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[[File:Soul released by the trooper..png|thumb|Soul released by the trooper. | [[File:Soul released by the trooper..png|thumb|Soul released by the trooper.]] | ||
{{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 | |||
Every player starts the game with {{souls| | Every player starts the game with {{souls|400}}. | ||
== Soul | ==Soul Orbs== | ||
[[Trooper|Troopers]] and the [[Soul Urn]] release souls in a '''Soul Orb'''. These orbs may be attacked in melee or with guns to confirm (or deny) 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. Certain abilities like [[Shiv#(1) Serrated Knives|Serrated Knives]] or [[Lady Geist#(3) Malice|Malice]] can also confirm or deny orbs. | |||
The soul orbs are initally dark when they spawn. They can only be shot and confirmed once they light up. | |||
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 orbs can be divided into "local" and "global" soul orbs: | |||
; 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]] | |||
===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. | |||
== Gathering Souls == | == Gathering Souls == | ||
* Teams with fewer souls will gain more souls from all sources (see '''''Comeback Mechanics'''''). | * Teams with fewer souls will gain more souls from all sources (see '''''Comeback Mechanics''''' below). | ||
===Soul Distribution=== | ===Soul Distribution=== | ||
[[Heroes|Hero]] kill souls are distributed between nearby players with the following rate: | * [[Heroes|Hero]] kill souls are distributed between nearby players with the following rate: | ||
** {{#invoke:GenericData|get_hero_gold_share_frac|1}}/{{#invoke:GenericData|get_hero_gold_share_frac|2}}/{{#invoke:GenericData|get_hero_gold_share_frac|3}}/{{#invoke:GenericData|get_hero_gold_share_frac|4}}/{{#invoke:GenericData|get_hero_gold_share_frac|5}}/{{#invoke:GenericData|get_hero_gold_share_frac|6}} (for 1/2/3/4/5/6 players) | |||
* | *** EX: 1000 souls between 4 players would grant each player 210 souls (1000 * 21%) | ||
** Additionally, the total souls count per kill is reduced based on how many players are nearby the hero killed, with the following rate: 100%/100%/90%/85%/80%/75% (for 1/2/3/4/5/6 players) | |||
* [[Trooper]] souls are distributed between nearby players with the following rate: | |||
** {{#invoke:GenericData|get_trooper_gold_share_frac|1}}/{{#invoke:GenericData|get_trooper_gold_share_frac|2}}/{{#invoke:GenericData|get_trooper_gold_share_frac|3}}/{{#invoke:GenericData|get_trooper_gold_share_frac|4}}/{{#invoke:GenericData|get_trooper_gold_share_frac|5}}/{{#invoke:GenericData|get_trooper_gold_share_frac|6}} (for 1/2/3/4/5/6 players) | |||
*** EX: 120 souls between 4 players would grant each player 18 souls (120 * 15%) | |||
* Before the [[Update:April 17, 2025|2025-04-17]] update, two players in the same lane both received 100% of souls before 8 minutes (soul duplication). Now the soul distribution is the same for the entire match, so both players get 65% per Trooper. | |||
| | |||
* 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 (multiplied by Soul distribution for all players nearby). Killing the Trooper with a [[Melee Attack|melee attack]] grants 100% of the value on kill.<!-- [ In case they change it back ] | |||
* 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> --><!-- THIS IS HOW IT WAS PRIOR TO SEPT 26th PATCH | |||
KEEP AROUND IN CASE IT CHANGES AGAIN | |||
* When the game begins, each lane is "designated" as either a 1-player (Solo) lane or a 2-player (Duo) lane. | |||
* 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)=== | |||
* Jungle camps contain [[Denizens]] that give souls to players on kill. They do not release soul orbs. | |||
* | ** 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 | |||
===Breakables=== | ===Breakables=== | ||
| Line 121: | Line 66: | ||
*** For example: At 30:00 game time, a broken crate will drop 83 souls. | *** For example: At 30:00 game time, a broken crate will drop 83 souls. | ||
== | ==Unsecured Souls== | ||
[[File:Unsecured souls.png|thumb|Unsecured souls icon]] | |||
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''' by hitting it with a [[Melee Attack|Heavy Melee]]. Dropped unsecured souls will despawn after 3 minutes. These containers are marked with a circle icon on the [[Minimap]] and have a green glow effect. | |||
Unsecured souls are converted into secured souls at a standard rate, meaning they will no longer be dropped on death. | |||
* 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 | |||
[[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. | |||
On the character UI, the large souls number is the '''total''' number of secured and unsecured souls added together. | |||
== | == Leveling Up == | ||
Gathering souls will directly "level up" your hero gain skill points, [[Boon|Boons]] and other upgrades. See [[Leveling Up|leveling up]] for more information. | |||
== Soul Values == | |||
* | * '''Soul Value:''' Value of the target at the time = 0m | ||
* | * '''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" | |||
|- | |||
! Source !! Soul Value !! Combined Soul Gain (/m) | |||
|- | |||
| [[Heroes]] || 250 Total || +48.75 | |||
|- | |||
| [[Trooper]] || 120 Total || +1.2 | |||
|- | |||
| Small [[Denizen]] || 51 || +0.55 | |||
|- | |||
| Medium [[Denizen]] || 84 || +0.91 | |||
|- | |||
| Large [[Denizen]] || 225 || +2.43 | |||
|- | |||
| [[Sinner's Sacrifice]] || 327 || +3.53 | |||
|- | |||
| [[Soul Urn]]* || 700 Total || +230 | |||
|- | |||
| [[Guardian]]** || {{#var:GuardianKill}} || N/A | |||
|- | |||
| [[Walker]]** || {{#var:WalkerKill}} || N/A | |||
|- | |||
| [[Guardian|Base Guardian]] || {{#var:BaseGuardianKill}} || N/A | |||
|- | |||
| [[Shrine]]** || {{#var:ShrineKill}} || N/A | |||
|- | |||
| [[Patron|Weakened Patron]] || {{#var:WeakenedPatronKill}} || N/A | |||
|- | |||
| [[Souls#Breakables|Crates]] || 23 Total || +2.0 | |||
|} | |||
* Soul gain from Urns is divided amongst the team. The Courier gets slightly more souls. | |||
** Soul gain from structures is split with 40% given to nearby allied heroes, while 60% is divided amongst the entire team. | |||
===Comeback Mechanics=== | |||
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 more souls if your team is behind. | |||
* 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. | |||
* The losing team gains up to 30% more souls from Troopers, Denizens, Sinner's Sacrifices and Objectives, based on how behind they are (peaks at 20% max net worth difference). The first 3k in net worth difference is ignored. | |||
=== 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 on each team with the lowest net worth have a passive gain of souls per second based on the total souls gathered by the team (2% and 1% for the lowest and second-lowest player, respectively). This occurs after laning phase (8 min). | |||
== Update history == | == Update history == | ||
{{Update history| | {{Main|Souls/Update history|l1=Update history}}{{Update history|default=Souls}} | ||
{{ | |||
==References== | ==References== | ||
<references /> | <references /> | ||
{{Navbox gameplay}} | |||
[[Category:Gameplay]] | |||
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