backup]]'s rage.
- Line 60: The Critical hit immunity from the Battalion's Backup's rage.
- Line 70: The 20% damage resistance gained by [[Heavy
- Line 79: The 40% damage resistance from the [[Fists of Steel]].
- Line 88: The 20% resistance from a Spy's [[Cloak
- Line 97: The initial 75% resistance upon triggering the [[Dead Ringer]].<br>The 65% damage resistances gained for 3 seconds after activation.
- Line 106: Resistances that are not pierced are considered to be bugged and not intentional.
- Template:KritzKast distribution list has 5 uses and is missing 1 translation
- Line 180: On May 28, 2024, an announcement was made in the Kritzkast Discord announcing a new way to obtain a Unique quality Lo-Fi Longwave. Every video uploaded to the KritzKast YouTube channel from then on <!-- until X date, once it ends, if it ever does --> contained a hidden Lo-Fi Longwave. Leaving a comment with the time stamp and the paint used on it would award a Unique Lo-Fi Longwave. After the first few videos, the cosmetic item could also be spotted in the form of text (such as "Unpainted Lo-Fi Longwave") rather than the hat itself, or in 3 separate parts with all parts being put together resulting in a single Lo-Fi Longwave being awarded.
- Template:Mvm mission Cash Out Crash Out has 5 uses and is missing 1 translation
- Line 108
- Template:Mvm mission Extended Deadline has 5 uses and is missing 19 translations
- Line 229
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- Template:Necromantic Nonsense stats change has 5 uses and is missing 30 translations
- Line 3: New Stats/Stats Change
- Line 9: -15% damage taken<br> -30% damage taken from melee
- Line 15: -20% damage taken from melee
- Line 21: 100% critical hit chance
- Line 27: Crit when normally mini-crits
- Line 33: On Hit: Bleed for 20 seconds<br> On Miss: Hit yourself, idiot.
- Line 39: +75 max health
- Line 45: +150 max health<br> +10 health regenerated per second on wearer<br> Immune to the effects of Mad Milk and Jarate<br> Wearer immune to fall damage
- Line 51: +15% damage resistance on wearer<br> +50% damage resistance to melee<br> +25% damage resistance to ranged
- Line 57: +50% damage bonus
- Line 63: +50% damage bonus<br> Gain crit boost when below 60% health
- Line 69: Gain crit boost when below 75% health
- Line 75: Shoots mini-sentry which self-destruct after 8 seconds<br> 320% slower fire rate
- Line 81: On Hit: Bleed for 4 seeconds<br> Melee attack hits multiple enemies
- Line 87: Melee attack hits multiple enemies<br> On Hit: 100% chance to stun non-giants for 3 seconds<br> 50% slower firing speed
- Line 93: Melee attack hits multiple enemies
- Line 99: 100% critical hits from behind<br> On Hit: Gain a speed boost for 3 seconds<br> +25% faster firing speed
- Line 105: Caber regenerates on hit<br> 25% chance to bleed and stun enemies for 2 seconds<br> 50% slower firing speed<br> -99% self damage push force
- Line 111: +25% damage resistance on wearer<br> Maximum health is drained while item is active<br> On Hit: Gain a speed boost
- Line 117: <br>
- Line 123: <br>
- Line 129: <br>
- Line 135: On hit: 50% chance to apply healing effect to all nearby teammates for 24 HP<br> Maximum health is drained while item is active (Drain down to 100 health)
- Line 141: +50% faster firing speed<br> +30% movement speed
- Line 147: +30% faster firing speed<br> +10 health regenerated per second on wearer
- Line 153: +50% damage bonus<br> -50% slower firing speed
- Line 159: On Hit: Bleed for 10 seconds<br> -10 max health on wearer
- Line 165: On Hit: Applies a healing effect to all nearby teammates for 24 HP<br> +100 max health on wearer<br> +10% damage resistance on wearer<br> 75% damage from melee sources while active
- Line 171: 60% faster weapon switch<br> On Hit: 100% chance to stun non-giants for 3 seconds<br> -98.5% damage penalty
- Line 177: +100% buff duration<br> +25% rage gained on hit<br> +50% banner radius
- Template:Perks perk table has 5 uses and is missing 19 translations
- Line 1: Perks
- Line 10: Perk
- Line 35: +50% reserve ammo and ammo and metal regeneration
- Line 59: On kill, grants 2 seconds of Mini-Crits
- Line 84: On round start, grants 15 seconds of invisibility<br>Attacking before the 15 seconds ends it prematurely
- Line 108: Mini-Crits become full Critical hits
- Line 130: +40% extra healing gained from all healing sources
- Line 154: On death, summons a friendly Skeleton
- Line 178: +10% movement speed
- Line 203: On death, the killer is Marked For Death for 6 seconds
- Line 227: Double melee damage
- Line 234: Patience
- Line 239: Grants up to 7 health per second
- Line 262: +50% projectile speed and reduced spread
- Line 286: +15% firing, reloading, and weapon switching speed
- Line 310: +10% damage resistance
- Line 334: On kill, reveals the three closest enemies for 5 seconds
- Line 357: Once per round, players can be revived by a Medic
- Line 381: When the Control Point unlocks, +1 capture rate and +20% damage resistance
- Template:Custom maps table has 4 uses and is missing 16 translations
- Line 101: Attack/Defend (custom)
- Line 137: Symmetric
- Line 163: Cambodian (modified Egypt)
- Line 197: Attack/Defend
- Line 321: Swamp
- Line 329: Factory
- Line 343: Underground culvert
- Line 357: Forest
- Line 363: Random
- Line 415: Town
- Line 439: Tropical
- Line 457: Aztec
- Line 545: Canyon
- Line 617: Village
- Line 693: Tropical Island
- Line 699: Paleontological dig
- Template:Halloween Package contents has 4 uses and is missing 3 translations
- Line 2: List of items obtainable from the Halloween Package
- Line 560: [[Holiday#Halloween
- Line 566: Not available for the Engineer and the Spy.
- Template:Maps with bot support has 4 uses and is missing 1 translation
- Line 106: BLU bots get stuck trying to leave one of BLU's spawn points. Therefore, BLU can only win if few or no BLU bots die when the faulty spawn point is in use.
- Template:Mvm mission Short Circuit has 4 uses and is missing 128 translations
- Line 20: "
- Line 20: "
- Line 20: Minicrits become crits
- Line 20: The
- Line 53: "
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- Line 53: On Hit: Bleed for
- Line 53: seconds
- Line 58: "
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- Line 100: On Hit: Bleed for
- Line 100: seconds
- Line 115: "
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- Line 120: resistance to bullets (passive)
- Line 120: resistance to bullets (shield bubble)
- Line 120: has
- Line 123: "
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- Line 128: "
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- Line 128: resistance to explosions (passive)
- Line 128: resistance to explosions (shield bubble)
- Line 128: has
- Line 132: 20,000
- Line 139: "
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- Line 139: On Hit: Bleed for
- Line 139: seconds
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- Line 190: Spawn at
- Line 195: Spawn at
- Line 200: "
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- Line 200: damage bonus
- Line 209: "
- Line 209: "
- Line 209: bullets per shot
- Line 214: "
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- Line 233: "
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- Line 233: Projectile penetration
- Line 233: flame size
- Line 233: afterburn duration
- Line 238: Type
- Line 238: Type
- Line 238: Spawn at
- Line 242: "
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- Line 286: degree rocket spread
- Line 291: "
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- Line 317: "
- Line 317: "
- Line 317: On Hit: Bleed for
- Line 317: seconds
- Line 334: "
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- Line 339: "
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- Line 344: "
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- Line 346: "
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- Line 350: "
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- Line 350: bullets per shot
- Line 358: "
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- Line 358: The
- Line 358: On Hit: Bleed for
- Line 358: seconds
- Line 359: The
- Line 359: On Hit: Bleed for
- Line 359: seconds
- Line 359: has
- Line 368: "
- Line 368: "
- Line 368: The
- Line 368: On Hit: Bleed for
- Line 368: seconds
- Line 376: "
- Line 376: "
- Line 376: The
- Line 381: "
- Line 381: "
- Line 381: resistance to bullets (passive)
- Line 381: resistance to bullets (shield bubble)
- Line 381: has
- Line 383: "
- Line 383: "
- Line 383: resistance to explosions (passive)
- Line 383: resistance to explosions (shield bubble)
- Line 383: has
- Line 387: "
- Line 387: "
- Line 394: "
- Line 394: "
- Template:Mvm mission Stacked Deck has 4 uses and is missing 2 translations
- Line 272
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- Template:Unusual effects has 4 uses and is missing 131 translations
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- Template:Achievement Idle Control Point timing has 3 uses and is missing 2 translations
- Line 2: Achievement Idle
- Line 40: Infinite
- Template:Mvm mission Alpine Skylines has 3 uses and is missing 33 translations
- Line 68: Robot prefer going after player
- Line 102: Play sound when subwave start spawning
- Line 105: Spawn from behind player
- Line 117: Play sound when subwave start spawning
- Line 120: Spawn from behind player
- Line 145: Spawn from behind player
- Line 183: Tank use blimp model
- Line 186: Tank floats in mid-air
- Line 215: faster firing speed
- Line 218: faster reload speed
- Line 251: fire resistance
- Line 314: damage bonus
- Line 317: faster firing speed
- Line 320: faster reload speed
- Line 323: Lose 200 HP per second
- Line 331: Immune to bullet damage
- Line 338: damage bonus
- Line 341: faster firing speed
- Line 344: faster reload speed
- Line 347: Lose 200 HP per second
- Line 355: Immune to fire damage
- Line 362: damage bonus
- Line 365: faster firing speed
- Line 368: faster reload speed
- Line 371: Lose 100 HP per second
- Line 379: Immune to blast damage
- Line 401: Robot self-destuct when near player
- Line 475: Tank use blimp model
- Line 478: Tank floats in mid-air
- Line 481: Tank is fireproof
- Line 524: Spawn from upper level
- Line 532: Spawn from lower level
- Line 585: mini-crit chance
- Template:Mvm mission Spyware Shipping has 3 uses and is missing 25 translations
- Line 94: Play sound when subwave begins
- Line 97: Play sound when subwave starts spawning
- Line 100: Tank spawns near gate spawn
- Line 169: Play sound when subwave begins
- Line 172: Play sound when subwave starts spawning
- Line 175: Always spawn at gate
- Line 188: Play sound when subwave starts spawning
- Line 191: Always spawn at gate
- Line 204: Play sound when subwave starts spawning
- Line 207: Play sound when subwave is over
- Line 210: Always spawn at gate
- Line 250: Close gate door when subwave begins
- Line 421: Play sound when subwave begins
- Line 435: Play sound when subwave starts spawning
- Line 439: Play sound when subwave finished spawning
- Line 449: Play sound when subwave starts spawning
- Line 453: Play sound when subwave finished spawning
- Line 463: Play sound when subwave starts spawning
- Line 467: Play sound when subwave finished spawning
- Line 477: Play sound when subwave starts spawning
- Line 481: Play sound when subwave is over
- Line 550: Bot does not leave spawn
- Line 554: Play sound when subwave begins
- Line 558: Play sound when subwave start spawning
- Line 562: Play sound when subwave finished spawning
- Template:Mvm mission fallout frenzy has 3 uses and is missing 34 translations
- Line 24: Wave begins after 1A-1 wave has finished spawning and 1A-2 wave is all dead
- Line 33: Wave begins after 1A-1 wave has finished spawning and 1A-2 wave is all dead
- Line 45: Wave begins after 1B-1 wave is all dead and 1B-2 wave has finished spawning
- Line 66: Wave begins after 1B-1 wave is all dead and 1B-2 wave has finished spawning
- Line 88: Wave begins after 2A-1 wave is all dead and 2A-2 wave has finished spawning
- Line 100: Wave begins after 2A-1 wave is all dead and 2A-2 wave has finished spawning
- Line 109: Wave begins after 2B-1 wave is all dead and 2B-2 wave has finished spawning
- Line 118: Wave begins after 2B-1 wave is all dead and 2B-2 wave has finished spawning
- Line 141: Wave begins after 2C-2 wave has finished spawning
- Line 168: Wave begins after 3A-1 wave is all dead and 3A-2 wave has finished spawning
- Line 180: Wave begins after 3A-1 wave is all dead and 3A-2 wave has finished spawning
- Line 192: Wave begins after 3B-1 wave is all dead and 3B-2 wave has finished spawning
- Line 208: Wave begins after 3B-1 wave is all dead and 3B-2 wave has finished spawning
- Line 243: Wave begins after 4A-1 wave is all dead
- Line 252: Wave begins after 4A-2 wave is all dead
- Line 261: Wave begins after 4A-3 wave is all dead
- Line 273: Wave begins after 4B-3 has finished spawning
- Line 285: Wave begins after 4C wave is all dead
- Line 307: Wave begins after 4D wave is all dead
- Line 322: Wave begins after 4D wave is all dead
- Line 330: Wave begins after 4D wave is all dead
- Line 338: Wave begins after 4E wave is all dead
- Line 369: Wave begins after 5A-2 is all dead and 5A-3 has finished spawning
- Line 381: Wave begins after 5A-2 is all dead and 5A-3 has finished spawning
- Line 393: Wave begins after 5B-1 is all dead and 5B-2 has finished spawning
- Line 405: Wave begins after 5B-1 is all dead and 5B-2 has finished spawning
- Line 423: Wave begins after 5B-1 is all dead and 5B-2 has finished spawning
- Line 457: Wave begins after 6A-1 is all dead
- Line 473: Wave begins after 6A-2 has finished spawning
- Line 487: Wave begins after 6B-1 is all dead
- Line 503: Wave begins after 6B-2 has finished spawning
- Line 519: Wave begins after 6C-1 and 6C-2 wave is all dead
- Line 530: Wave begins after 6A-1 wave is all dead
- Line 545: Wave begins after 6A-1 wave is all dead
- Template:Reference pose list has 3 uses and is missing 21 translations
- Line 4: Method
- Line 11: Equip and switch to the [[Flying Guillotine]], [[Mad Milk]], or [[Bonk! Atomic Punch]]. Walk outside of your spawn room and type in the [[console]]. When you respawn, quickly go back to your dropped weapon. Switch to the same weapon and use it by holding down primary fire. While still holding down primary fire, pick up the dropped item. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 19: Equip and switch to the [[Beggar's Bazooka]]. Walk outside of your spawn room and type in the console. When you respawn, quickly go back to your dropped Beggar's Bazooka. Switch to it and empty its ammo by holding down primary fire. The last rocket cannot be a misfire. While still holding down primary fire, pick up the dropped Beggar's Bazooka. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 25: By equipping the [[Cow Mangler 5000]] and the [[Mantreads]], then rocket jumping high enough to take fall damage, you may occasionally switch to the reference pose until you land on either the ground or another player.
- Line 31: You can use any of the three [[banner]]s and the [[B.A.S.E. Jumper]] to enter the reference pose. Equip any of the banners, then charge them up by damaging another player; once charged, go into your loadout and equip the B.A.S.E. Jumper. Once done, use the banner by holding down primary fire. Now return to the spawn and simply walk into the [[Resupply Cabinet]]. You are now in the reference pose indicated by a bugged viewmodel.
- Line 36: You will not have the effects of the banner you are using, but you can use the B.A.S.E. Jumper's parachute.
- Line 44: Equip and switch to any primary that can [[Compression blast
- Line 50: [[Zombie Infection]] only
- Line 54: If you use the [[Thermal Thruster]] just as you get turned into the first Zombie, you enter the reference pose.
- Line 62: Equip the [[B.A.S.E. Jumper]] and any non-shield secondary. With your secondary weapon out, switch to any shield and refresh your loadout by either swapping the weapons in spawn or touching the Resupply cabinet. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 67: You will not be able to charge with your shield while in the reference pose, but you can use the B.A.S.E. Jumper's parachute.
- Line 75: Equip and switch to any primary (the [[Huo-Long Heater]] is recommended due to its increased ammo consumption rate). Type in the console. When you respawn, quickly go back to your dropped primary. Empty your current weapon by holding primary fire. While still holding down primary fire, pick up the weapon you dropped when you died. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 81: Zombie Infection only
- Line 85: If you unrev your primary just as you get turned into the first Zombie, you will enter the reference pose.
- Line 92: Equip and switch to the [[Jarate]]. Walk outside of your spawn room and type in the console. When you respawn, quickly go back to your dropped weapon. Switch to the same weapon and use it by holding down primary fire. While still holding down primary fire, pick up the dropped item. You are now in the reference pose, indicated by a bugged viewmodel.
- Line 99: While playing any class, find a friendly Engineer's Dispenser. Get close to their Dispenser and type in console.<br>After respawning, run over and pick up your recently dropped weapon to reset its disappear timer. Try to pick it up while ''standing'' in the Dispenser (easier to do if the Dispenser is up against a wall).
- Line 105: [[Versus Saxton Hale]] only
- Line 109: While in Setup time, use the command and then select the class you were playing as to enter the reference pose.
- Line 115: [[Mann vs. Machine]] only
- Line 119: While playing as any class, equip a weapon that you can taunt with. Walk outside of the spawn room and equip a different weapon that you can also taunt with. Go back into the spawn room and make sure you have enough money left for an upgrade. While holding the item, go towards the [[Upgrade Station]] then taunt. While the taunt is playing, get an upgrade. When you get out of the Upgrade Station, you are in the reference pose as indicated by the bugged viewmodel.
- Line 124: If done with a consumable, you can only equip a similar consumable (e.g. if you equip a [[Sandvich]], you have to equip another food item).
- Template:Surviving fire table has 3 uses and is missing 1 translation
- Line 140: Being hit by a friendly Sniper's [[Sydney Sleeper]].
- Template:Weapon list (Classic) has 3 uses and is missing 55 translations
- Line 9: Slot 1 Weapons
- Line 16: HUD icon
- Line 37: Infection
- Line 49: Instant kill
- Line 68: Slot 2 Weapons
- Line 75: HUD icon
- Line 91: Shells
- Line 109: Shells
- Line 116: Varies
- Line 125: Shells
- Line 137: Nails
- Line 147: Slot 3 Weapons
- Line 154: HUD icon
- Line 170: Shells
- Line 182: Shells
- Line 197: Slot 4 Weapons
- Line 204: HUD icon
- Line 220: Nails
- Line 235: Rockets
- Line 247: Nails
- Line 259: Cells
- Line 271: Slot 5 Weapons
- Line 278: HUD icon
- Line 294: Rockets
- Line 301: Varies
- Line 310: Rockets
- Line 322: Shells
- Line 334: Rockets
- Line 344: Primary Grenades
- Line 356: Varies
- Line 362: Deals massive damage on a four second fuse.
- Line 371: Causes leg injury which slows down enemies.
- Line 378: Secondary Grenades
- Line 392: Releases nails for a short while before detonation.
- Line 401: Splits into multiple grenades upon detonation, which detonate shortly afterward.
- Line 410: Deals no damage, but causes considerable [[knockback]] and disorientation.
- Line 419: Ignites environment and enemies within blast radius for a limited amount of time upon explosion.
- Line 428: Continuously deals slight damage and causes knockback and "hallucinations" (mirage objects) on activation.
- Line 435: Varies
- Line 441: Detonates all of the ammo an enemy is holding.
- Line 448: Special
- Line 459: Detpack
- Line 464: Instant kill
- Line 470: Deals massive damage on a 5, 20, or 50 second fuse. Can destroy designated parts of certain maps.
- Line 477: Cut weapons
- Line 489: presumed no ammo
- Line 494: presumed all classes
- Line 499: Weapon from the ''[[Team Fortress]]'' mod. Was not added in the end. It was added in ''[[Team Fortress 2]]'' for the [[Mannpower]] game mode.
- Line 506: presumed no ammo
- Line 512: The medkit's alternate fire, before it and the medkit were merged into one weapon.
- Line 518: [http://www.planetfortress.com/features/interviews/teleporter/ PlanetFortress], Teleporters Return
- Line 523: Cells
- Line 529: Spy-detecting weapon from the ''[[Team Fortress]]'' mod. Ultimately not added.
- Line 536: Grenade
- Line 542: The Sniper's secondary grenade. Cut for unknown reasons.
- Template:List of cosmetics with Genteel Smoke has 2 uses and is missing 1 translation
- Line 2: Cosmetics with [[Particle effects#Genteel Smoke
- Template:List of underworlds has 2 uses and is missing 19 translations
- Line 28: Contains
- Line 33: On Entrance
- Line 38: On Exit
- Line 99: All players are stunned and must race to a large pile of cash, the first player to reach it deciding the winning team of the match.
- Line 161: All players are placed in Bumper Cars.<br>The winning team is decided by the last team with at least one living player.
- Line 179: All players are placed in Bumper Cars.<br>The winning team is decided by whichever team collects 200 Ducks, or the last team with at least one living player.
- Line 197: All players are placed in Bumper Cars.<br>The winning team is decided by whichever team scores 3 goals (1 in Sudden Death), or the last team with at least one living player.
- Line 244: Players can only use [[melee]] weapons and have an endless speed boost while in the underworld.<br>Underworld layout is procedurally generated.
- Line 357: Health drain only applies while portal is closed.
- Line 423: All players are placed in Bumper Cars.<br>The winning team is decided by whoever races to the end first, or the last team with at least one living player.
- Line 466: Health drain only applies after lingering for too long.
- Line 488: Health drain only applies after lingering for too long.
- Line 510: All players are forced into third-person view and can only use melee weapons.<br>The winning team is decided by the last team with at least one living player.
- Line 558: Being inside after the entrance portal closes gives the player a bomb head, which explodes shortly after and kills them.
- Line 628: Health drain only applies while portal is closed.<br>Grants the [[Mannpower#Powerups
- Line 654: Underworld is a 3v3 arena.<br>The team that wins the 3v3 grants guaranteed Critical Hits for themselves and the rest of the team.<br>If there are not enough players to begin a 3v3 when the timer runs out, anyone present in the underworld is teleported out and given a speed boost.
- Line 746: Also grants increased jump height upon exit.
- Line 792: The secret exit also applies the buff.
- Line 867: Environmental hazards do not include [[Environmental death#Pitfalls
- Template:Mvm mission Homestead Happenings has 2 uses and is missing 14 translations
- Line 21: The
- Line 94: The
- Line 101: The
- Line 132: The
- Line 145: The
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- Template:Ocean Commotion stats change has 2 uses and is missing 22 translations
- Line 3: New Stats/Stats Change
- Line 9: '''The Sneeze Gun'''<br>
- Line 15: 20% less accurate
- Line 21: '''The Battering Ram'''<br>
- Line 27: <br>
- Line 33: '''The Flame Jumper'''<br><br>
- Line 39: '''The Conductor'''<br><br>
- Line 45: No self blast damage taken
- Line 51: Shoots normal grenade
- Line 57: '''The [[Ludmila]]'''<br>
- Line 63: -20% damage resistance when below 50% health and spun up<br> -65% slower move speed while deployed
- Line 69
- Line 75: Per shot: -50 metal
- Line 81: '''The Laser Tag'''<br><br>
- Line 87: <br> -25 max health on wearer
- Line 93: <br> +200% faster taunt speed
- Line 99: '''The [[Repair Node]]'''<br>
- Line 105: On Hit: 12.5% ÜberCharge added
- Line 111: +2 arrows per shot
- Line 117: -25% "Focus" duration
- Line 123
- Line 129
- Template:Trade Offer errors has 2 uses and is missing 22 translations
- Line 2: Steam trade offer errors
- Line 8: Error code<br>Internal name
- Line 13: Encountered when
- Line 18: Explanation
- Line 25: Sending, accepting, declining, or cancelling trade offers.
- Line 30: Generic failure, shown if a more specific error could not be determined.
- Line 37: Sending, accepting, declining, or cancelling trade offers.
- Line 42: The trade offer is in an "invalid state" and cannot be acted upon. Often requires a new trade offer to be sent.
- Line 49: Sending, accepting, declining, or cancelling trade offers.
- Line 54: The trade offer cannot be send or accepted due to you being unable to trade with the other user.<br>Possibly also caused by an invalid trade token (when using a trade offer URL).<br>The other user is unable to send or receive one of the items in the trade (due to a [[VAC]] ban or having a full inventory).
- Line 61: Sending, accepting, declining, or cancelling trade offers.
- Line 66: Steam's trade offer server took too long to reply. It is possible the trade offer succeeded anyway.
- Line 73: Sending, accepting, declining, or cancelling trade offers.
- Line 78: The trade offer service is currently unavailable.
- Line 85: Sending, accepting, declining, or cancelling trade offers.
- Line 90: You are over your limit of active trade offers (including those that require confirmation, but does not include those in escrow).<br>Users are limited to 5 offers to a single recipient, or 30 active offers total.<br>If this error occurs when accepting a trade offer, one of the items in the trade may exceed your inventory for that game.
- Line 97: Sending, accepting, declining, or cancelling trade offers.
- Line 102: One or more of the items in the trade offer doesn't exist in the inventory anymore. Also used for revoked guest passes.
- Line 109: Accepting trade offers.
- Line 114: Trade offer has already been accepted, also used for guest passes that have already been redeemed.
- Line 121: Sending trade offers.
- Line 126: Trade offer cannot be send because you have recently changed your Steam username.
- Template:UGC Highlander medals has 2 uses and is missing 1 translation
- Line 1: ''Only participant variants are displayed here, for other medal designs, see the [[#Backpack icons
- Template:UGC 4vs4 medals has 1 use and is missing 1 translation
- Line 1: ''Only participant variants are displayed here, for other medal designs, see the [[#Backpack icons
- Template:UGC 6vs6 medals has 1 use and is missing 1 translation
- Line 1: ''Only participant variants are displayed here, for other medal designs, see the [[#Backpack icons
- Template:Water locations table has 1 use and is missing 83 translations
- Line 4: List of maps with water
- Line 11: Water location
- Line 19: There is a large pool of deep water beneath the bridge in the center of the map. The sewers at each team's base contain shallow water as well.
- Line 27: Identical to the water on 2Fort.
- Line 35: There is a shallow puddle of water leading to the courtyard in both team's buildings.
- Line 42: On each side, inside both bases, there is deep water under the B point.
- Line 50: The map takes place on an island that is surrounded by water.
- Line 58: There is a large pool of water under the delivery point.<br>There is a small pool of water near the catwalk stairs.
- Line 65: On each side, there is a small pond of deep water beneath the small concrete bridge to the left of the [[Respawn#Resupply
- Line 73: Identical water locations to the Arena version.
- Line 81: The entire map is surrounded by an ocean of deep water.
- Line 89: A large pool of water is seen near the robot spawn area, with a waterfall running into it. It is out of bounds, however.
- Line 97: There is a shallow pool of blood-colored water between the second and third checkpoints.
- Line 105: A river flows along the side of the map near the the first Control Point.
- Line 112: The helicopter and entrances to the caves are surrounded by shallow water.<br>A lake stretches across the edge of the map.<br>Between both spawns out-of-bounds is a pool of deep water (and a submarine).
- Line 119: A bay of deep water connected to the ocean resides under the central Control Point.
- Line 126: A river runs underneath 2 bridges near the final checkpoint.
- Line 134: There is a large puddle of water with floating chunks of ice around the base of control point C's tower.<br>Another large puddle of water with chunks of ice is found in front of the small shack near control point B and it continues into the cave.
- Line 142: The coastline surrounds the outdoor portions of the map. There is a large deadly body of water in the back of the BLU team's first spawn room.
- Line 150: There is a shallow pool of water under the bridge in the center of the map.
- Line 158: At the end of the cove is the sea, which can be partially entered. Additionally, when players enter Davy Jones' Locker, Jones has driven the water back from the shipwreck.<br>After a time Jones allows the swimable water to return, drowing players that do not leave it soon enough.
- Line 165: A waterfall flows into a large lake at the bottom of a gorge running along the side of the map.
- Line 172: There are flooded corridors and room at the bottom of the play-space.
- Line 179: There is a pool of water at the bottom of a gorge underneath a building.
- Line 186: There is a small pool of deep water at the broken crate area, underneath the pick-up location for the neutral Australium.
- Line 193: A pool of deep water is found beneath the drop hatches of the spawn rooms.
- Line 200: The ocean is below the start of the Payload track.<br>A small room contains a shallow hot spa.
- Line 206: A large body of water containing [[Loot Island]], separate from the main map. Falling in causes instant death.
- Line 213: Two large bodies of water connect from the exits of [[RED]] and [[BLU]]'s buildings under the main buildings to a small pool on the other side of the midpoint.<br>The water allows for flanking and an easy way around the trains.
- Line 220: The rightmost exit of BLU spawn leads to a small, barely noticeable area covered with shallow water.
- Line 227: On the first stage there is a small lake behind a fence near the second control point.<br>On the second stage there is a large lake down below, behind BLU's spawn as well as one behind RED's spawn.<br>There is also a small body of water behind a fence near control point B. On the third stage a river runs through the map right outside of BLU's spawn.
- Line 234: A large body of water containing [[Skull Island]], separate from the main map. Falling in causes instant death.
- Line 241: Multiple small puddles surround the central building.
- Line 248: Leading into Control Point C is a sewer containing shallow water.<br>Out-of-bounds underneath BLU spawn is a pool of deep water.
- Line 254: There is a lake out-of-bounds behind the BLU team's initial spawn building.
- Line 261: One of the places the trains drive through has a bridge with a river underneath.<br>Another has a lake at the bottom of a canyon. Another is entirely underwater (only cosmetic).
- Line 268: There is shallow water in the Dam and Warehouse territories.
- Line 275: Underneath the capture point is a small stream of near-deep water. Further up the stream it becomes more shallow as it surrounds a statue.
- Line 281: Holes on the tracks drop players onto the crocodile-infested waters below the boardwalk. The whole map is set on a boardwalk.
- Line 288: In the center building next to the control point there is a small pool of deep water. A lake is next to the middle of the map.
- Line 295: A large ocean exists that surrounds the outer areas of the robot carrier tank (out of bounds).
- Line 302: A river runs underneath the bridge to Dracula's castle.
- Line 309: Next to both spawn rooms behind a fence are small pools of water.
- Line 316: The map takes place on an island in the middle of the ocean.
- Line 322: A lagoon surrounds the center control point areas.
- Line 329: There is a small stream of water just after point A.
- Line 336: The majority of the outdoor area is covered with water.
- Line 343: On stage 3, there is a very small pond of deep water in the center of the map under the cart tracks.
- Line 350: The ocean resides off the edge of the cliff near the second capture point.
- Line 356: There is a river along the right edges of the map near BLU's spawn.
- Line 362: There is an out-of-bounds lake behind the RED team's flag capture zone. There is an out-of-bounds pool of water near the overpass in the centre of the map.<br>There is a pool of water underneath the overpass in the middle of the map. There are two pools of water in the underground tunnels connecting to the vents.
- Line 369: There is a water wheel behind BLU's first spawn building that leads into a small stream that enters the spawn.<br>There is a shallow pool of water next to BLU's first spawn building.<br>There is a shallow pool of water near the final checkpoint.
- Line 376: A long canal of deep water runs through the center of the map underneath the first capture point. The indoor dockyard with the third capture point has deep water.<br>The map is surrounded by ocean, but the island cannot be circumnavigated.
- Line 383: On stage 3, the small canal beneath the cart tracks has deep water.
- Line 390: A small lake resides outside the map behind the final checkpoint. Another is in the clearing behind BLU Team's second spawn room.
- Line 397: The center of the map has a channel of deep water.
- Line 404: At the lower side of the map underneath the tall, large building, deep water can be found in the small alcove.
- Line 411: There are two lakes out-of-bounds next to roads. There is rushing water under the pipes next to the final control points.
- Line 418: At the left side of the spawn area, a large river of water can be found over a railing.
- Line 425: A long river flows out of a dam and runs along one side of the map.
- Line 432: A hose pours water into a large puddle at the bottom of a gorge running along the side of the map.
- Line 439: There is water in the fountain in the courtyard.
- Line 446: Bodies of deep water are found at the Lumbershack and Waterfall areas of the map.<br>In the [[Sawmill (Capture the Flag)
- Line 453: The map takes place on a harbour connected to the sea.
- Line 460: The harbour area around the control point is full of instant-death shark-infested water. There are shark tanks in both spawn rooms.
- Line 467: There is a large lake out-of-bounds. There is a small pool of water connected to a waterfall in a cave. The water is alligator-infested and instantly kills mercenaries.
- Line 474: Water surrounds the play-space. A hallway next to the control point leads into a flooded tunnel. There is a beach with shallow water near the control point.<br>On both sides of the map, outside the spawn rooms there is a ramp with a shallow puddle.
- Line 481: On both sides of the map connected to the central building is drop-down to a flooded passageway.
- Line 488: Water surrounds the mothership at the final point's pitfall.
- Line 495: The map is surrounded by the ocean. There is a fountain near the start of the Payload track.<br>There is a circular pond, a pool on a balcony, and another fountain near the final checkpoint.
- Line 502: Shallow water surrounds the platform Point A is on.
- Line 509: The river surrounds the center control point (shallow water), and waterfalls off the edge of the cliff.
- Line 516: There is a miniature pond behind BLU's spawn room. There is a tub of steaming water inside BLU's spawn room.<br>There is a small pool of steaming water outside of BLU's spawn leading to control point A.<br>There is a river and multiple waterfalls next to and underneath control point A.<br>There is a lake of steaming water underneath control point B.<br>This lake connects to a large pool of boiling water surrounding and enveloping control point D.
- Line 523: There is an ocean outside the map.
- Line 530: First BLU spawn leads to small river (shallow water).
- Line 537: On stage 2, there is a small stream which has deep water right outside of the BLU spawn.
- Line 544: Small pools around the map.
- Line 551: There is a lake of water far out-of-bounds at the end of a large gorge.
- Line 558: There is an ocean behind BLU's initial spawn room. The map has canals of water running through it.
- Line 565: There are small ponds of deep water around the valley below the central tower.
- Line 572: The center of the map has a canal of deep water.
- Line 579: Deep water channels outside the teams' buildings consisting of underwater routes connecting each team's base building to the central train house building.<br>The [[Well (Capture the Flag)
- Line 586: There is a large lake with a boathouse.