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[[File:Level up.png|thumb|Level up notification, rewarding an '''Ultimate Unlock''' and a '''Power Increase'''.]] | [[File:Level up.png|thumb|Level up notification, rewarding an '''Ultimate Unlock''' and a '''Power Increase'''.]] | ||
'''Boons''' in ''[[Deadlock]]'' | '''Boons''' in ''[[Deadlock]]'' signify how many total {{Souls}} [[Souls]] a hero has gathered. Boons increase a hero's power by granting rewards at specific souls-gathered thresholds. A hero's boon level is most appropriately referred to by the number of souls they have gathered, which is displayed at all times for all players. | ||
The maximum | The maximum level of Boons is {{#invoke:SoulUnlock|get_max|PowerIncrease}}. | ||
== 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:Boon_icon.png|24px]] '''Boons''', [[File:Ability_unlock_icon.png|24px]] '''Ability Unlocks''' and [[File:Ability point unlock icon.png|24px]] '''Ability Points'''. The first three ability unlocks can only be used on non-ultimate abilities. The ultimate can be unlocked at {{Souls|3.6k}}. | ||
=== Reward breakdown === | === Reward breakdown === | ||
All heroes level up at the same souls-gathered thresholds, in the following pattern: | All heroes level up at the same souls-gathered thresholds, in the following pattern: | ||
* Every level-up grants a boon. | * Every level-up grants a boon. | ||
* Levels 0, 2, 4 and | * Levels 0, 2, 4 and 6 grant an ability unlock. Every other level grants an ability point (up to {{#invoke:SoulUnlock|get_max|AbilityPoints}}). | ||
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 as level up rewards. Each ability has 3 tiers, requiring 1, 2, and then 5 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. | |||
== Boon Rewards == | == Boon Rewards == | ||
<span id="Boon"></span> | <span id="Boon"></span> | ||
[[File:Power_increase.png| | [[File:Power_increase.png|300px|thumb|Haze's boon profile. (Image for reference only, numbers may be outdated)]] | ||
'''Boon Rewards''' serve to increase the base attributes of the hero. Level ups always grant a Boon Reward. | '''Boon Rewards''' or '''Power Increases''' serve to increase the base attributes of the hero. Level ups always grant a Boon Reward. | ||
The base attributes that are improved by Boons are: base [[Bullet Damage|bullet damage]], base [[Melee Damage|melee damage]], [[Spirit Power|spirit power]], and base [[health]]. Each hero gains unique amounts of base stats from their Boons. The differences in these boon profiles can dictate which heroes are more powerful in the early stages of a game and which heroes become powerful in the late game. Some heroes may have additional stats improved by Boons, such as | The base attributes that are improved by Boons are: base [[Bullet Damage|bullet damage]], base [[Melee Damage|melee damage]], [[Spirit Power|spirit power]], and base [[health]]. Each hero gains unique amounts of base stats from their Boons. The differences in these boon profiles can dictate which heroes are more powerful in the early stages of a game and which heroes become powerful in the late game. Some heroes may have additional stats improved by Boons, such as [[Dynamo]]'s [[bullet resist]]. | ||
{{clear}} | {{clear}} | ||
== Boon | == Boon Tables == | ||
{{#invoke:LevelTables|write_multishot_stats}} | |||
Weapons with alt-fire: | |||
* {{HeroIcon|Shiv}}: 3 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|title=Base Bullet Damage based on Boons}} | |||
{{#invoke:LevelTables|write_power_increase_table|MaxHealth|title=Base Health based on Boons}} | {{#invoke:LevelTables|write_power_increase_table|MaxHealth|title=Base Health based on Boons}} | ||