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[[File:Soul released by the trooper..png|thumb|Soul released by the trooper.|282x282px]]
[[File:Weakened troop..png|thumb|A weakened trooper.]]
{{Quotation|[[Graves]]|The more they die, the stronger I become!||Necro killstreak start 01.mp3}}
'''Souls''' are a crucial element in ''Deadlock'', serving both as currency and experience points (XP) for heroes. Players collect souls by various means, including shooting soul orbs released when certain entities die, last-hitting enemy Candles, taking [[Guardians]]/Walkers, killing enemy players, and finding unsecured souls in boxes or crates. Unsecured souls are added to your total immediately but can drop upon death for other players to collect.
{{souls|Souls}} are a crucial element in ''[[Deadlock]]'', serving both as currency and experience points (XP) for heroes. Players collect souls by various means, including shooting '''Soul Orbs''' released when [[Trooper|Troopers]] die, taking [[Guardian]]s/[[Walker]]s, killing enemy players, and finding '''Unsecured Souls''' in boxes or crates. The amount of souls earned from a kill is a '''Bounty'''. Unsecured souls are added to your total immediately but can drop upon death for other players to collect.


Every player starts the game with {{souls|{{DataProp|Convar|citadel_player_starting_gold|value}}}}.
== Collecting Souls ==
'''Soul Distribution''':
* Before 10 minutes, two players can share 100% of a Candle’s soul value, effectively doubling its worth.
* After 10 minutes, souls are divided evenly among nearby players.
* Souls from player kills are influenced by the team's overall soul count: teams with fewer souls gain more from kills.


== Soul Values ==
'''Soul Orbs''':


* '''Soul Value:''' Value of the target at the time. Starts at 0 min unless noted otherwise
* Soul orbs are released by dying entities and can be shot to collect souls. If not collected, the orbs eventually expire, awarding the same amount of souls automatically.
* '''Soul Gain:''' How the value changes over the time of the match, measured in minutes
* Shooting these orbs can also deny enemy players from receiving the souls.


{{SoulsValueTable|heroes=1|trooper=1|denizen=1|mid-boss=1|sinners=1|crates=1|rift=1|urn=1|objectives=1|egg=1|trophy=1|well=1|summons=1}}
Be aware that soul orbs can be missed from events like Spirit Urn turn-ins, Guardian destruction, or Sinner's Sacrifice Safes.
=== First Blood bonus ===
* A player gets {{Souls|{{DataProp|Convar|citadel_player_gold_reward_first_kill_bonus}}}} bonus souls when they get the first kill in a match.


===Comeback Mechanics===
== Leveling Up ==
 
Level ups are based on a hero's total collected souls. Level up rewards vary from level to level and are a mix of ability unlocks, ability points, and 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.
When a team is behind on souls, there are some "comeback mechanics" that come into play to allow the losing team to quickly catch up.
 
* Killing an enemy hero will award up to '''{{#expr:({{DataProp|Convar|citadel_player_gold_comeback_multiplier}}-1)*100}}%''' more souls if that hero is stronger than the killer team's average networth, regardless of which team is leading in souls.
* The Soul Urn will give additional souls to the team that is behind based on game duration and total soul deficit. (see [[Soul Urn#Reward scenarios|Soul Urn]] for details)
* The losing team gains up to '''{{#expr:({{DataProp|Convar|citadel_player_gold_comeback_npc_max_mutliplier_value}}-1)*100}}%''' more souls from Troopers, Denizens, Sinner's Sacrifices and Objectives, based on how behind they are (peaks at {{#expr:({{DataProp|Convar|citadel_player_gold_comeback_npc_max_mutliplier_delta}}-1)*100}}% max net worth difference). The first 3k in net worth difference is ignored. (This means that the first 3k souls should be subtracted when calculating comeback values, e.g. 100k to 105k is calculated as a 2k difference)
* After 10 minutes in a match, killing a player whose net worth is above 15% higher than the killer team's average net worth increases that player's [[Death|respawn time]]. The increase varies based on the net worth difference and match duration, from +6s for 15% net worth at 10 minutes to +22s for 30% net worth at 25 minutes.
 
=== Catch up Mechanics ===
Catch up mechanics allow for players with low net worth to catch up to the other players on their team.
 
* The two players per team with the lowest net worth have a passive gain of souls per second based on the total souls per second gathered by the team ('''{{#expr:{{DataProp|Convar|citadel_tick_gold_payout_for_lowest}}*100}}%''' and '''{{#expr:{{DataProp|Convar|citadel_tick_gold_payout_for_second_lowest}}*100}}%''' for the lowest and second-lowest player, respectively). This occurs after laning phase (8 min).
** For example, if a team gathered 200 souls in the last second, the lowest player earns 5 extra souls.
 
== Gathering Souls ==
 
* Teams with fewer souls will gain more souls from all sources (see '''''Comeback Mechanics''''').
 
===Soul Distribution===
[[Heroes|Hero]] kill souls are distributed between nearby players with the following rate:
 
* To count as an assister for a player kill, you have to have damaged them in the last 10 seconds.
{| class="wikitable"
{| class="wikitable"
|+Hero Kill Soul Distribution
|+Level Up Rewards
!Players
!Souls
!% share to each player
!Ability Unlock
!Total %
!Ability Point
!Power Increase
|-
|{{Souls|0}}
|Yes
|
|
|-
|{{Souls|400}}
|Yes
|Yes
|
|-
|-
|1
|{{Souls|800}}
|{{#invoke:GenericData|get_hero_gold_share_frac|1}}
|
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|1}}|0|-1}} * 1}}%
|Yes
|
|-
|-
|2
|{{Souls|1.2k}}
|{{#invoke:GenericData|get_hero_gold_share_frac|2}}
|
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|2}}|0|-1}} * 2}}%
|
|Yes
|-
|-
|3
|{{Souls|1.5k}}
|{{#invoke:GenericData|get_hero_gold_share_frac|3}}
|Yes
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|3}}|0|-1}} * 3}}%
|
|
|-
|-
|4
|{{Souls|2.2k}}
|{{#invoke:GenericData|get_hero_gold_share_frac|4}}
|
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|4}}|0|-1}} * 4}}%
|Yes
|Yes
|-
|-
|5
|{{Souls|3k}}
|{{#invoke:GenericData|get_hero_gold_share_frac|5}}
|Yes
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|5}}|0|-1}} * 5}}%
|
|
|-
|-
|6
|{{Souls|4.5k}}
|{{#invoke:GenericData|get_hero_gold_share_frac|6}}
|
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|6}}|0|-1}} * 6}}%
|Yes
|}
|Yes
 
|-
Additionally, for kills with two or more players, the player who got the kill receives bonus souls.
|{{Souls|6k}}
 
|
[[Trooper]] souls are distributed between nearby players with the following rate:
|Yes
{| class="wikitable"
|Yes
|+Trooper Kill Soul Distribution
|-
!Players
|{{Souls|7.5k}}
!% share to each player
|
!Total %
|Yes
|Yes
|-
|{{Souls|9k}}
|
|Yes
|Yes
|-
|{{Souls|10.5k}}
|
|Yes
|Yes
|-
|{{Souls|12k}}
|
|Yes
|Yes
|-
|-
|1
|{{Souls|13k}}
|{{#invoke:GenericData|get_trooper_gold_share_frac|1}}
|
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|1}}|0|-1}} * 1}}%
|
|Yes
|-
|-
|2
|{{Souls|14k}}
|{{#invoke:GenericData|get_trooper_gold_share_frac|2}}
|
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|2}}|0|-1}} * 2}}%
|Yes
|Yes
|-
|-
|3
|{{Souls|15k}}
|{{#invoke:GenericData|get_trooper_gold_share_frac|3}}
|
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|3}}|0|-1}} * 3}}%
|
|Yes
|-
|-
|4
|{{Souls|16k}}
|{{#invoke:GenericData|get_trooper_gold_share_frac|4}}
|
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|4}}|0|-1}} * 4}}%
|Yes
|
|-
|-
|5
|{{Souls|18k}}
|{{#invoke:GenericData|get_trooper_gold_share_frac|5}}
|
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|5}}|0|-1}} * 5}}%
|Yes
|
|-
|-
|6
|{{Souls|20k}}
|{{#invoke:GenericData|get_trooper_gold_share_frac|6}}
|
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|6}}|0|-1}} * 6}}%
|Yes
|
|}
|}


Soul distribution is the same regardless if the Trooper drops a Soul Orb or if it is killed by a melee attack.
== 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.[[File:Soul released by the trooper..png|thumb|Soul released by the trooper.]]
===Neutrals (Jungle Creeps)===
 
* Jungle camps contain [[Neutrals]] that give souls to players on kill. They do not release soul orbs. 
** In order for Neutrals to give souls to both players, both players must deal damage to the Neutral.
** Souls from Neutrals are split between all allied players who dealt damage to said Neutrals. Unlike Hero and Trooper souls, Neutral souls are always shared equally.
*Souls from Neutrals are '''unsecured''' souls.
 
=== Sinner's Sacrifices ===
* Some jungle camps contain one or two [[Sinner's Sacrifice]] machines, which grants souls to the player by hitting them with [[Melee Attack|melee attacks]]. Those souls are unsecured.
 
===Breakables===
* Breaking the wooden crates scattered throughout the map will have a chance to spawn some souls.
** Chance for any given crate to drop souls when broken is approximately 60%
** Amount of souls dropped is a function of in-game time:
*** ''[Souls Dropped] = 23 + 2.0*[Game Time in Minutes]''
*** For example: At 30:00 game time, a broken crate will drop 83 souls.
 
===Other===
 
* {{ItemIcon|Trophy Collector}} and {{ItemIcon|Golden Goose Egg}} give the player passive souls per minute.
* Killing cockroaches in underground tunnels grants the player 1 soul each.
 
==Soul Orbs==
[[File:Soul orbs spawn.png|thumb|226x226px|Dark and light soul orb. Only light orbs can be claimed or denied]]
[[File:Ground orb.png|thumb|214x214px|Ground orbs -- ally (green) and enemy (white)]]
[[Trooper|Troopers]] release souls in '''Soul Orbs''', unless they are killed by a [[Melee Attack]]. They drop two orbs on death, one that floats and one that falls on the ground. Each orb has {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% of the kill bounty. The ground orb cannot be denied (they appear as white to enemies) and remains for 18 seconds before disappearing (scaling to 40 seconds after 10 minutes).  
 
The floating orbs spawn dark-colored, and can be shot and confirmed (or denied) once they light up. Ally orbs are green and enemy orbs are orange. Hitting an enemy orb will deny their souls and grant them to the player who hit it and nearby allies. The ally team has a "grace period" of roughly 80ms to confirm their orbs. If the orb "pops" without being claimed after roughly 1 second, it's automatically rewarded to nearby allies, and if there are no allies nearby the souls are lost.
 
The floating orbs may be shot or hit with a [[Melee Attack]] to claim the souls. Orbs can be claimed by a single bullet or pellet, regardless of damage. The bullet that hit the orb is refunded to the player's magazine. Certain abilities like {{AbilityIcon|Serrated Knives}} or {{AbilityIcon|Malice}} can also confirm or deny orbs.
 
Soul confirmation accounts for latency, which in some situations can cause the player to lose the orb even if they visually seem to have hit it first.
 
===Local Soul Sharing===
 
When souls are to be shared, the game checks two distances to add allied heroes to the "pool" of heroes to split the received souls:
 
* 45m from the soul orb itself when it is broken
* 30m from the hero that killed the Trooper
 
If an allied hero is within '''either''' of these distances, souls are shared between the killer and those allied heroes.
 
=== Soul Well ===
After 3 minutes of game time pass, the well in each team's base starts releasing orbs worth 10 souls each, every few seconds. These orbs can be either green or orange-colored but behave the same regardless. The souls are split equally across all nearby living allies when the orb expires, or go entirely to the player who confirms them before expiration.
 
==Unsecured Souls==
[[File:Unsecured souls.png|thumb|Unsecured souls icon]]{{Quotation|[[The Hidden King]]'s herald|Great job, you didn't just take their money, you took a little bit of their self respect!
}}
Souls earned from killing [[Neutrals]], destroying Sinner's Sacrifice machines, and destroying [[Crates]] are '''unsecured''' and are lost on death. If a player dies with at least {{DataProp|Convar|citadel_player_neutral_gold_drop_min}} + {{DataProp|Convar|citadel_player_neutral_gold_drop_min_increase_per_minute}}/minute unsecured souls they will be dropped in a '''Soul Container''', which can be claimed by any player by hitting it with a [[Melee Attack|Heavy Melee]]. Soul Containers will despawn after 3 minutes. These containers are marked with a circle icon on the [[Minimap]] and have a green glow effect. If a player dies with fewer than {{DataProp|Convar|citadel_player_neutral_gold_drop_min}} + {{DataProp|Convar|citadel_player_neutral_gold_drop_min_increase_per_minute}}/minute unsecured souls, no Soul Container will drop-they are permanently lost.
 
Unsecured souls are converted into secured souls over time, meaning they will no longer be dropped on death. This conversion rate is dynamic:
 
* '''Percentage Drain:''' Each second, '''{{#expr:{{DataProp|Convar|citadel_secure_gold_percent}}*100}}%''' of the player's ''current'' unsecured souls are converted. This means larger amounts of unsecured souls secure faster initially.
* '''Base Drain:''' In addition to the percentage, a flat amount is secured every second. This starts at '''{{DataProp|Convar|citadel_secure_gold_fixed}} souls/second''' and increases as the match progresses (scaling with the global bounty growth of {{#expr:{{DataProp|Convar|citadel_secure_gold_fixed_growth}}*100}}% per minute).
** '''Example at 10 Minutes:''' A player carrying '''1,000 unsecured souls''' will secure them at a rate of roughly '''7.9 souls/second''' (5 from percentage + ~2.9 base).
** '''Example at 20 Minutes:''' That same player carrying '''1,000 unsecured souls''' will secure them faster, at a rate of roughly '''9.2 souls/second''' (5 from percentage + ~4.2 base), due to the base rate scaling over time.
 
[[Image:Unsecured_Souls_HUD.png|thumbnail|300px|Souls UI for Heroes]]
 
Unsecured souls may be spent in the shop, but are spent ''after'' secured souls. They are indicated by the silver-green ball on the Hero's hip known internally as a Soul Container, as well as in the number on the HUD with a red icon.
 
Unsecured souls count towards leveling up. However, if the player dies and loses those souls, they will remain at the last unlocked level but lose progress to the next level equivalent to their dropped souls.
 
On the character UI, the large souls number is the '''total''' number of secured and unsecured souls added together.
 
== Leveling Up ==
Gathering souls will gradually "level up" your hero, granting a variety of benefits. See [[Boon|boons]] for detailed information.
 
== Update history ==
{{Update history|default=Souls}}
 
== 3D model ==
{{3D Model|Soul Container|alt_image=Unsecured_souls}}
 
==References==
<references />
 
== Navigation ==
{{Tools Navbox}}
{{Gameplay Navbox}}
 
[[Category:Pages with tools]]
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