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Soul Values: added First Blood bonus, corrected comeback kill description andd removed killstreak bonus. I couldn't find any patch notes mentioning a killstreak comeback bonus, if you find it please add it to "Souls/Update history"
Soul Container 3d model
 
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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.|282x282px]]
[[File:Soul orbs spawn.png|thumb|226x226px|Dark and light soul orb. Only light orbs can be claimed or denied]]
{{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.


Every player starts the game with {{souls|600}}.
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 '''Soul Orbs'''. These orbs may be shot or hit with [[Melee Attack|melee]] 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 second. Certain abilities like {{AbilityIcon|Serrated Knives}} or {{AbilityIcon|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


Troopers drop two orbs on death, one that floats and one that falls on the ground. The floating orb has 40% of the kill bounty and the ground orb has 60%. The ground orb cannot be denied (they appear as white to enemies) and remains for a few seconds before disappearing (their duration increases over time).  
{{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.


The floating soul orbs spawn dark-colored, and can only be shot and confirmed once they light up. Ally orbs are green and enemy orbs are orange. Hitting an enemy orb will deny the souls to the killer and grant them to the player who hit it. If the orb "pops" without being claimed, it's automatically rewarded to nearby allies, and if there are no allies nearby the souls are lost. 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.
===Comeback Mechanics===


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. The ally team has confirm advantage.  
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.


Soul orbs can be divided into "local" and "global" types:
* 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.


; Local : Orbs spawned by killing [[Trooper|Troopers]] grant souls to the player who confirmed them and any nearby allies.
=== Catch up Mechanics ===
; Global : Orbs spawned by delivering the{{PageRef|name=Soul Urn}} grant souls to the entire team of the player who claims them.
Catch up mechanics allow for players with low net worth to catch up to the other players on their team.


===Local Soul Sharing===
* 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.


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:
== Gathering Souls ==


* 45m from the soul orb itself when it is broken
* Teams with fewer souls will gain more souls from all sources (see '''''Comeback Mechanics''''').
* 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 Distribution===
[[Heroes|Hero]] kill souls are distributed between nearby players with the following rate:


=== Soul Well ===
* To count as an assister for a player kill, you have to have damaged them in the last 10 seconds.
Inside each team's base, there is a soul well that releases orbs worth 10 souls each. Unlike regular orbs, these orbs only grant souls if they are confirmed, and they can be either green or orange-colored.
{| 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}}%
|}


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


* Teams with fewer souls will gain more souls from all sources (see '''''Comeback Mechanics''''' below).
[[Trooper]] souls are distributed between nearby players with the following rate:
 
{| class="wikitable"
===Soul Distribution===
|+Trooper Kill Soul Distribution
* [[Heroes|Hero]] kill souls are distributed between nearby players with the following rate:
!Players
** {{#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)
!% share to each player
*** EX: 1000 souls between 4 players would grant each player 170 souls (1000 * 17%)
!Total %
** 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:
|1
** {{#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)
|{{#invoke:GenericData|get_trooper_gold_share_frac|1}}
*** EX: 120 souls between 4 players would grant each player 30 souls (120 * 25%)
|{{#expr:{{#sub:{{#invoke:GenericData|get_trooper_gold_share_frac|1}}|0|-1}} * 1}}%
* 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 {{#invoke:GenericData|get_trooper_gold_share_frac|2}} per Trooper.
|-
|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, 60% of the Trooper's souls drop as a ground orb that flies to allies within 18m and remains on the ground for 18 seconds (scaling to 40 seconds after 10 minutes), while the remaining 40% fly out as a deniable soul orb that enemies can shoot. Both orbs use Soul distribution among nearby allies; enemy ground orbs are visible but cannot be claimed. Killing the Trooper with a [[Melee Attack|melee attack]] grants 100% of the souls instantly, distributed among nearby allies.
Soul distribution is the same regardless if the Trooper drops a Soul Orb or if it is killed by a melee attack.
<!-- [ 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.
===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.
* Jungle camps contain [[Denizens]] that give souls to players on kill. They do not release soul orbs.   
** 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.
** In order for Denizens to give souls to both players, both players must deal damage to the Denizen.
*Souls from Neutrals are '''unsecured''' souls.
** Souls from Denizens are split between all allied players who dealt damage to said Denizens.
*Souls from Denizens are '''unsecured''' souls.


=== Sinner's Sacrifices ===
=== Sinner's Sacrifices ===
Line 78: Line 123:
===Other===
===Other===


* {{ItemIcon|Trophy Collector}} is an item that gives the player passive souls per minute.
* {{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.
* Killing cockroaches in underground tunnels grants the player 1 soul each.


==Unsecured Souls==
==Soul Orbs==
[[File:Unsecured souls.png|thumb|Unsecured souls icon]]
[[File:Soul orbs spawn.png|thumb|226x226px|Dark and light soul orb. Only light orbs can be claimed or denied]]
Souls earned from killing Denizens and destroying Sinner's Sacrifice machines are '''unsecured''' and are lost on death. If a player dies with at least 150 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 150 unsecured souls, no Soul Container will drop—they are permanently lost.
[[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 are converted into secured souls over time, meaning they will no longer be dropped on death. This conversion rate is dynamic:
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.  


* '''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.
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.  
* '''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.


[[Image:Unsecured_Souls_HUD.png|thumbnail|300px|Souls UI for Heroes]]
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.  


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.
===Local Soul Sharing===


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


== Leveling Up ==
* 45m from the soul orb itself when it is broken
Gathering souls will gradually "level up" your hero, granting a variety of benefits. See [[Boon|boons]] for detailed information.
* 30m from the hero that killed the Trooper


== Soul Values ==
If an allied hero is within '''either''' of these distances, souls are shared between the killer and those allied heroes.


* '''Soul Value:''' Value of the target at the time = 0m
=== Soul Well ===
* '''Soul Gain:''' How the value changes over the time of the match, measured in minutes<!--
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.
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"
==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!
! Source !! Soul Value !! Combined Soul Gain (/min)
}}
|-
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.
| [[Heroes]] || 250 || +48.75
|-
| [[Trooper]] || 116 Total || +1.16
|-
| Small [[Denizen]] || {{NpcData|neutral_trooper_weak|GoldReward}} || +{{#expr: {{NpcData|neutral_trooper_weak|GoldReward}} * {{NpcData|neutral_trooper_weak|GoldRewardBonusPercentPerMinute}} / 100 round 2}}
|-
| Medium [[Denizen]] || {{NpcData|neutral_trooper_normal|GoldReward}}  || +{{#expr: {{NpcData|neutral_trooper_normal|GoldReward}} * {{NpcData|neutral_trooper_normal|GoldRewardBonusPercentPerMinute}} / 100 round 2}}
|-
| Large [[Denizen]]  || {{NpcData|neutral_trooper_strong|GoldReward}}  || +{{#expr: {{NpcData|neutral_trooper_strong|GoldReward}} * {{NpcData|neutral_trooper_strong|GoldRewardBonusPercentPerMinute}} / 100 round 2}}
|-
|[[Mid-Boss]]
|3000
|N/A
|-
| [[Sinner's Sacrifice]] || {{#expr: {{NpcData|neutral_sinners_sacrifice|GoldReward}} * 2}} || +{{#expr: {{NpcData|neutral_sinners_sacrifice|GoldReward}} * {{NpcData|neutral_sinners_sacrifice|GoldRewardBonusPercentPerMinute}} / 100 * 2 round 2}}
|-
| [[Soul Urn]]* || 1300 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 || +2.0
|}


&#42; Soul gain from Urns is divided among the team. The Courier gets slightly more souls.
Unsecured souls are converted into secured souls over time, meaning they will no longer be dropped on death. This conversion rate is dynamic:


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


=== First Blood bonus ===
[[Image:Unsecured_Souls_HUD.png|thumbnail|300px|Souls UI for Heroes]]
* A player gets 150 bonus souls on their first kill.


===Comeback Mechanics===
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.


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.
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.


* Killing an enemy hero will award more souls if that hero is stronger than the killer team's average networth, regardless of which team is leading in souls.
On the character UI, the large souls number is the '''total''' number of secured and unsecured souls added together.
* The Soul Urn will give 130% 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 ===
== Leveling Up ==
Catch up mechanics allow for players with low net worth to catch up to the other players on their team.
Gathering souls will gradually "level up" your hero, granting a variety of benefits. See [[Boon|boons]] for detailed information.
 
* The two players on each 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.


== Update history ==
== Update history ==
{{Update history|default=Souls}}
{{Update history|default=Souls}}
== 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

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  • A player gets Souls125 bonus souls when they get the first kill in a match.

Comeback Mechanics

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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.

  • 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

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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

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  • Teams with fewer souls will gain more souls from all sources (see Comeback Mechanics).

Soul Distribution

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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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