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| [[File:Soul released by the trooper..png|thumb|Soul released by the trooper.|282x282px]] | | [[File:Soul released by the trooper..png|thumb|Soul released by the trooper.]] |
| {{Quotation|[[Graves]]|The more they die, the stronger I become!||Necro killstreak start 01.mp3}}
| | {{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 certain entities die, taking [[Guardian]]s/[[Walker]]s, 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. | |
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| Every player starts the game with {{souls|{{DataProp|Convar|citadel_player_starting_gold|value}}}}.
| | ==Soul Orbs== |
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| == Soul Values ==
| | Many killed targets will not give Souls to the killer on death, but will instead release Souls in a Soul Orb. These orbs may be attacked in melee or with guns to "confirm" the Souls and grant them to the attacker. If they are not attacked, then the Souls will be granted to the killer automatically after around 1 seconds. |
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| * '''Soul Value:''' Value of the target at the time. Starts at 0 min unless noted otherwise
| | An opposing player may [[Strategy#Troop Management|deny]] these Souls by attacking the Soul Orb instead. These will grant the Souls to the attacker and '''not''' the original killer. |
| * '''Soul Gain:''' How the value changes over the time of the match, measured in minutes
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| {{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}}
| | Soul Orbs can be divided into "local" and "global" Soul orbs: |
| === First Blood bonus ===
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| * A player gets {{Souls|{{DataProp|Convar|citadel_player_gold_reward_first_kill_bonus}}}} bonus souls when they get the first kill in a match.
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| ===Comeback Mechanics===
| | ; Local : These orbs grant Souls to the killer/attacker and are shared with any nearby allies. These are the most common kind of Soul Orb and are gained from killing Troopers and players |
| | ; Global : These orbs grant Souls to the entire team of the killer/attacker, often with a boost to the last-hitter. These are earned from destroying [[Guardian]]s and [[Walker]]s as well as turning in the [[Soul Urn]] |
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| 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.
| | ===Local Soul Sharing=== |
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| * 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.
| | 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: |
| * 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)
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| * 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)
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| * 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.
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| === Catch up Mechanics ===
| | * 45m from the soul orb itself when it is broken |
| Catch up mechanics allow for players with low net worth to catch up to the other players on their team.
| | * 30m from the hero that killed the Trooper |
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| * 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).
| | If an allied hero is within '''either''' of these distances, Souls are shared between the killer and those allied heroes. |
| ** For example, if a team gathered 200 souls in the last second, the lowest player earns 5 extra souls.
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| == Gathering Souls == | | == Gathering Souls == |
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| * Teams with fewer souls will gain more souls from all sources (see '''''Comeback Mechanics'''''). | | ===Hero Kills=== |
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| | * Souls from player kills are influenced by the team's overall Soul count: teams with fewer Souls gain more from kills. |
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| ===Soul Distribution=== | | ===Soul Distribution=== |
| [[Heroes|Hero]] kill souls are distributed between nearby players with the following rate:
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| * To count as an assister for a player kill, you have to have damaged them in the last 10 seconds. | | * [[Trooper]] souls are distributed between nearby players with the following formula: |
| {| class="wikitable"
| | ** 100/60/35/25/20/16% (for 1/2/3/4/5/6 players) |
| |+Hero Kill Soul Distribution
| | *** EX: 120 Souls between 4 players would grant each player 30 Souls (120 * 25%) |
| !Players
| | * As of the [[Update:April 17, 2025|2025-04-17]] update, souls are no duplicated before 8 minutes. |
| !% share to each player
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| !Total %
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| |-
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| |1
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| |{{#invoke:GenericData|get_hero_gold_share_frac|1}}
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| |{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|1}}|0|-1}} * 1}}%
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| |-
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| |2
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| |{{#invoke:GenericData|get_hero_gold_share_frac|2}}
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| |{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|2}}|0|-1}} * 2}}%
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| |-
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| |3
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| |{{#invoke:GenericData|get_hero_gold_share_frac|3}}
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| |{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|3}}|0|-1}} * 3}}%
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| |-
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| |4
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| |{{#invoke:GenericData|get_hero_gold_share_frac|4}}
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| |{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|4}}|0|-1}} * 4}}%
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| |-
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| |5
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| |{{#invoke:GenericData|get_hero_gold_share_frac|5}}
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| |{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|5}}|0|-1}} * 5}}%
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| |-
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| |6
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| |{{#invoke:GenericData|get_hero_gold_share_frac|6}}
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| |{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|6}}|0|-1}} * 6}}%
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| |}
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| Additionally, for kills with two or more players, the player who got the kill receives bonus souls.
| | '''Before 8 minutes (Lane Phase)''' |
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| [[Trooper]] souls are distributed between nearby players with the following rate:
| | * When a Trooper is killed, the killer will receive 50% of the Trooper's souls at once, then the remaining 50% when the Soul Orb is destroyed by themselves, an ally, or it expires. |
| {| class="wikitable"
| | <!-- [ In case they change it back ] |
| |+Trooper Kill Soul Distribution
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| !Players | |
| !% share to each player
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| !Total %
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| |-
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| |1
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| |{{#invoke:GenericData|get_trooper_gold_share_frac|1}}
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| |{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|1}}|0|-1}} * 1}}%
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| |-
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| |2
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| |{{#invoke:GenericData|get_trooper_gold_share_frac|2}}
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| |{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|2}}|0|-1}} * 2}}%
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| |-
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| |3
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| |{{#invoke:GenericData|get_trooper_gold_share_frac|3}}
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| |{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|3}}|0|-1}} * 3}}%
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| |-
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| |4
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| |{{#invoke:GenericData|get_trooper_gold_share_frac|4}}
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| |{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|4}}|0|-1}} * 4}}%
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| |-
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| |5
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| |{{#invoke:GenericData|get_trooper_gold_share_frac|5}}
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| |{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|5}}|0|-1}} * 5}}%
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| |-
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| |6
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| |{{#invoke:GenericData|get_trooper_gold_share_frac|6}}
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| |{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|6}}|0|-1}} * 6}}%
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| |}
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| Soul distribution is the same regardless if the Trooper drops a Soul Orb or if it is killed by a melee attack.
| | * For two players, Souls from Troopers are 'duplicated' between both players as long as they are within range (See range here. This means a Trooper kill worth 80 souls will grant 80 souls to each player. |
| | * If 3 or more players attempt to receive souls from a creep, the killer will receive the full Trooper value, while all other players will equally divide the duplicated amount. |
| | * For example: for a Trooper creep worth 80 Souls in a lane of 3 heroes, the killer will receive 80 Souls and both other players will receive 40 Souls each. <ref>https://youtu.be/4I1YH4xNxfA?t=230 - Timestamped video showing Trooper Soul split in lane before 8 minutes</ref> --> |
| | '''After 8 minutes (Post-lane Phase)''' |
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| ===Neutrals (Jungle Creeps)===
| | * Trooper Souls are no longer granted on kill, instead 100% souls are granted when the Soul Orb is destroyed or expires. |
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| * Jungle camps contain [[Neutrals]] that give souls to players on kill. They do not release soul orbs. | | <!-- THIS IS HOW IT WAS PRIOR TO SEPT 26th PATCH |
| ** In order for Neutrals to give souls to both players, both players must deal damage to the Neutral. | | KEEP AROUND IN CASE IT CHANGES AGAIN |
| ** 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. | | * When the game begins, each lane is "designated" as either a 1-player (Solo) lane or a 2-player (Duo) lane. |
| *Souls from Neutrals are '''unsecured''' souls. | | * When a [[Trooper]] is killed, the killer will receive half of the Trooper's Souls at once, then half again when the Soul Orb is destroyed by themselves, an ally, or it expires. |
| | * For Duo lanes with two players in it, Souls from Troopers are 'duplicated' between both players (about 50m from the kill). This means a Trooper kill worth 50 Souls will grant 50 Souls to ''each'' player. |
| | * If 3+ players in a Duo lane OR 2+ players in a Solo lane attempt to receive Souls from a creep, the killer will receive the full Trooper value, while all other players will equally divide the duplicated amount. |
| | ** For example: for a Trooper creep worth 50 Souls in a lane of 3 heroes in a Duo lane, the killer will receive 50 Souls and both other players will receive 25 Souls each. <ref>https://youtu.be/4I1YH4xNxfA?t=230 - Timestamped video showing Trooper soul split in lane before 10 minutes</ref> --> |
| | ===Denizens (Jungle Creeps)=== |
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| === Sinner's Sacrifices ===
| | * Jungle camps contain [[Denizens]] that give Souls to players on kill. They do not release Soul Orbs. |
| * 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. | | ** In order for Denizens to give Souls to both players, both players must deal damage to the Denizen. |
| | ** Souls from Denizens are split between all allied players who dealt damage to said Denizens. |
| | *Souls from Denizens are '''Unsecured''' Souls |
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| ===Breakables=== | | ===Breakables=== |
| * Breaking the wooden crates scattered throughout the map will have a chance to spawn some souls. | | * 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% | | ** Chance for any given crate to drop Souls when broken is approximately 40% |
| ** Amount of souls dropped is a function of in-game time: | | ** Amount of Souls dropped is a function of in-game time: |
| *** ''[Souls Dropped] = 23 + 2.0*[Game Time in Minutes]'' | | *** ''[Souls Dropped] = 45 + 3*([Game Time in Minutes] - 3)'' |
| *** For example: At 30:00 game time, a broken crate will drop 83 souls. | | *** For example: At 25:00 game time, a broken crate will drop 111 Souls. |
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| ===Other===
| | Be aware that Soul Orbs can be denied from events like [[Soul Urn]] turn-ins, Guardian destruction, or [[Sinner's Sacrifice]] machines. |
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| * {{ItemIcon|Trophy Collector}} and {{ItemIcon|Golden Goose Egg}} give the player passive souls per minute.
| | ==Unsecured Souls== |
| * Killing cockroaches in underground tunnels grants the player 1 soul each.
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| ==Soul Orbs==
| | Souls earned from killing Denizens and destroying Sinner's Sacrifice machines are '''Unsecured'''. These Souls will be dropped on death, allowing any player to collect the Soul Container. Dropped Unsecured Souls will despawn after 3 minutes. |
| [[File:Soul orbs spawn.png|thumb|226x226px|Dark and light soul orb. Only light orbs can be claimed or denied]]
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| [[File:Ground orb.png|thumb|214x214px|Ground orbs -- ally (green) and enemy (white)]]
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| [[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).
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| 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.
| | Unsecured Souls are converted into Secured Souls at a standard rate, meaning they will no longer be dropped on death. |
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| 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.
| | * With fewer than 100 unsecured souls, they are converted to Secured souls at a rate of 1 Soul / Second |
| | * With more than 100 unsecured souls, they are converted at a rate of 1 Soul / second per 100 Unsecured Souls |
| | ** '''Example:''' 570 Unsecured Souls is converted at 5 Souls/second |
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| 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.
| | [[Image:Unsecured_Souls_HUD.png|thumbnail|300px|Souls UI for Heroes]] |
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| ===Local Soul Sharing===
| | 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. |
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| 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:
| | On the character UI, the large Souls number is the '''total''' number of Secured and Unsecured Souls added together. |
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| * 45m from the soul orb itself when it is broken
| | == Leveling Up == |
| * 30m from the hero that killed the Trooper
| | Gathering Souls will directly "level up" your hero gain skill points, Boons and other upgrades. See [[Leveling Up|leveling up]] for more information. |
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| If an allied hero is within '''either''' of these distances, souls are shared between the killer and those allied heroes.
| | == Soul Values == |
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| === Soul Well ===
| | * '''Soul Value:''' Value of the target at the time = 0m |
| 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.
| | * '''Soul Gain:''' How the value changes over the time of the match, measured in minutes |
| | <!-- |
| | What needs testing: |
| | * What's the initial split between trooper instant & orb souls gained? |
| | ** In the data we can see that it is currently 40 for a trooper orb initially, but we cannot see the initial souls for kills interestingly. See [[Data:GenericData.json]] |
| | * Does soul growth apply as a % to both the instant & orb amounts, and equally? |
| | --><!--See [[Module:GenericData]]--><!-- |
| | -->{{#vardefine:GuardianKill|{{#invoke:GenericData|get_objective_param|Tier1GoldKill}}}}<!-- |
| | -->{{#vardefine:GuardianOrb|{{#invoke:GenericData|get_objective_param|Tier1GoldOrbs}}}}<!-- |
| | -->{{#vardefine:WalkerKill|{{#invoke:GenericData|get_objective_param|Tier2GoldKill}}}}<!-- |
| | -->{{#vardefine:WalkerOrb|{{#invoke:GenericData|get_objective_param|Tier2GoldOrbs}}}}<!-- |
| | -->{{#vardefine:BaseGuardianKill|{{#invoke:GenericData|get_objective_param|BaseGuardiansGoldKill}}}}<!-- |
| | -->{{#vardefine:BaseGuardianOrb|{{#invoke:GenericData|get_objective_param|BaseGuardiansGoldOrbs}}}}<!-- |
| | -->{{#vardefine:ShrineKill|{{#invoke:GenericData|get_objective_param|ShrinesGoldKill}}}}<!-- |
| | -->{{#vardefine:ShrineOrb|{{#invoke:GenericData|get_objective_param|ShrinesGoldOrbs}}}}<!-- |
| | -->{{#vardefine:WeakenedPatronKill|{{#invoke:GenericData|get_objective_param|PatronPhase1GoldKill}}}}<!-- |
| | -->{{#vardefine:WeakenedPatronOrb|{{#invoke:GenericData|get_objective_param|PatronPhase1GoldOrbs}}}} |
| | {| class="wikitable sortable" style="margin:auto" |
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| | ! Source !! Soul Value (Kill) !! Soul Value (Orb) !! Combined Soul Gain (/m) |
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| | | [[Heroes]] || colspan="2" | 175 Total || +31.6 |
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| | | [[Trooper]] || colspan="2" | 75 Total (OUTDATED) || +1.10 (OUTDATED) |
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| | | Small [[Denizen]] || 36 |
| | |0|| +0.39 |
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| | | Medium [[Denizen]] || 70 |
| | |0|| +0.76 |
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| | | Large [[Denizen]] || 172 |
| | |0|| +1.86 |
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| | | [[Sinner's Sacrifice]] || 270 |
| | |0|| +2.92 |
| | |- |
| | | [[Soul Urn]]* || colspan="2" | 1725 Total || +230 |
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| | | [[Guardian]]** || {{#var:GuardianKill}} || {{#var:GuardianOrb}} || N/A |
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| | | [[Walker]]** || {{#var:WalkerKill}} || {{#var:WalkerOrb}} || N/A |
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| | | [[Guardian|Base Guardian]] || {{#var:BaseGuardianKill}} || {{#var:BaseGuardianOrb}} || N/A |
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| | | [[Shrine]]** || {{#var:ShrineKill}} || {{#var:ShrineOrb}} || N/A |
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| | | [[Patron|Weakened Patron]] || {{#var:WeakenedPatronKill}} || {{#var:WeakenedPatronOrb}} || N/A |
| | |- |
| | | [[Souls#Breakables|Crates]] || colspan="2" | 36 Total || +3s |
| | |} |
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| ==Unsecured Souls==
| | * Soul Gain for Urns is divided amongst the team. The Courier gets slightly more 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!
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| }}
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| 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.
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| Unsecured souls are converted into secured souls over time, meaning they will no longer be dropped on death. This conversion rate is dynamic:
| | ** Soul Gain for structures is given to ''every'' allied hero in-game |
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| * '''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.
| | ===Comeback Mechanics=== |
| * '''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).
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| ** '''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).
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| ** '''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.
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| [[Image:Unsecured_Souls_HUD.png|thumbnail|300px|Souls UI for Heroes]]
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| 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.
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| 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.
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| On the character UI, the large souls number is the '''total''' number of secured and unsecured souls added together.
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| == Leveling Up ==
| | When a team is behind on Souls, there are two "comeback mechanics" that come into play to allow the losing team to quickly catch up. |
| Gathering souls will gradually "level up" your hero, granting a variety of benefits. See [[Boon|boons]] for detailed information.
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| == Update history ==
| | * Killing an enemy Hero will award more Souls if your team is behind. |
| {{Update history|default=Souls}}
| | * Killing an enemy Hero that has a Kill Streak will reward a "Bounty" of extra Souls. |
| | | * The Soul Urn will give additional Souls to a team that is behind. |
| == 3D model ==
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| {{3D Model|Soul Container|alt_image=Unsecured_souls}}
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| ==References== | | ==References== |
| <references /> | | <references /> |
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| == Navigation ==
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| {{Tools Navbox}}
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| {{Gameplay Navbox}}
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| [[Category:Pages with tools]]
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