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[[File: | [[File:Level up.png|alt=Level up notification for 4,500 souls gathered. Rewards an ability point and a power increase.|thumb|Level up notification for 4,500 souls gathered. Rewards an '''Ability Point''' and a '''Power Increase'''.]] | ||
'''Levels''' in ''[[Deadlock]]'' signify how many total {{Souls}} [[Souls]] a hero has gathered. Levels increase a hero's power by granting rewards at specific souls-gathered thresholds. A hero's level is most appropriately referred to by the number of souls they have gathered, which is displayed at all times for all players. | |||
''' | |||
== Leveling Up == | == Leveling Up == | ||
'''Leveling up''' in ''Deadlock'' is based on a hero's total gathered souls and | '''Leveling up''' in ''Deadlock'' is based on a hero's total gathered souls. Level up rewards vary from level to level and are a mix of [[File:Ability_unlock_icon.png|24px]] '''Ability Unlocks''', [[File:Ability point unlock icon.png|24px]] '''Ability Points''', and [[File:Boon_icon.png|24px]] '''Boons (Power Increases)'''. The first three ability unlocks can only be used on non-ultimate abilities. When the fourth ability unlock is obtained at {{Souls|3k}} it can be used to learn the hero's ultimate ability. | ||
=== Reward breakdown === | === Reward breakdown === | ||
All heroes level up at the same souls-gathered thresholds | All heroes level up at the same souls-gathered thresholds. The following table details the rewards given at each threshold. | ||
The following table details the rewards given at each threshold | |||
<!--See [[Module:SoulUnlock]]'s write_table function--> | <!--See [[Module:SoulUnlock]]'s write_table function--> | ||
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== Ability Points == | == Ability Points == | ||
Ability points are obtained in various ways but primarily as level up rewards. Each ability has three levels, requiring one, two, and then five ability points to unlock. It is possible to spend ability points in any order, including saving them to spend on an ultimate ability or for the final level of an ability costs five ability points to unlock. Fully leveling up all of a hero's abilities requires a total of thirty-two ability points. | |||
== Boons from Patron == | |||
<span id="Boon"></span> | |||
[[File:Power_increase.png|100px|thumb|Haze's power increase profile. (Image for reference only, numbers may be outdated)]] | |||
'''Boons (power increases)''' serve to increase the base attributes of the hero. [[Level|Level Up]] occasionally grant Boons from [[Patron]] [[File:Boon_icon.png|30px]]. The base attributes that are improved by Boons are: base bullet damage, base [[Melee Damage|melee damage]], and base health. Each hero gains unique amounts of base stats from their Boons. The differences in these power increase profiles can dictate which heroes are more powerful in the early stages of a game and which heroes become powerful in the late game. | |||
The maximum number of Boons is 15.{{clear}} | |||
== | == Power Increase Tables == | ||
Weapons with multiple projectiles (Spreadshot): | |||
* {{HeroIcon|Abrams}}: 9 pellets, 3.7/pellet, +0.22/pellet | |||
* {{HeroIcon|Calico}}: 8 pellets, 1.9/pellet, +0.07/pellet | |||
* {{HeroIcon|Fathom}}: 7 pellets, 3.6/pellet, +0.31/pellet | |||
* {{HeroIcon|Mo & Krill}}: 4 pellets, 2.6/pellet, +0.1/pellet | |||
* {{HeroIcon|Pocket}}: 7 pellets, 4.1/pellet, +0.32/pellet | |||
* {{HeroIcon|Shiv}}: 6 pellets, 4.95/pellet, +0.22/pellet | |||
* {{HeroIcon|Trapper}}: 13 pellets, 4/pellet, +0.32/pellet | |||
* {{HeroIcon|Yamato}}: 5 pellets, 5.08/pellet, +0.21/pellet | |||
Weapons with burst fire (Burst Fire): | |||
* {{HeroIcon|Lash}}: 3 rounds, 8.1/bullet, +0.5/bullet | |||
* {{HeroIcon|Paradox}}: 5 rounds, 6.48/bullet, +0.4/bullet | |||
* {{HeroIcon|Raven}}: 2 rounds, 10.8/bullet, +1.17/bullet | |||
* {{HeroIcon|Seven}}: 3 rounds, 10.35/bullet, +0.53/bullet | |||
* {{HeroIcon|Sinclair}}: 2 rounds, 20/bullet, +0.8/bullet | |||
Weapons with alt-fire: | |||
* {{HeroIcon|Shiv}}: 2 ammo consumed | |||
* {{HeroIcon|Viscous}}: 5 ammo consumed | |||
* {{HeroIcon|Yamato}}: 3 ammo consumed | |||
Spreadshot weapons will consume a single round in the magazine and fire all pellets at once centered around the crosshair position. Based on distance and spread, some pellets may miss the target. | |||
Burst Fire weapons will try to consume as many magazine rounds as there are in a single burst and will fire one bullet at the crosshair position per round consumed, applying recoil and waiting for a short delay before shooting the next bullet. If there are not enough rounds in the magazine, the burst will end prematurely. Actions such as dashing and using a melee attack will pause a burst but not cancel it (same mechanic as pausing weapon reloads). | |||
Alt-firing may consume extra rounds to execute an alternative shot with upgraded properties by pressing the alt fire button (normally used to look down sight). | |||
{{#invoke:LevelTables|write_power_increase_table|BulletDamage}} | |||
{{#invoke:LevelTables|write_power_increase_table|MaxHealth | {{#invoke:LevelTables|write_power_increase_table|MaxHealth}} | ||
{{#invoke:LevelTables|write_power_increase_table|LightMeleeDamage | {{#invoke:LevelTables|write_power_increase_table|LightMeleeDamage}} | ||
{{#invoke:LevelTables|write_power_increase_table|HeavyMeleeDamage | {{#invoke:LevelTables|write_power_increase_table|HeavyMeleeDamage}} | ||
{{#invoke:LevelTables|write_power_increase_table|TechPower | {{#invoke:LevelTables|write_power_increase_table|TechPower}} | ||
{{Navbox gameplay}} | {{Navbox gameplay}} | ||