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	<id>https://www.fortress-forever.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Slay2rr</id>
	<title>Fortress Forever Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Special:Contributions/Slay2rr"/>
	<updated>2026-09-17T23:17:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TFC_Player%27s_Guide_to_FF&amp;diff=8710</id>
		<title>TFC Player&#039;s Guide to FF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TFC_Player%27s_Guide_to_FF&amp;diff=8710"/>
		<updated>2008-06-05T01:37:34Z</updated>

		<summary type="html">&lt;p&gt;Slay2rr: /* Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Class Changes==&lt;br /&gt;
&lt;br /&gt;
===[[Class:Scout|Scout]]===&lt;br /&gt;
* Caltrops have been removed in favor of the [[:Category:Buildables#Jump_Pad|Jump Pad]]. This device allows allies and enemies to get a quick boost of speed, but it lasts 60 seconds and is indestructable. &lt;br /&gt;
* He is immune to fall damage.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Sniper|Sniper]]===&lt;br /&gt;
* Sniper rifle &amp;#039;tags&amp;#039; enemies so that your teammates can see them behind walls.&lt;br /&gt;
* Legshots are more powerful with low charge&lt;br /&gt;
&lt;br /&gt;
===[[Class:Soldier|Soldier]]===&lt;br /&gt;
* Rockets speed and impact area size increased&lt;br /&gt;
* Rocket * The &amp;quot;special&amp;quot; command switches between the [[RPG]] and [[Super Shotgun]].&lt;br /&gt;
&lt;br /&gt;
===[[Class:Demoman|Demoman]]===&lt;br /&gt;
* [[Detpack]] now in the sixth weapon slot.&lt;br /&gt;
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate much faster, making them an effective CQC weapon.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Medic|Medic]]===&lt;br /&gt;
* The [[medikit]] infections no longer spread between enemies.&lt;br /&gt;
* If an infected person is cured, he will be immune to infection for 10 seconds.&lt;br /&gt;
* He can now throw medkits to heal at a distance.&lt;br /&gt;
&lt;br /&gt;
===[[Class:HWGuy|HWGuy]]===&lt;br /&gt;
* [[Assault Cannon]]&amp;#039;s spread will widen if fired for too long.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Pyro|Pyro]]===&lt;br /&gt;
* [[Flamethrower]] does more damage.&lt;br /&gt;
* Flamethrower has a pushback effect for the Pyro and can be used as a jetpack if the player is facing down while firing it.&lt;br /&gt;
* [[IC]] projectile now acts more as a mortar, can be used for long-range bombardment.&lt;br /&gt;
* Damage from the flamethrower, IC projectile, and [[Grenade:Napalm|napalm grenade]] now stack to do extra damage.&lt;br /&gt;
* The &amp;quot;Special&amp;quot; command switches between the Flamethrower and IC.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Spy|Spy]]===&lt;br /&gt;
* Spies cloak instead of feign, they can move around while cloaked to a limited degree. Sentry guns see through cloaks.&lt;br /&gt;
* Spies can sabotage buildings by going up to them. Sabotaged buildings behave erratically; sentry guns can be turned onto their own team and dispensers detonated.&lt;br /&gt;
* Spies can fall greater distances without making a noise.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Engineer|Engineer]]===&lt;br /&gt;
* Sentry and dispensers are now selectable in the weapon slots.&lt;br /&gt;
* [[Sentry Gun]]s can be aimed at whatever the crosshair is pointing at.&lt;br /&gt;
* [[Rail Gun]] now fires a bouncing projectile that becomes more powerful with each bounce. It also ignores armor.&lt;br /&gt;
&lt;br /&gt;
==Weapon Changes==&lt;br /&gt;
&lt;br /&gt;
* Nails travel faster than before.&lt;br /&gt;
* Explosion range on many weapons has been reduced (the exact amount differs between weapons)&lt;br /&gt;
&lt;br /&gt;
==Movement changes==&lt;br /&gt;
* Bunnyhopping no longer requires a script or mousewheel to time jumps; simply press and hold jump before each jump.&lt;br /&gt;
* You can now double jump to greater heights by jumping off the floor twice in quick succession.&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Slay2rr</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=8680</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=8680"/>
		<updated>2008-05-01T09:13:53Z</updated>

		<summary type="html">&lt;p&gt;Slay2rr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 90&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 100&lt;br /&gt;
| maxspeed = 336&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
The Medic, while he has training in battlefield medicine, also sports extensive training with various weaponry. He is often considered the main offensive unit of the game due to an excellent combination of speed, durability, maneuverability, and firepower. The medic has a [[Weapon:Medikit|medikit]], [[Weapon:Single_Shotgun|single shotgun]], [[Weapon:Super_Shotgun|super shotgun]], and a [[Weapon:Super_Nailgun|super nail gun]]. The super shotgun is usually the weapon of choice, with the nailgun being used to take out sentry guns. The medic also has [[Grenade:Frag|frag grenades]] and [[Grenade:Concussion|concussion grenades]]. This further supplements his firepower and also gives him the ability to conc jump. If you like to be constantly in the action, but not die as easily as a Scout, the Medic is the class for you.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit tossing&lt;br /&gt;
|description=The medic can toss medkits by clicking on the right mouse key. Each costs 10 cells, and the cells recharge over time. These will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medikit|Medikit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The medikit is an advanced field medical unit that contains all variety of drugs and healing agents. It is melee range, but heals friendly players to full health and cures all negative status effects when it is used on them. You can then further buff their health to 150% of its maximum (although it depletes rapidly after that). If the medikit is used on an enemy, it injects a terrible toxin into their bloodstream. This [[:Category:Status_Effects#Infected|infection]] depletes the enemy&amp;#039;s health and eventually kills them if another medic does not cure them.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The regular shotgun is a good back up weapon and useful for long-distance kills. Use it until you&amp;#039;re in close enough range for your super shotgun (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The super shotgun is the medic&amp;#039;s primary weapon for close range combat. It packs a good punch and is reliable against all classes, though higher armored opponents (specifically the Soldier and HW Guy) may be tougher to take down with it.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against sentries. Stay out of its view and open fire. The super nailgun is more powerful than its regular counterpart and can destroy a sentry gun quickly, especially if the Engineer isn&amp;#039;t paying attention. It can also serve as backup when your super shotgun needs to reload&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Concussion grenades have two functions: to impair the enemy&amp;#039;s aim and push players (including yourself) around. While the first function can be useful in some situations, by making the enemy&amp;#039;s aim bad enough so that he cannot hit you, concussion grenades are most useful as a means of moving very quickly or to get places you otherwise could not get to. [[Concjumping|Concussion jumping]] (also known as conc jumping) is one of the most unique features in Fortress Forever, and is an invaluable tool in the hands of a skilled player.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A medkit being tossed. Tossing medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
====Playing As Medic====&lt;br /&gt;
Despite being a little slower than the scout, you are just as useful at capturing flags! You make up for the speed with your strong weapons and extra hp. Use your concussion grenades to hop over to the enemy base and get that flag! Unlike the scout, you can take out quite a few enemies if the time calls for it. Use your super shotgun to attack enemies, but do your best &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; to die. Remember that your mission isn&amp;#039;t to get kills, it&amp;#039;s to get that flag to your base! Those scums don&amp;#039;t deserve a flag that beautiful, it should belong to YOU! So that being said, if you are losing, run for it! Prime a frag grenade and toss it behind you if people start chasing after you. That grenade will generally weaken them enough for you to dispatch of them, or perhaps it will kill them itself. Alright, great job, you got their flag! So... now what? Get out of that base! Their team is gonna swarm after you like bees on honey, and their stingers HURT! Take the least guarded exit and conc out of that hellhole, their flag belongs to YOU now! Get it to your capture point and wait for the praise of your teammates, or the more likely soft mumble of excitement.&lt;br /&gt;
====Offensive Medic====&lt;br /&gt;
[[Jumping_Skills#Concussion_jumps|Conc jump]] to the enemy&amp;#039;s base. Concs give you a major speed  boost that&amp;#039;ll let you fly through the yard seperating the two bases with ease. Don&amp;#039;t try to fight back. You&amp;#039;re gonna need every bit of health you can.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;re in the base, make a beeline straight towards the flag, using whatver routes you wish. Keep your Super Shotgun out and blast anybody that tries to get in your way. Make sure that you don&amp;#039;t start pursing an enemy; you don&amp;#039;t want to get ganged up on by the entire defense. If there are other attackers with you, throw Medikits at them. They&amp;#039;ll either need or or will need it in a few seconds.&lt;br /&gt;
&lt;br /&gt;
If you see a sentry, take out your Super Nailgun and start firing at it! Each nail does a ton of damage which quickly adds up. Make sure that you&amp;#039;re out of the sentry&amp;#039;s POV before you do this, or otherwise it&amp;#039;ll tear you up. If an Engineer is nearby, take him out with the Super Shotgun ASAP. Engineers love throwing [[Grenade:EMP|EMP Grenades]] at you just as they&amp;#039;re about to go off.&lt;br /&gt;
&lt;br /&gt;
If you see a HWGuy that&amp;#039;s in your way, infect him if he&amp;#039;s not looking. Unless an enemy Medic decided to help him, an infection is going to kill him. Compounding it with the gunfire from your teammates means that the HWGuy is going to go down pretty fast.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve gotten the flag, you&amp;#039;re probably hurting a bit. If there&amp;#039;s another Medic attacking, ask him to throw a Medikit to you. Otherwise, you&amp;#039;ll have to make it as far as possible before you die. If you think you are going to die before making it back, throw it (C key by default) to an area that your team can access easily. It really sucks getting having hte flag dropped in an obscure corner because a rocket tossed you over there, then got killed with a Shotgun blast.&lt;br /&gt;
If you threw it to an easily-accessible area, it&amp;#039;ll make it very easy for your fellow attackers to grab the flag and run it back to base.&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re carrying the flag, do not engage into firefights with the enemy. You can get very distracted while being fighting an oppoenent, and since you have the flag, the entire team (instead of defenders) will be attacking. Being pounded on by Super Shotguns from enemy Medics and being lit on fire by Pyros in addition to rockets and minigun bullets hitting you will make you die very, very fast.&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re traveling, don&amp;#039;t feel like you should only use the Super Shotgun. The Single Shotgun can be used to take potshots at enemy attackers, and the Super Nailgun is the best weapon to use against well-armoured classes if you circle-strafe while using it.&lt;br /&gt;
&lt;br /&gt;
====Defensive Medic====&lt;br /&gt;
As a defender, there&amp;#039;s not a lot you can do. Your weapons are too weak to quickly take out attackers (especially Soldiers and [[HWGuy]]s) and your armour percentage is pretty crappy. All you can effectively do is heal, but even then typical defending classes rely on [[armour]] to stay alive. Basicially, all you do is boost outgoing attacker&amp;#039;s health; something that a kind attacking Medic does in the respawn room while getting supplies.&lt;br /&gt;
&lt;br /&gt;
====Playing Against a Medic====&lt;br /&gt;
They&amp;#039;re somewhat weak, so a few rockets should finish them off. A well-placed HWGuy, along with a Pipe Trap can tear a Medic to pieces in no time. Many times medics will not try to kill you but try to conc pass you in that case try to stop them with rockets or drenades, they might try to conc you so good conc aim skill will pay off. In many cases fights with medic will involve the flag so always try to put nades or pipes near the flag as a area denial tool, and remember he&amp;#039;ll always try go for the flag.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Slay2rr</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=8679</id>
		<title>Class:Engineer</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=8679"/>
		<updated>2008-05-01T09:05:57Z</updated>

		<summary type="html">&lt;p&gt;Slay2rr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:engineer_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Engineer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 80&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 315&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:EMP|EMP]]&lt;br /&gt;
| slot1 = [[Weapon:Spanner|Spanner]]&lt;br /&gt;
| slot2 = [[Weapon:Railgun|Railgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Buildables:Dispenser|Dispenser]]&lt;br /&gt;
| slot5 = [[Buildables:Sentry_Gun|Sentry Gun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:EMP|EMP Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = Yes&lt;br /&gt;
| nailsatspawn = 25&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 100&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 10&lt;br /&gt;
| rocketsmax = 30&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Engineer&lt;br /&gt;
| classintro =&lt;br /&gt;
If you fancy yourself a tinkerer and builder, the engineer may be for you. The personality of a disgruntled construction worker combined with a genius intellect does wonders in the world of Fortress. The engineer fortifies his base with [[:Category:Buildables#Sentry_Gun|sentry guns]] and supplies other defenders with ammunition via [[:Category:Buildables#Dispenser|dispensers]]. Sentry guns are automatic turrets that can be upgraded to three different levels, each progressively more powerful than the last. It takes a bit to lock on to an enemy, but once it happens the enemy is certainly in for a world of pain (if not death). &lt;br /&gt;
&lt;br /&gt;
Besides his buildable structures, the engineer has a modest repertoire of weapons including the [[Weapon:Railgun|railgun]], [[Weapon:Super Shotgun|super shotgun]], and [[Grenade:EMP|EMP grenades]]. The railgun is the engineer&amp;#039;s own unique invention: a heavily modified pistol that shoots magnetically charged slugs. The result is a powerful ricocheting weapon that ignores enemy armor. The super shotgun is your standard shoot &amp;#039;n kill weapon. It packs a reliable punch and is useful in a variety of situations. The engineer&amp;#039;s EMP grenade releases a pulse that detonates ammunition on enemies and on the ground, creating powerful explosions that can bring down many classes extremely fast.&lt;br /&gt;
&lt;br /&gt;
The precise nature of an engineer&amp;#039;s work requires him to not be protected by much more than a hardhat. Too much armor gets in the way and makes building things more difficult than they should be. Thus, the engineer dies much easier than all classes but the Scout. But who needs armor when you have a giant automatic gun cutting down your enemies for you?&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Fortress Forever engineers cannot build teleporters like TFC engineers can.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command opens up a radial menu with various SG/Dispenser-related commands.&lt;br /&gt;
&lt;br /&gt;
The Engineer can build Sentry Guns and Dispensers at the cost of Cells.&lt;br /&gt;
&lt;br /&gt;
When discarding ammo, the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; his ammunition.&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name =[[:Category:Buildables#Sentry_Gun|Sentry Gun]]&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can build sentry guns, automatic turrets that shoot enemy players and cloaked enemy spies. It takes 130 cells to build a sentry gun and another 130 each time when upgrading to levels 2 and 3. A level 1 sentry gun is a basic, weak contraption that shoots shells at about the rate of a semi-automatic pistol. Level 2 introduces machine guns and a faster tracking speed, making the gun far more deadly. Level 3 gives the ultimate addition: a rocket launcher.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In order to repair or upgrade your sentry gun, you must have cells and hit the gun with your [[Weapon:Spanner|wrench]]. Sentry Guns are strong structures, but an untended one can be easily killed by the enemy, as they do have blind spots. You can change the direction that your sentry gun aims by bringing up the radial right-click menu and selecting &amp;quot;Aim Sentry Gun.&amp;quot; It will point your gun in the direction you are currently aiming.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name =[[:Category:Buildables#Dispenser|Dispenser]]&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can also build dispensers. A dispenser mainly serves as a field ammunition/armor repository for the Engineer and his fellow defenders (or maybe attackers?). Standing next to a dispenser will replenish your ammo and armor, assuming it has enough resources. Although a dispenser automatically fills itself slowly, the Engineer can fill it up much quicker by depositing his own ammo and cells by hitting it with his wrench. Be wary though, enemy players can use your dispenser. However, this works in your favor because you receive a warning when this happens. A full (or almost full) dispenser also serves as a good weapon. Detonating a dispenser unleashes a large, powerful explosion that will kill or severely injure enemy players.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Repair&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can repair his sentry guns, dispensers, and teammates&amp;#039; armor. By whacking any of those targets with your wrench, you will restore their structural integrity. Players receive armor when an engineer &amp;quot;repairs&amp;quot; them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Armor Regeneration&lt;br /&gt;
|description=&lt;br /&gt;
Much like the [[Class:Medic|Medic&amp;#039;s]] health regenerates, the Engineer&amp;#039;s armor slowly regenerates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Ammo Creation&lt;br /&gt;
|description=&lt;br /&gt;
When discarding ammo, the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; ammunition types (cells, shells, and rockets).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Spanner|Spanner]]&lt;br /&gt;
|imgsrc=W_sp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=This baby makes everything possible. Use it to upgrade and repair your structures.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Railgun|Railgun]]&lt;br /&gt;
|imgsrc=W_rg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pew pew laser gun. You can charge it up by holding down the fire button, but don&amp;#039;t hold it too long or you will zap yourself. The projectile bounces off of surfaces (getting more powerful with each bounce) and ignores armor. If you really want to, you can use a charged up blast to jump higher. Just point down, then fire and jump at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Great against a Spy trying to mess up your sentry or if you feel the need to go Rambo into the enemy&amp;#039;s base. This is generally your main weapon at close ranges.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, insta-killing scouts or other weak opponents, and general destruction.}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:EMP|EMP Grenade]]&lt;br /&gt;
|imgsrc=G_em_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
When it blows up, it will blow up the shotgun shells, rockets, and cells of everyone in its range. Pretty much a guaranteed death for anyone that&amp;#039;s close to it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
&lt;br /&gt;
====Offensive Engineer====&lt;br /&gt;
Build sentries in or very near an enemy&amp;#039;s base to piss him off. Build a dispenser somewhere in the enemy&amp;#039;s base so that your teammates can restock if an assault goes wrong. Make sure to repair teammates armour, especially HWGuys and Soldiers, as their armour goes down fast.&lt;br /&gt;
&lt;br /&gt;
====Defensive Engineer====&lt;br /&gt;
You are a defense MASTER! Always have a sentry up in your base, even if you&amp;#039;re afk, just having the sentry up can help your team drastically. However, remember to place it stratigically! Spies and Medics love to stay out of your sentry&amp;#039;s range and nailgun it, try blasting them with your railgun or shotgun, perhaps toss an EMP to scare them off or kill them. Watch for pesky Demomen and HWGuys with their mirvs trying to get your SG. If they drop one next to your sentry, it is GONE, don&amp;#039;t try to whack it because then you&amp;#039;ll be dead too! Try to EMP them before they can toss it, the EMP will generally kill them instantly if tossed well, but be sure to have your shotgun ready just in case. A tip on the EMP, it has a nice blast radius and it goes through objects! That&amp;#039;s right, you can kill people through walls/floors if you toss it just right, and it will usually kill them unless they&amp;#039;ve been using a lot of ammo. Don&amp;#039;t forget to build your dispensers, even though nobody is going to be using them, they&amp;#039;re still great for killing enemies. You can place it on busy points such as your flag or your security button. If the enemy gets past your sentry, just detonate your dispenser right as they get close! They&amp;#039;ll never see it coming! Many engineers aren&amp;#039;t aware that you can repair your teammate&amp;#039;s armor, so if you see somebody in need, do the nice thing and smack them with your wrench.&lt;br /&gt;
&lt;br /&gt;
====Playing Against an Engineer====&lt;br /&gt;
Two rockets and he&amp;#039;ll explode. There are many ways in which a sentry can be taken down, as a light class use nailgun and try to hit the sentry from a blind spot where it won&amp;#039;t fire back at you. As soldier a few rockets or a nail nade will kill it. Demos&amp;#039; and heavies&amp;#039; mirv are will definitly kill a sentry. As a spy you could toss 2 frags and it&amp;#039;ll go down, you could also try sab the sentry, however try to kill the engy first by back stabbing him, you could do this even in front of his sentry, just make sure you don&amp;#039;t miss, or else you are dead. Remember if someone attacks you while you are sabbing you&amp;#039;ll stop and have to restart again, so try to do it when no one notices you. Engineers on their own can sometimes be hard as they have EMPs and frags, but in most cases you will always have better weapons than him(expect if you are scout, but then you shouldn&amp;#039;t be trying to fight anyone).&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/47 Engineer&amp;#039;s Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* How to [[:Category:Buildables|build things]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;/div&gt;</summary>
		<author><name>Slay2rr</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=8678</id>
		<title>Class:Medic</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Medic&amp;diff=8678"/>
		<updated>2008-05-01T08:57:02Z</updated>

		<summary type="html">&lt;p&gt;Slay2rr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:medic_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Medic&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;High&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 90&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 100&lt;br /&gt;
| maxspeed = 336&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Medikit|Medikit]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 50&lt;br /&gt;
| shellsmax = 75&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 50&lt;br /&gt;
| nailsmax = 150&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 0&lt;br /&gt;
| cellsmax = 50&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Medic&lt;br /&gt;
| classintro =&lt;br /&gt;
The Medic, while he has training in battlefield medicine, also sports extensive training with various weaponry. He is often considered the main offensive unit of the game due to an excellent combination of speed, durability, maneuverability, and firepower. The medic has a [[Weapon:Medikit|medikit]], [[Weapon:Single_Shotgun|single shotgun]], [[Weapon:Super_Shotgun|super shotgun]], and a [[Weapon:Super_Nailgun|super nail gun]]. The super shotgun is usually the weapon of choice, with the nailgun being used to take out sentry guns. The medic also has [[Grenade:Frag|frag grenades]] and [[Grenade:Concussion|concussion grenades]]. This further supplements his firepower and also gives him the ability to conc jump. If you like to be constantly in the action, but not die as easily as a Scout, the Medic is the class for you.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Healing a teammate of infection now renders them immune to infection for a short time.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Medikit|Medikit]].&lt;br /&gt;
&lt;br /&gt;
The medic can use the [[Weapon:Medikit|Medikit]] to heal, cure, and infect certain players.  Check out the page for details.&lt;br /&gt;
&lt;br /&gt;
The medic can use [[Grenade:Concussion|Concussion Grenades]] to conc jump.  See the concussion grenade page for details.&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Infection Immunity&lt;br /&gt;
|description=Medics are invulnerable to infections.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Health Regeneration&lt;br /&gt;
|description=If a Medic is hurt, he will slowly regain health.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Concussion Tolerance&lt;br /&gt;
|description=The medic is [[:Category:Status_Effects#Concussed|concussed]] for half the standard time when hit by conc grenades.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Medkit tossing&lt;br /&gt;
|description=The medic can toss medkits by clicking on the right mouse key. Each costs 10 cells, and the cells recharge over time. These will disappear 5 seconds after being thrown.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Medikit|Medikit]]&lt;br /&gt;
|imgsrc=W_mk_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The medikit is an advanced field medical unit that contains all variety of drugs and healing agents. It is melee range, but heals friendly players to full health and cures all negative status effects when it is used on them. You can then further buff their health to 150% of its maximum (although it depletes rapidly after that). If the medikit is used on an enemy, it injects a terrible toxin into their bloodstream. This [[:Category:Status_Effects#Infected|infection]] depletes the enemy&amp;#039;s health and eventually kills them if another medic does not cure them.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Single Shotgun|Shotgun]]&lt;br /&gt;
|imgsrc=W_sg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The regular shotgun is a good back up weapon and useful for long-distance kills. Use it until you&amp;#039;re in close enough range for your super shotgun (below).&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=The super shotgun is the medic&amp;#039;s primary weapon for close range combat. It packs a good punch and is reliable against all classes, though higher armored opponents (specifically the Soldier and HW Guy) may be tougher to take down with it.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Nailgun|Super Nailgun]]&lt;br /&gt;
|imgsrc=W_sn_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Excellent against sentries. Stay out of its view and open fire. The super nailgun is more powerful than its regular counterpart and can destroy a sentry gun quickly, especially if the Engineer isn&amp;#039;t paying attention. It can also serve as backup when your super shotgun needs to reload&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, instakilling scouts or other weak opponents, and general destruction. Or, if you run out of concs and have a small jump to do and still have plenty of health, these will sometimes do the trick.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
|imgsrc=G_co_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
Concussion grenades have two functions: to impair the enemy&amp;#039;s aim and push players (including yourself) around. While the first function can be useful in some situations, by making the enemy&amp;#039;s aim bad enough so that he cannot hit you, concussion grenades are most useful as a means of moving very quickly or to get places you otherwise could not get to. [[Concjumping|Concussion jumping]] (also known as conc jumping) is one of the most unique features in Fortress Forever, and is an invaluable tool in the hands of a skilled player.&lt;br /&gt;
}}&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
[[Image:midairmedkit.gif|thumb|A medkit being tossed. Tossing medkits to nearby teammates in the enemy&amp;#039;s base could make or break a capture.]]&lt;br /&gt;
====Playing As Medic====&lt;br /&gt;
Despite being a little slower than the scout, you are just as useful at capturing flags! You make up for the speed with your strong weapons and extra hp. Use your concussion grenades to hop over to the enemy base and get that flag! Unlike the scout, you can take out quite a few enemies if the time calls for it. Use your super shotgun to attack enemies, but do your best &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; to die. Remember that your mission isn&amp;#039;t to get kills, it&amp;#039;s to get that flag to your base! Those scums don&amp;#039;t deserve a flag that beautiful, it should belong to YOU! So that being said, if you are losing, run for it! Prime a frag grenade and toss it behind you if people start chasing after you. That grenade will generally weaken them enough for you to dispatch of them, or perhaps it will kill them itself. Alright, great job, you got their flag! So... now what? Get out of that base! Their team is gonna swarm after you like bees on honey, and their stingers HURT! Take the least guarded exit and conc out of that hellhole, their flag belongs to YOU now! Get it to your capture point and wait for the praise of your teammates, or the more likely soft mumble of excitement.&lt;br /&gt;
====Offensive Medic====&lt;br /&gt;
[[Jumping_Skills#Concussion_jumps|Conc jump]] to the enemy&amp;#039;s base. Concs give you a major speed  boost that&amp;#039;ll let you fly through the yard seperating the two bases with ease. Don&amp;#039;t try to fight back. You&amp;#039;re gonna need every bit of health you can.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;re in the base, make a beeline straight towards the flag, using whatver routes you wish. Keep your Super Shotgun out and blast anybody that tries to get in your way. Make sure that you don&amp;#039;t start pursing an enemy; you don&amp;#039;t want to get ganged up on by the entire defense. If there are other attackers with you, throw Medikits at them. They&amp;#039;ll either need or or will need it in a few seconds.&lt;br /&gt;
&lt;br /&gt;
If you see a sentry, take out your Super Nailgun and start firing at it! Each nail does a ton of damage which quickly adds up. Make sure that you&amp;#039;re out of the sentry&amp;#039;s POV before you do this, or otherwise it&amp;#039;ll tear you up. If an Engineer is nearby, take him out with the Super Shotgun ASAP. Engineers love throwing [[Grenade:EMP|EMP Grenades]] at you just as they&amp;#039;re about to go off.&lt;br /&gt;
&lt;br /&gt;
If you see a HWGuy that&amp;#039;s in your way, infect him if he&amp;#039;s not looking. Unless an enemy Medic decided to help him, an infection is going to kill him. Compounding it with the gunfire from your teammates means that the HWGuy is going to go down pretty fast.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve gotten the flag, you&amp;#039;re probably hurting a bit. If there&amp;#039;s another Medic attacking, ask him to throw a Medikit to you. Otherwise, you&amp;#039;ll have to make it as far as possible before you die. If you think you are going to die before making it back, throw it (C key by default) to an area that your team can access easily. It really sucks getting having hte flag dropped in an obscure corner because a rocket tossed you over there, then got killed with a Shotgun blast.&lt;br /&gt;
If you threw it to an easily-accessible area, it&amp;#039;ll make it very easy for your fellow attackers to grab the flag and run it back to base.&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re carrying the flag, do not engage into firefights with the enemy. You can get very distracted while being fighting an oppoenent, and since you have the flag, the entire team (instead of defenders) will be attacking. Being pounded on by Super Shotguns from enemy Medics and being lit on fire by Pyros in addition to rockets and minigun bullets hitting you will make you die very, very fast.&lt;br /&gt;
&lt;br /&gt;
While you&amp;#039;re traveling, don&amp;#039;t feel like you should only use the Super Shotgun. The Single Shotgun can be used to take potshots at enemy attackers, and the Super Nailgun is the best weapon to use against well-armoured classes if you circle-strafe while using it.&lt;br /&gt;
&lt;br /&gt;
====Defensive Medic====&lt;br /&gt;
As a defender, there&amp;#039;s not a lot you can do. Your weapons are too weak to quickly take out attackers (especially Soldiers and [[HWGuy]]s) and your armour percentage is pretty crappy. All you can effectively do is heal, but even then typical defending classes rely on [[armour]] to stay alive. Basicially, all you do is boost outgoing attacker&amp;#039;s health; something that a kind attacking Medic does in the respawn room while getting supplies.&lt;br /&gt;
&lt;br /&gt;
====Playing Against a Medic====&lt;br /&gt;
They&amp;#039;re somewhat weak, so a few rockets should finish them off. A well-placed HWGuy, along with a Pipe Trap can tear a Medic to pieces in no time.&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
No media page currently.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rating|3}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>Slay2rr</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=8677</id>
		<title>Class:Engineer</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Engineer&amp;diff=8677"/>
		<updated>2008-05-01T08:55:23Z</updated>

		<summary type="html">&lt;p&gt;Slay2rr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
{{Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class Small&lt;br /&gt;
| classportrait = [[Image:engineer_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Engineer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| health = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| armour = &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Low&amp;lt;/span&amp;gt;&lt;br /&gt;
| power = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| speed = &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;Medium&amp;lt;/span&amp;gt;&lt;br /&gt;
| healthmax = 80&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 315&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:EMP|EMP]]&lt;br /&gt;
| slot1 = [[Weapon:Spanner|Spanner]]&lt;br /&gt;
| slot2 = [[Weapon:Railgun|Railgun]]&lt;br /&gt;
| slot3 = [[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
| slot4 = [[Buildables:Dispenser|Dispenser]]&lt;br /&gt;
| slot5 = [[Buildables:Sentry_Gun|Sentry Gun]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:EMP|EMP Grenade]]&lt;br /&gt;
| gren2atspawn = 2&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = Yes&lt;br /&gt;
| nailsatspawn = 25&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 100&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = Yes&lt;br /&gt;
| rocketsatspawn = 10&lt;br /&gt;
| rocketsmax = 30&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Engineer&lt;br /&gt;
| classintro =&lt;br /&gt;
If you fancy yourself a tinkerer and builder, the engineer may be for you. The personality of a disgruntled construction worker combined with a genius intellect does wonders in the world of Fortress. The engineer fortifies his base with [[:Category:Buildables#Sentry_Gun|sentry guns]] and supplies other defenders with ammunition via [[:Category:Buildables#Dispenser|dispensers]]. Sentry guns are automatic turrets that can be upgraded to three different levels, each progressively more powerful than the last. It takes a bit to lock on to an enemy, but once it happens the enemy is certainly in for a world of pain (if not death). &lt;br /&gt;
&lt;br /&gt;
Besides his buildable structures, the engineer has a modest repertoire of weapons including the [[Weapon:Railgun|railgun]], [[Weapon:Super Shotgun|super shotgun]], and [[Grenade:EMP|EMP grenades]]. The railgun is the engineer&amp;#039;s own unique invention: a heavily modified pistol that shoots magnetically charged slugs. The result is a powerful ricocheting weapon that ignores enemy armor. The super shotgun is your standard shoot &amp;#039;n kill weapon. It packs a reliable punch and is useful in a variety of situations. The engineer&amp;#039;s EMP grenade releases a pulse that detonates ammunition on enemies and on the ground, creating powerful explosions that can bring down many classes extremely fast.&lt;br /&gt;
&lt;br /&gt;
The precise nature of an engineer&amp;#039;s work requires him to not be protected by much more than a hardhat. Too much armor gets in the way and makes building things more difficult than they should be. Thus, the engineer dies much easier than all classes but the Scout. But who needs armor when you have a giant automatic gun cutting down your enemies for you?&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Fortress Forever engineers cannot build teleporters like TFC engineers can.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command opens up a radial menu with various SG/Dispenser-related commands.&lt;br /&gt;
&lt;br /&gt;
The Engineer can build Sentry Guns and Dispensers at the cost of Cells.&lt;br /&gt;
&lt;br /&gt;
When discarding ammo, the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; his ammunition.&lt;br /&gt;
&lt;br /&gt;
| abilities =&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name =[[:Category:Buildables#Sentry_Gun|Sentry Gun]]&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can build sentry guns, automatic turrets that shoot enemy players and cloaked enemy spies. It takes 130 cells to build a sentry gun and another 130 each time when upgrading to levels 2 and 3. A level 1 sentry gun is a basic, weak contraption that shoots shells at about the rate of a semi-automatic pistol. Level 2 introduces machine guns and a faster tracking speed, making the gun far more deadly. Level 3 gives the ultimate addition: a rocket launcher.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In order to repair or upgrade your sentry gun, you must have cells and hit the gun with your [[Weapon:Spanner|wrench]]. Sentry Guns are strong structures, but an untended one can be easily killed by the enemy, as they do have blind spots. You can change the direction that your sentry gun aims by bringing up the radial right-click menu and selecting &amp;quot;Aim Sentry Gun.&amp;quot; It will point your gun in the direction you are currently aiming.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name =[[:Category:Buildables#Dispenser|Dispenser]]&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can also build dispensers. A dispenser mainly serves as a field ammunition/armor repository for the Engineer and his fellow defenders (or maybe attackers?). Standing next to a dispenser will replenish your ammo and armor, assuming it has enough resources. Although a dispenser automatically fills itself slowly, the Engineer can fill it up much quicker by depositing his own ammo and cells by hitting it with his wrench. Be wary though, enemy players can use your dispenser. However, this works in your favor because you receive a warning when this happens. A full (or almost full) dispenser also serves as a good weapon. Detonating a dispenser unleashes a large, powerful explosion that will kill or severely injure enemy players.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Repair&lt;br /&gt;
|description=&lt;br /&gt;
The Engineer can repair his sentry guns, dispensers, and teammates&amp;#039; armor. By whacking any of those targets with your wrench, you will restore their structural integrity. Players receive armor when an engineer &amp;quot;repairs&amp;quot; them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Armor Regeneration&lt;br /&gt;
|description=&lt;br /&gt;
Much like the [[Class:Medic|Medic&amp;#039;s]] health regenerates, the Engineer&amp;#039;s armor slowly regenerates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Inline_Ability|&lt;br /&gt;
|name = Ammo Creation&lt;br /&gt;
|description=&lt;br /&gt;
When discarding ammo, the Engineer discards a little of &amp;#039;&amp;#039;all&amp;#039;&amp;#039; ammunition types (cells, shells, and rockets).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|weapons =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Spanner|Spanner]]&lt;br /&gt;
|imgsrc=W_sp_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=This baby makes everything possible. Use it to upgrade and repair your structures.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Railgun|Railgun]]&lt;br /&gt;
|imgsrc=W_rg_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Pew pew laser gun. You can charge it up by holding down the fire button, but don&amp;#039;t hold it too long or you will zap yourself. The projectile bounces off of surfaces (getting more powerful with each bounce) and ignores armor. If you really want to, you can use a charged up blast to jump higher. Just point down, then fire and jump at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Weapon:Super_Shotgun|Super Shotgun]]&lt;br /&gt;
|imgsrc=W_ss_380x190.jpg&lt;br /&gt;
|width=190&lt;br /&gt;
|description=Great against a Spy trying to mess up your sentry or if you feel the need to go Rambo into the enemy&amp;#039;s base. This is generally your main weapon at close ranges.&lt;br /&gt;
}}&lt;br /&gt;
| grenades =&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:Frag|Frag Grenade]]&lt;br /&gt;
|imgsrc=G_fr_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
The basic grenade: A lot of damage, large blast radius. The frag grenade is useful for taking out sentry guns, insta-killing scouts or other weak opponents, and general destruction.}}&lt;br /&gt;
{{Inline_Weapon|&lt;br /&gt;
|name=[[Grenade:EMP|EMP Grenade]]&lt;br /&gt;
|imgsrc=G_em_190x190.jpg&lt;br /&gt;
|width=95&lt;br /&gt;
|description=&lt;br /&gt;
When it blows up, it will blow up the shotgun shells, rockets, and cells of everyone in its range. Pretty much a guaranteed death for anyone that&amp;#039;s close to it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
&lt;br /&gt;
====Offensive Engineer====&lt;br /&gt;
Build sentries in or very near an enemy&amp;#039;s base to piss him off. Build a dispenser somewhere in the enemy&amp;#039;s base so that your teammates can restock if an assault goes wrong. Make sure to repair teammates armour, especially HWGuys and Soldiers, as their armour goes down fast.&lt;br /&gt;
&lt;br /&gt;
====Defensive Engineer====&lt;br /&gt;
You are a defense MASTER! Always have a sentry up in your base, even if you&amp;#039;re afk, just having the sentry up can help your team drastically. However, remember to place it stratigically! Spies and Medics love to stay out of your sentry&amp;#039;s range and nailgun it, try blasting them with your railgun or shotgun, perhaps toss an EMP to scare them off or kill them. Watch for pesky Demomen and HWGuys with their mirvs trying to get your SG. If they drop one next to your sentry, it is GONE, don&amp;#039;t try to whack it because then you&amp;#039;ll be dead too! Try to EMP them before they can toss it, the EMP will generally kill them instantly if tossed well, but be sure to have your shotgun ready just in case. A tip on the EMP, it has a nice blast radius and it goes through objects! That&amp;#039;s right, you can kill people through walls/floors if you toss it just right, and it will usually kill them unless they&amp;#039;ve been using a lot of ammo. Don&amp;#039;t forget to build your dispensers, even though nobody is going to be using them, they&amp;#039;re still great for killing enemies. You can place it on busy points such as your flag or your security button. If the enemy gets past your sentry, just detonate your dispenser right as they get close! They&amp;#039;ll never see it coming! Many engineers aren&amp;#039;t aware that you can repair your teammate&amp;#039;s armor, so if you see somebody in need, do the nice thing and smack them with your wrench.&lt;br /&gt;
&lt;br /&gt;
====Playing Against an Engineer====&lt;br /&gt;
Two rockets and he&amp;#039;ll explode. Maybe some anti-Sentry strategies?&lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/47 Engineer&amp;#039;s Media Page]&lt;br /&gt;
&lt;br /&gt;
| furtherreading =&lt;br /&gt;
* How to [[:Category:Buildables|build things]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Rating|3}}&lt;/div&gt;</summary>
		<author><name>Slay2rr</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TFC_Player%27s_Guide_to_FF&amp;diff=8675</id>
		<title>TFC Player&#039;s Guide to FF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TFC_Player%27s_Guide_to_FF&amp;diff=8675"/>
		<updated>2008-04-27T08:02:33Z</updated>

		<summary type="html">&lt;p&gt;Slay2rr: /* Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Class Changes==&lt;br /&gt;
&lt;br /&gt;
===[[Class:Scout|Scout]]===&lt;br /&gt;
* Caltrops have been removed in favor of the [[:Category:Buildables#Jump_Pad|Jump Pad]]. This device allows allies and enemies to get a quick boost of speed, but it lasts 60 seconds and is indestructable. &lt;br /&gt;
* He is immune to fall damage.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Sniper|Sniper]]===&lt;br /&gt;
* Sniper rifle &amp;#039;tags&amp;#039; enemies so that your teammates can see them behind walls.&lt;br /&gt;
* Legshots are more powerful with low charge&lt;br /&gt;
&lt;br /&gt;
===[[Class:Soldier|Soldier]]===&lt;br /&gt;
* Rockets move a bit faster.&lt;br /&gt;
* The &amp;quot;special&amp;quot; command switches between the [[RPG]] and [[Super Shotgun]].&lt;br /&gt;
&lt;br /&gt;
===[[Class:Demoman|Demoman]]===&lt;br /&gt;
* [[Detpack]] now in the sixth weapon slot.&lt;br /&gt;
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate much faster, making them an effective CQC weapon.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Medic|Medic]]===&lt;br /&gt;
* The [[medikit]] infections no longer spread between enemies.&lt;br /&gt;
* If an infected person is cured, he will be immune to infection for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
===[[Class:HWGuy|HWGuy]]===&lt;br /&gt;
* [[Assault Cannon]]&amp;#039;s spread will widen if fired for too long.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Pyro|Pyro]]===&lt;br /&gt;
* [[Flamethrower]] does more damage.&lt;br /&gt;
* Flamethrower has a pushback effect for the Pyro and can be used as a jetpack if the player is facing down while firing it.&lt;br /&gt;
* [[IC]] projectile now acts more as a mortar, can be used for long-range bombardment.&lt;br /&gt;
* Damage from the flamethrower, IC projectile, and [[Grenade:Napalm|napalm grenade]] now stack to do extra damage.&lt;br /&gt;
* The &amp;quot;Special&amp;quot; command switches between the Flamethrower and IC.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Spy|Spy]]===&lt;br /&gt;
* Spies cloak instead of feign, they can move around while cloaked to a limited degree. Sentry guns see through cloaks.&lt;br /&gt;
* Spies can sabotage buildings by going up to them. Sabotaged buildings behave erratically; sentry guns can be turned onto their own team and dispensers detonated.&lt;br /&gt;
* Spies can fall greater distances without making a noise.&lt;br /&gt;
&lt;br /&gt;
===[[Class:Engineer|Engineer]]===&lt;br /&gt;
* Sentry and dispensers are now selectable in the weapon slots.&lt;br /&gt;
* [[Sentry Gun]]s can be aimed at whatever the crosshair is pointing at.&lt;br /&gt;
* [[Rail Gun]] now fires a bouncing projectile that becomes more powerful with each bounce. It also ignores armor.&lt;br /&gt;
&lt;br /&gt;
==Weapon Changes==&lt;br /&gt;
&lt;br /&gt;
* Nails travel faster than before.&lt;br /&gt;
* Explosion range on many weapons has been reduced (the exact amount differs between weapons)&lt;br /&gt;
&lt;br /&gt;
==Movement changes==&lt;br /&gt;
* Bunnyhopping no longer requires a script or mousewheel to time jumps; simply press and hold jump before each jump.&lt;br /&gt;
* You can now double jump to greater heights by jumping off the floor twice in quick succession.&lt;br /&gt;
{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Slay2rr</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=8674</id>
		<title>Category:Status Effects</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=8674"/>
		<updated>2008-04-27T07:58:32Z</updated>

		<summary type="html">&lt;p&gt;Slay2rr: /* Infected */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
This page describes the different fates that might befall you in a typical game of Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
==Dead==&lt;br /&gt;
[[Image:Corpse_sniper-2-.JPG|thumbnail|300px|A dead sniper.]]&lt;br /&gt;
You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, gassed, frozen, stabbed, beaten to death, or somehow killed by a tranquilizer needle.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concussed==&lt;br /&gt;
[[Image:concedicon.jpg|thumbnail|300px|Concussed tracers or something]]&lt;br /&gt;
Concussion is inflicted by concussion grenades going off nearby. The effect is made up of two parts:&lt;br /&gt;
* Your head is jerked away from the source of the blast. This only happens if it is not &amp;#039;&amp;#039;your&amp;#039;&amp;#039; concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.&lt;br /&gt;
* Your view starts swaying around in a disorienting manner. This lasts approximately a quarter of a minute for most classes except the medic, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.&lt;br /&gt;
&lt;br /&gt;
The conc effect is not an illusion - you will not be shooting at the crosshairs at the center of the screen. You will fire where your concussed self is throwing your weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (7 seconds medic and Scout, 15 seconds all other classes)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crippled==&lt;br /&gt;
[[Image:legbroken.jpg|thumbnail|300px|Crippled HUD icon]]&lt;br /&gt;
Leg damage is cumulative and can be dealt with a small selection of weapons including Caltrops and the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.&lt;br /&gt;
&lt;br /&gt;
For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.&lt;br /&gt;
&lt;br /&gt;
Crippling is permanent if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Receiving health by any means (medic, health pack, goal, etc.)&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hallucinations==&lt;br /&gt;
[[Image:gassedview.jpg|thumbnail|300px|Midway through an hallucination]]&lt;br /&gt;
Hallucinations are triggered by the spy&amp;#039;s toxic gas grenade cloud and last for approximately a quarter of a minute.&lt;br /&gt;
&lt;br /&gt;
During the hallucination your vision will go a green cloudy effect, which isn&amp;#039;t very nice. You may notice a number of other visual abnormalities as well:&lt;br /&gt;
&lt;br /&gt;
* Other players and buildings may appear the wrong colour.&lt;br /&gt;
* HUD readouts (health, ammo) may be wrong.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (15 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==Immune==&lt;br /&gt;
[[Image:immune.jpg|thumbnail|300px|An immune player. Notice the white dots.]]&lt;br /&gt;
Players that have been infected by an enemy Medic, when healed by a friendly Medic, have a very brief Immunity from Infection.&lt;br /&gt;
&lt;br /&gt;
* Immune players are surrounded by a cloud of glowing white dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes, 10 seconds.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
[[Image:infectedplayer.jpg|thumbnail|300px|An infected player. Notice the green spots behind him.]]&lt;br /&gt;
Players receiving damage from an enemy medic&amp;#039;s medikit become infected, providing they do not possess temporal Immunity.&lt;br /&gt;
&lt;br /&gt;
* Infections drain health by 8 units approximately every 2 seconds.&lt;br /&gt;
* Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it (it serves as an indicator to stay away!).&lt;br /&gt;
* Infected players are surrounded by a cloud of glowing green dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No, only on death&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, and medpacks that are tossed by Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==On Fire==&lt;br /&gt;
[[Image:onfire.jpg|thumbnail|300px|Through the eyes of a burning player. Notice the red tint of the screen.]]&lt;br /&gt;
Skin and clothes are unfortunately flammable and most of the Pyro&amp;#039;s weapons can set them alight in one form or another. You will notice yourself being on fire by the gradual red misting of your vision and the yelping of agonising pain.&lt;br /&gt;
&lt;br /&gt;
The flamethrower, incendiary cannon and napalm grenades all hurt in different ways, therefore the more of these that have affected you the more you will be on fire and the more damage will be done to your health (and the louder you will be screaming).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, water&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tranquilized==&lt;br /&gt;
[[Image:Tranqed.jpg|thumbnail|300px|The drooping eyelids and blurry vision marks a tranquilized person]]&lt;br /&gt;
If you should find yourself with one of the spy&amp;#039;s tranquilizer darts sticking into your backside then you will soon be feeling quite sleepy. The effects of the tranquiliser include reduced vision and slower movement.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transmitting==&lt;br /&gt;
[[Image:transmitting.jpg|thumbnail|300px|Your position is being transmitted for all to see]]&lt;br /&gt;
When struck by an enemy Sniper&amp;#039;s Sniper Rifle shot, a radio transmitter is lodged into whichever bone or organ the bullet penetrated.&lt;br /&gt;
&lt;br /&gt;
Transmitting players emit radio waves that can be picked up by the sniper who fired the shot. Allies of the sniper can also pick up the radio signals. Players receiving the location of a tagged player display the tagged player in a manner that is similar to the Scout&amp;#039;s Radar.&lt;br /&gt;
&lt;br /&gt;
* Transmitting players send out signals for 15 seconds before the tag runs out of battery.&lt;br /&gt;
* Transmitting players send out their position every 0.25 seconds.&lt;br /&gt;
* Transmitting players send out their position to all enemies inside a range of 1024 units (26 meters). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (15 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Slay2rr</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=8673</id>
		<title>Category:Status Effects</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=8673"/>
		<updated>2008-04-27T07:57:36Z</updated>

		<summary type="html">&lt;p&gt;Slay2rr: /* Infected */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
This page describes the different fates that might befall you in a typical game of Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
==Dead==&lt;br /&gt;
[[Image:Corpse_sniper-2-.JPG|thumbnail|300px|A dead sniper.]]&lt;br /&gt;
You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, gassed, frozen, stabbed, beaten to death, or somehow killed by a tranquilizer needle.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concussed==&lt;br /&gt;
[[Image:concedicon.jpg|thumbnail|300px|Concussed tracers or something]]&lt;br /&gt;
Concussion is inflicted by concussion grenades going off nearby. The effect is made up of two parts:&lt;br /&gt;
* Your head is jerked away from the source of the blast. This only happens if it is not &amp;#039;&amp;#039;your&amp;#039;&amp;#039; concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.&lt;br /&gt;
* Your view starts swaying around in a disorienting manner. This lasts approximately a quarter of a minute for most classes except the medic, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.&lt;br /&gt;
&lt;br /&gt;
The conc effect is not an illusion - you will not be shooting at the crosshairs at the center of the screen. You will fire where your concussed self is throwing your weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (7 seconds medic and Scout, 15 seconds all other classes)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crippled==&lt;br /&gt;
[[Image:legbroken.jpg|thumbnail|300px|Crippled HUD icon]]&lt;br /&gt;
Leg damage is cumulative and can be dealt with a small selection of weapons including Caltrops and the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.&lt;br /&gt;
&lt;br /&gt;
For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.&lt;br /&gt;
&lt;br /&gt;
Crippling is permanent if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Receiving health by any means (medic, health pack, goal, etc.)&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hallucinations==&lt;br /&gt;
[[Image:gassedview.jpg|thumbnail|300px|Midway through an hallucination]]&lt;br /&gt;
Hallucinations are triggered by the spy&amp;#039;s toxic gas grenade cloud and last for approximately a quarter of a minute.&lt;br /&gt;
&lt;br /&gt;
During the hallucination your vision will go a green cloudy effect, which isn&amp;#039;t very nice. You may notice a number of other visual abnormalities as well:&lt;br /&gt;
&lt;br /&gt;
* Other players and buildings may appear the wrong colour.&lt;br /&gt;
* HUD readouts (health, ammo) may be wrong.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (15 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==Immune==&lt;br /&gt;
[[Image:immune.jpg|thumbnail|300px|An immune player. Notice the white dots.]]&lt;br /&gt;
Players that have been infected by an enemy Medic, when healed by a friendly Medic, have a very brief Immunity from Infection.&lt;br /&gt;
&lt;br /&gt;
* Immune players are surrounded by a cloud of glowing white dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes, 10 seconds.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
[[Image:infectedplayer.jpg|thumbnail|300px|An infected player. Notice the green spots behind him.]]&lt;br /&gt;
Players receiving damage from an enemy medic&amp;#039;s medikit become infected, providing they do not possess temporal Immunity.&lt;br /&gt;
&lt;br /&gt;
* Infections drain health by 8 units approximately every 2 seconds.&lt;br /&gt;
* Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it (it serves as an indicator to stay away!).&lt;br /&gt;
* Infected players are surrounded by a cloud of glowing green dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No, only on death&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, and medpacks that are tossed by medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==On Fire==&lt;br /&gt;
[[Image:onfire.jpg|thumbnail|300px|Through the eyes of a burning player. Notice the red tint of the screen.]]&lt;br /&gt;
Skin and clothes are unfortunately flammable and most of the Pyro&amp;#039;s weapons can set them alight in one form or another. You will notice yourself being on fire by the gradual red misting of your vision and the yelping of agonising pain.&lt;br /&gt;
&lt;br /&gt;
The flamethrower, incendiary cannon and napalm grenades all hurt in different ways, therefore the more of these that have affected you the more you will be on fire and the more damage will be done to your health (and the louder you will be screaming).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, water&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tranquilized==&lt;br /&gt;
[[Image:Tranqed.jpg|thumbnail|300px|The drooping eyelids and blurry vision marks a tranquilized person]]&lt;br /&gt;
If you should find yourself with one of the spy&amp;#039;s tranquilizer darts sticking into your backside then you will soon be feeling quite sleepy. The effects of the tranquiliser include reduced vision and slower movement.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transmitting==&lt;br /&gt;
[[Image:transmitting.jpg|thumbnail|300px|Your position is being transmitted for all to see]]&lt;br /&gt;
When struck by an enemy Sniper&amp;#039;s Sniper Rifle shot, a radio transmitter is lodged into whichever bone or organ the bullet penetrated.&lt;br /&gt;
&lt;br /&gt;
Transmitting players emit radio waves that can be picked up by the sniper who fired the shot. Allies of the sniper can also pick up the radio signals. Players receiving the location of a tagged player display the tagged player in a manner that is similar to the Scout&amp;#039;s Radar.&lt;br /&gt;
&lt;br /&gt;
* Transmitting players send out signals for 15 seconds before the tag runs out of battery.&lt;br /&gt;
* Transmitting players send out their position every 0.25 seconds.&lt;br /&gt;
* Transmitting players send out their position to all enemies inside a range of 1024 units (26 meters). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (15 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Slay2rr</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=8672</id>
		<title>Category:Status Effects</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category:Status_Effects&amp;diff=8672"/>
		<updated>2008-04-27T07:56:12Z</updated>

		<summary type="html">&lt;p&gt;Slay2rr: /* Concussed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
This page describes the different fates that might befall you in a typical game of Fortress Forever.&lt;br /&gt;
&lt;br /&gt;
==Dead==&lt;br /&gt;
[[Image:Corpse_sniper-2-.JPG|thumbnail|300px|A dead sniper.]]&lt;br /&gt;
You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, gassed, frozen, stabbed, beaten to death, or somehow killed by a tranquilizer needle.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concussed==&lt;br /&gt;
[[Image:concedicon.jpg|thumbnail|300px|Concussed tracers or something]]&lt;br /&gt;
Concussion is inflicted by concussion grenades going off nearby. The effect is made up of two parts:&lt;br /&gt;
* Your head is jerked away from the source of the blast. This only happens if it is not &amp;#039;&amp;#039;your&amp;#039;&amp;#039; concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.&lt;br /&gt;
* Your view starts swaying around in a disorienting manner. This lasts approximately a quarter of a minute for most classes except the medic, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.&lt;br /&gt;
&lt;br /&gt;
The conc effect is not an illusion - you will not be shooting at the crosshairs at the center of the screen. You will fire where your concussed self is throwing your weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (7 seconds medic and Scout, 15 seconds all other classes)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crippled==&lt;br /&gt;
[[Image:legbroken.jpg|thumbnail|300px|Crippled HUD icon]]&lt;br /&gt;
Leg damage is cumulative and can be dealt with a small selection of weapons including Caltrops and the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.&lt;br /&gt;
&lt;br /&gt;
For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.&lt;br /&gt;
&lt;br /&gt;
Crippling is permanent if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Receiving health by any means (medic, health pack, goal, etc.)&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hallucinations==&lt;br /&gt;
[[Image:gassedview.jpg|thumbnail|300px|Midway through an hallucination]]&lt;br /&gt;
Hallucinations are triggered by the spy&amp;#039;s toxic gas grenade cloud and last for approximately a quarter of a minute.&lt;br /&gt;
&lt;br /&gt;
During the hallucination your vision will go a green cloudy effect, which isn&amp;#039;t very nice. You may notice a number of other visual abnormalities as well:&lt;br /&gt;
&lt;br /&gt;
* Other players and buildings may appear the wrong colour.&lt;br /&gt;
* HUD readouts (health, ammo) may be wrong.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (15 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
==Immune==&lt;br /&gt;
[[Image:immune.jpg|thumbnail|300px|An immune player. Notice the white dots.]]&lt;br /&gt;
Players that have been infected by an enemy Medic, when healed by a friendly Medic, have a very brief Immunity from Infection.&lt;br /&gt;
&lt;br /&gt;
* Immune players are surrounded by a cloud of glowing white dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes, 10 seconds.&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Infected==&lt;br /&gt;
[[Image:infectedplayer.jpg|thumbnail|300px|An infected player. Notice the green spots behind him.]]&lt;br /&gt;
Players receiving damage from an enemy medic&amp;#039;s medikit become infected, providing they do not possess temporal Immunity.&lt;br /&gt;
&lt;br /&gt;
* Infections drain health by 8 units approximately every 2 seconds.&lt;br /&gt;
* Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it (it serves as an indicator to stay away!).&lt;br /&gt;
* Infected players are surrounded by a cloud of glowing green dots.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; No, only on death&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==On Fire==&lt;br /&gt;
[[Image:onfire.jpg|thumbnail|300px|Through the eyes of a burning player. Notice the red tint of the screen.]]&lt;br /&gt;
Skin and clothes are unfortunately flammable and most of the Pyro&amp;#039;s weapons can set them alight in one form or another. You will notice yourself being on fire by the gradual red misting of your vision and the yelping of agonising pain.&lt;br /&gt;
&lt;br /&gt;
The flamethrower, incendiary cannon and napalm grenades all hurt in different ways, therefore the more of these that have affected you the more you will be on fire and the more damage will be done to your health (and the louder you will be screaming).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics, water&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tranquilized==&lt;br /&gt;
[[Image:Tranqed.jpg|thumbnail|300px|The drooping eyelids and blurry vision marks a tranquilized person]]&lt;br /&gt;
If you should find yourself with one of the spy&amp;#039;s tranquilizer darts sticking into your backside then you will soon be feeling quite sleepy. The effects of the tranquiliser include reduced vision and slower movement.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; Medics&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transmitting==&lt;br /&gt;
[[Image:transmitting.jpg|thumbnail|300px|Your position is being transmitted for all to see]]&lt;br /&gt;
When struck by an enemy Sniper&amp;#039;s Sniper Rifle shot, a radio transmitter is lodged into whichever bone or organ the bullet penetrated.&lt;br /&gt;
&lt;br /&gt;
Transmitting players emit radio waves that can be picked up by the sniper who fired the shot. Allies of the sniper can also pick up the radio signals. Players receiving the location of a tagged player display the tagged player in a manner that is similar to the Scout&amp;#039;s Radar.&lt;br /&gt;
&lt;br /&gt;
* Transmitting players send out signals for 15 seconds before the tag runs out of battery.&lt;br /&gt;
* Transmitting players send out their position every 0.25 seconds.&lt;br /&gt;
* Transmitting players send out their position to all enemies inside a range of 1024 units (26 meters). &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Expires naturally:&amp;#039;&amp;#039;&amp;#039; Yes (15 seconds)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Healed by:&amp;#039;&amp;#039;&amp;#039; None&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navigation Playing the Game}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Slay2rr</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=8628</id>
		<title>TF2 Player&#039;s Guide to FF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=8628"/>
		<updated>2008-04-01T07:31:23Z</updated>

		<summary type="html">&lt;p&gt;Slay2rr: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a “special” one that has a unique trait ([[Grenade:Nail|like shooting nails]] or [[Grenade:EMP|blowing up an enemy’s ammunition]].).&lt;br /&gt;
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* Respawn is instantaneous.&lt;br /&gt;
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* Realistic art style compared to TF2’s cartoony style.&lt;br /&gt;
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* Each class has [[armor]], and the amount of it and the percent of damage absorbed depends on the class.  See the [[Reference:Classes|Class Reference]] for details.&lt;br /&gt;
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* No taunt button.&lt;br /&gt;
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* If a player dies, a backpack is left behind that contains all the ammo he had when he died.&lt;br /&gt;
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* Resupply rooms consist of backpacks containing supplies, instead of supply lockers. In addition, these backpacks must respawn. What’s in the backpacks is determined by the map maker.&lt;br /&gt;
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* Ammo boxes are replaced with backpacks.&lt;br /&gt;
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* You can discard unused ammo for others to use.&lt;br /&gt;
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* There are four teams; Red, Blue, Green and Yellow. However, most maps use only Red and Blue.&lt;br /&gt;
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* Much less emphasis on Capture Point maps than in TF2.&lt;br /&gt;
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* A lot more maps to choose from.&lt;br /&gt;
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==Weapons==&lt;br /&gt;
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* There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. &lt;br /&gt;
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* The [[Weapon:Grenade_Launcher|Grenade]] and [[Weapon:Pipe Launcher|Pipe Launcher]] share a magazine.&lt;br /&gt;
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* The [[Weapon:Assault_Cannon|Minigun]] can overheat if fired for too long.&lt;br /&gt;
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* Grenades fired from the Pipe Launcher do not stick onto walls.&lt;br /&gt;
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* Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].&lt;br /&gt;
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* Every class except the [[Class:Civilian|Civilian]] and [[Class:Scout|Scout]] can grenade jump over a distance.&lt;br /&gt;
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==Classes==&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;[[Class:Scout|Scout]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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* The FF Scout is much more movement based, with much less firepower. The double jump TF2 skill is replaced by a much more powerful [[Grenade:Concussion|concussion grenade]] and buildable jump pad ability.&lt;br /&gt;
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* A Scout can remove a Spy’s disguise or disable a [[Weapon:Detpack|Detpack]] if he touches them.&lt;br /&gt;
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* The Scout can [[Concjumping|concjump]].&lt;br /&gt;
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* He can build a [[:Category:Buildables#Jump_Pad|Jump Pad]] that can give anybody an extra speed boost.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;[[Class:Sniper|Sniper]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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* The [[Weapon:Sniper_Rifle|Sniper Rifle]] must be charged up by holding down the fire button.&lt;br /&gt;
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* He has an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle.&lt;br /&gt;
* The sniper &amp;#039;tags&amp;#039; enemies he hits, so all his teammates can see the enemy through walls.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;[[Class:Soldier|Soldier]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* The FF rocket launcher travels significantly faster than TF2&lt;br /&gt;
* You can fire a lot more rockets faster in FF than TF2&lt;br /&gt;
* The FF soldier is able to bounce his opponents around a lot more than TF2 - the FF [[Weapon:RPG|RPG]] has serious stopping power &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Demoman|Demoman]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Weapon:Pipe_Launcher|Pipebombs]] are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.&lt;br /&gt;
* [[Weapon:Grenade_Launcher|Blue grenades]] detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon&lt;br /&gt;
* Has a special weapon called a [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game.&lt;br /&gt;
* He&amp;#039;s not scottish or black. He has a eye patch though, :D.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;[[Class:Medic|Medic]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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* The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.&lt;br /&gt;
* No ubercharge&lt;br /&gt;
* To heal, use the Medic&amp;#039;s healing weapon, the [[Weapon:Medikit|Medikit]]. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly.&lt;br /&gt;
* Can also throw medkits by pressing alternate fire&lt;br /&gt;
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* If you use the [[Weapon:Medikit|Medikit]] on a person with 100% of his health, it will add 5 points of health for each use, up to a maximum of 150% of his default maximum health.&lt;br /&gt;
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* The Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]] if it is used on one.&lt;br /&gt;
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* The Medic can [[Concjumping|concjump]].&lt;br /&gt;
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* Can be very effective on offense, thanks to [[Concjumping|concjumping]], his speed and the [[Weapon:Super_Shotgun|Super Shotgun]].&lt;br /&gt;
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* The Medic cannot make anyone invincible.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;[[Class:HWGuy|HWGuy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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* His [[Minigun]] heats up as he fires. As heat increases, so does rate of fire and his cone of fire. That is, the longer you fire, the faster you fire, but the less accurate you get. This has a cap which can be clamped with the alternate fire. (So when you find your personal &amp;#039;sweet spot&amp;#039;, right click to maintain that fire rate without having to adjust your fire speed constantly!)&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;[[Class:Pyro|Pyro]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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* Has a rocket launcher called the [[IC|Incendiary Cannon]] that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc.&lt;br /&gt;
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* Instead of simply &amp;#039;being on fire&amp;#039;, enemies can be burn level 1, 2 or 3, depending on how many different flame weapons you hit them with. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.&lt;br /&gt;
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* The [[Weapon:Flamethrower|Flamethrower]] can be used as a jetpack. Face down, jump and hold down the fire button. If you keep it down for too long, you&amp;#039;ll start to head back to the ground.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;[[Class:Spy|Spy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target!&lt;br /&gt;
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* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]].&lt;br /&gt;
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* Instead of simply destroying enemy sentry guns, he can hack them into attacking their own team.&lt;br /&gt;
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* The Spy [[Class_Ability:Stealth|makes no noise when walking]].&lt;br /&gt;
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* The weapon the Spy has equipped is reflected on his disguise. E.g.: If a spy is disguised as an Engineer and is holding the knife, to others, he will be holding the Wrench.&lt;br /&gt;
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* If the Spy is disguised, he will look like his disguise, including to his teammates. However there is a sign above his head to indicate he is on your team.&lt;br /&gt;
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* If the Spy falls down, he will make no noise and takes 50% damage from the fall.&lt;br /&gt;
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* The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.&lt;br /&gt;
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* Spies can reveal other spies disguises by touching them.&lt;br /&gt;
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* Cloaking never runs out. (there is a small recharge time before recloaking again)&lt;br /&gt;
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* Enemy Sentry Guns will fire at a cloaked spy regardless of disguise.&lt;br /&gt;
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* Sabotaging a buildable is a bit different. When you sabatoge a building, you need to first &amp;quot;Activate&amp;quot; it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;[[Class:Engineer|Engineer]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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* Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.&lt;br /&gt;
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* The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
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* You cannot make teleporters.&lt;br /&gt;
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* Metal is collected from backpacks.&lt;br /&gt;
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* An Engineer can repair a teammate’s armor by hitting the ally with the [[Weapon:Spanner|wrench]].&lt;br /&gt;
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* You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack.&lt;br /&gt;
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* When an engineer discards ammo, he will throw out ammo of every type, even if he doesn’t currently have a certain type.&lt;br /&gt;
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* The Pistol is replaced with the [[Weapon:Railgun|Railgun]], which can be used to railgun jump, and propel the engineer to higher places.&lt;br /&gt;
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* The [[Sentry Gun]] uses shells and rockets from the Engineer as ammo. If your SG runs out of ammo, whack it to restock it.&lt;br /&gt;
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* Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu&lt;br /&gt;
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* The [[dispenser]] gives armor and ammo, but not health.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;[[Class:Civilian|Civilian]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* VIP class with little health and no firepower.&lt;br /&gt;
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{{Infobox manual/Footer}}&lt;br /&gt;
{{Rating|4}}&lt;/div&gt;</summary>
		<author><name>Slay2rr</name></author>
	</entry>
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