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Soul Values: Updated hero kill values and soul gain.
Soul Container 3d model
 
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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.|282x282px]]
{{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.
{{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 [[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|400}}.
Every player starts the game with {{souls|{{DataProp|Convar|citadel_player_starting_gold|value}}}}.


==Soul Orbs==
== Soul Values ==


[[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.
* '''Soul Value:''' Value of the target at the time. Starts at 0 min unless noted otherwise
* '''Soul Gain:''' How the value changes over the time of the match, measured in minutes


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.
{{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}}
=== 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.


Soul Orbs can be divided into "local" and "global" Soul orbs:
===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
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.
; 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===
* 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.


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:
=== Catch up Mechanics ===
 
Catch up mechanics allow for players with low net worth to catch up to the other players on their team.
* 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.  
* 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 ==
== Gathering Souls ==


===Hero Kills===
* 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:


* Souls from player kills are influenced by the team's overall Soul count: teams with fewer Souls gain more from kills.
* To count as an assister for a player kill, you have to have damaged them in the last 10 seconds.
{| class="wikitable"
|+Hero Kill Soul Distribution
!Players
!% share to each player
!Total %
|-
|1
|{{#invoke:GenericData|get_hero_gold_share_frac|1}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|1}}|0|-1}} * 1}}%
|-
|2
|{{#invoke:GenericData|get_hero_gold_share_frac|2}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|2}}|0|-1}} * 2}}%
|-
|3
|{{#invoke:GenericData|get_hero_gold_share_frac|3}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|3}}|0|-1}} * 3}}%
|-
|4
|{{#invoke:GenericData|get_hero_gold_share_frac|4}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|4}}|0|-1}} * 4}}%
|-
|5
|{{#invoke:GenericData|get_hero_gold_share_frac|5}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|5}}|0|-1}} * 5}}%
|-
|6
|{{#invoke:GenericData|get_hero_gold_share_frac|6}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_hero_gold_share_frac|6}}|0|-1}} * 6}}%
|}


===Soul Distribution===
Additionally, for kills with two or more players, the player who got the kill receives bonus souls.


* [[Trooper]] souls are distributed between nearby players with the following formula:
[[Trooper]] souls are distributed between nearby players with the following rate:
** 100/65/30/20/15/11% (for 1/2/3/4/5/6 players)
{| class="wikitable"
*** EX: 120 Souls between 4 players would grant each player 24 Souls (120 * 20%)
|+Trooper Kill Soul Distribution
* As of the [[Update:April 17, 2025|2025-04-17]] update, souls are no longer duplicated before 8 minutes.
!Players
!% share to each player
!Total %
|-
|1
|{{#invoke:GenericData|get_trooper_gold_share_frac|1}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|1}}|0|-1}} * 1}}%
|-
|2
|{{#invoke:GenericData|get_trooper_gold_share_frac|2}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|2}}|0|-1}} * 2}}%
|-
|3
|{{#invoke:GenericData|get_trooper_gold_share_frac|3}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|3}}|0|-1}} * 3}}%
|-
|4
|{{#invoke:GenericData|get_trooper_gold_share_frac|4}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|4}}|0|-1}} * 4}}%
|-
|5
|{{#invoke:GenericData|get_trooper_gold_share_frac|5}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|5}}|0|-1}} * 5}}%
|-
|6
|{{#invoke:GenericData|get_trooper_gold_share_frac|6}}
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|6}}|0|-1}} * 6}}%
|}


* 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. Killing the Trooper with a [[Melee Attack|melee attack]] grants 100% of the value on kill.<!-- [ In case they change it back ]
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.
===Neutrals (Jungle Creeps)===
* 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 [[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.


* Jungle camps contain [[Denizens]] that give Souls to players on kill. They do not release Soul Orbs. 
=== Sinner's Sacrifices ===
** In order for Denizens to give Souls to both players, both players must deal damage to the Denizen.
* 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.
** Souls from Denizens are split between all allied players who dealt damage to said Denizens.
*Souls from Denizens are '''Unsecured''' Souls


===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 60%
** 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 + 2.6*[Game Time in Minutes]''
*** ''[Souls Dropped] = 23 + 2.0*[Game Time in Minutes]''
*** For example: At 30:00 game time, a broken crate will drop 101 Souls.
*** For example: At 30:00 game time, a broken crate will drop 83 souls.


Be aware that Soul Orbs can be denied from events like [[Soul Urn]] turn-ins, Guardian destruction, or [[Sinner's Sacrifice]] machines.
===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).  


==Unsecured Souls==
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.


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.
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.  


Unsecured Souls are converted into Secured Souls at a standard rate, meaning they will no longer be dropped on death.  
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.  


* With fewer than 100 unsecured souls, they are converted to Secured souls at a rate of 1 Soul / Second
===Local Soul Sharing===
* 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]]
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:


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.
* 45m from the soul orb itself when it is broken
* 30m from the hero that killed the Trooper


On the character UI, the large Souls number is the '''total''' number of Secured and Unsecured Souls added together.
If an allied hero is within '''either''' of these distances, souls are shared between the killer and those allied heroes.


== Leveling Up ==
=== Soul Well ===
Gathering Souls will directly "level up" your hero gain skill points, Boons and other upgrades. See [[Leveling Up|leveling up]] for more information.
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 Values ==
==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.


* '''Soul Value:''' Value of the target at the time = 0m
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:''' 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"
* '''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).
! Source !! Soul Value (Kill) !! Soul Value (Orb) !! Combined Soul Gain (/m)
** '''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.
| [[Heroes]] || colspan="2" | 250 Total || +48.75
|-
| [[Trooper]] || colspan="2" | 120 Total || +1.5
|-
| Small [[Denizen]] || 44
|0|| +0.47
|-
| Medium [[Denizen]]  || 73
|0|| +0.79
|-
| Large [[Denizen]]  || 180
|0|| +1.94
|-
| [[Sinner's Sacrifice]]  || 270
|0|| +2.92
|-
| [[Soul Urn]]* || colspan="2" | 700 Total || +230
|-
| [[Guardian]]** || {{#var:GuardianKill}} || {{#var:GuardianOrb}} || N/A
|-
| [[Walker]]** || {{#var:WalkerKill}} || {{#var:WalkerOrb}} || N/A
|-
| [[Guardian|Base Guardian]] || {{#var:BaseGuardianKill}} || {{#var:BaseGuardianOrb}} || N/A
|-
| [[Shrine]]** || {{#var:ShrineKill}} || {{#var:ShrineOrb}} || N/A
|-
| [[Patron|Weakened Patron]] || {{#var:WeakenedPatronKill}} || {{#var:WeakenedPatronOrb}} || N/A
|-
| [[Souls#Breakables|Crates]] || colspan="2" | 23 Total || +2.6
|}


&#42; Soul Gain for Urns is divided amongst the team. The Courier gets slightly more souls.
[[Image:Unsecured_Souls_HUD.png|thumbnail|300px|Souls UI for Heroes]]


&#42;* Soul gain from structures is split with 40% given to nearby allied heroes, while 60% is divided amongst the entire team.
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.


===Comeback Mechanics===
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.


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.
On the character UI, the large souls number is the '''total''' number of secured and unsecured souls added together.


* Killing an enemy Hero will award more Souls if your team is behind.
== Leveling Up ==
* Killing an enemy Hero that has a Kill Streak will reward a "Bounty" of extra Souls.
Gathering souls will gradually "level up" your hero, granting a variety of benefits. See [[Boon|boons]] for detailed information.
* The Soul Urn will give additional Souls to a team that is behind.
* The losing team gains up to 25% more souls from troopers, neutrals, vaults, 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 ===
== Update history ==
Catch up mechanics allow for players with low net worth to catch up to the other players on their team.
{{Update history|default=Souls}}


* 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).
== 3D model ==
{{3D Model|Soul Container|alt_image=Unsecured_souls}}


==References==
==References==
<references />
<references />


{{Navbox gameplay}}
== Navigation ==
[[Category:Gameplay]]
{{Tools Navbox}}
{{Gameplay Navbox}}
 
[[Category:Pages with tools]]

Latest revision as of 08:52, 29 August 2026

Soul released by the trooper.
The more they die, the stronger I become!

Graves

SoulsSouls 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 Troopers die, taking Guardians/Walkers, 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 Souls600.

Soul Values

[edit | edit source]
  • Soul Value: Value of the target at the time. Starts at 0 min unless noted otherwise
  • Soul Gain: How the value changes over the time of the match, measured in minutes
Source Soul Value Soul Gain (/min) Notes
Heroes 200 +50 Capped at 2200 (40 min)
Trooper 100 +2 50% as ground orb, 50% as flying orb
Small Neutral 41 +0.44
Medium Neutral 68 +0.73
Large Neutral 181 +1.95
Mid-Boss 3000 +50 Split equally among the team
Sinner's Sacrifice 310 +3.35
Crates 23 +2 60% chance to drop souls
Unstable Rift 1482 +222 Starts scaling at minute 13. Split equally among the team
Soul Urn 250 +70 To the courier and players who confirm/deny orbs
Golden Goose Egg 400 +90 From when the player buys the egg
Trophy Collector 0 +18 Per stack (starts at 0), from when the player buys TC
Mini Turret 40 +4
Lil Helper Trooper 120 +2.4
Ghoul 35 +2
Base Well (orbs) 10 0
Guardian 1250 0 Split 30% to nearby heroes and 70% among the team (incl. nearby)
Walker 3500 0
Base Guardian 1000 0
Shrine 2000 0
Patron 0 0

First Blood bonus

[edit | edit source]
  • A player gets Souls125 bonus souls when they get the first kill in a match.

Comeback Mechanics

[edit | edit source]

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 126.8% 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 for details)
  • The losing team gains up to 26% 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. (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 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

[edit | edit source]

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 (2.5% and 1.5% 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

[edit | edit source]
  • Teams with fewer souls will gain more souls from all sources (see Comeback Mechanics).

Soul Distribution

[edit | edit source]

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.
Hero Kill Soul Distribution
Players % share to each player Total %
1 125% 125%
2 57% 114%
3 28% 84%
4 17% 68%
5 11% 55%
6 8% 48%

Additionally, for kills with two or more players, the player who got the kill receives bonus souls.

Trooper souls are distributed between nearby players with the following rate:

Trooper Kill Soul Distribution
Players % share to each player Total %
1 100% 100%
2 54% 108%
3 36% 108%
4 25% 100%
5 20% 100%
6 16% 96%

Soul distribution is the same regardless if the Trooper drops a Soul Orb or if it is killed by a melee attack.

Neutrals (Jungle Creeps)

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  • 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

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  • Some jungle camps contain one or two Sinner's Sacrifice machines, which grants souls to the player by hitting them with melee attacks. Those souls are unsecured.

Breakables

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  • 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

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Soul Orbs

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Dark and light soul orb. Only light orbs can be claimed or denied
Ground orbs -- ally (green) and enemy (white)

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 50% 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 Serrated Knives or 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

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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:

  • 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

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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

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Unsecured souls icon
Great job, you didn't just take their money, you took a little bit of their self respect!

The Hidden King's herald

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 50 + 5/minute unsecured souls they will be dropped in a Soul Container, which can be claimed by any player by hitting it with a 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 50 + 5/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, 0.5% 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 1.6 souls/second and increases as the match progresses (scaling with the global bounty growth of 8% 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.
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

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Gathering souls will gradually "level up" your hero, granting a variety of benefits. See boons for detailed information.

Update history

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View the full update history: Souls/Update history

Update Changes

July 28, 2026

  • The Orb Spawners in base that give 10 souls on hit now split to nearby players on expire

July 9, 2026

  • Objectives bounty split for nearby heroes reduced from 40% to 30% (this means slightly more portion of the bounty is split team wide rather than towards an individual player)

June 30, 2026

  • First blood bounty reduced from 150 to 125
  • Base kill bounty reduced from 250 to 200 (max is still 2200 at 40m)
  • Trooper bounty ratio in the deniable flying orb increased from 40% to 50%
  • Minimum unsecured souls allowed to drop reduced from 150 to 50 + 5/min

3D model

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Click to view
Soul Container

References

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