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{{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. | {{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| | Every player starts the game with {{souls|{{DataProp|Convar|citadel_player_starting_gold|value}}}}. | ||
==Soul Orbs== | ==Soul Orbs== | ||
[[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. | [[Trooper|Troopers]] release souls in '''Soul Orbs''', unless they are killed by a [[Melee Attack]]. They drop two orbs on death, one that floats and one that falls on the ground. Each orb has {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% of the kill bounty. The ground orb cannot be denied (they appear as white to enemies) and remains for 18 seconds before disappearing (scaling to 40 seconds after 10 minutes). | ||
The floating orbs spawn dark-colored, and can be shot and confirmed (or denied) once they light up. Ally orbs are green and enemy orbs are orange. Hitting an enemy orb will deny their souls and grant them to the player who hit it and nearby allies. The ally team has a "grace period" of roughly 80ms to confirm their orbs. If the orb "pops" without being claimed after roughly 1 second, it's automatically rewarded to nearby allies, and if there are no allies nearby the souls are lost. | The floating orbs 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. | ||
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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. | |||
===Denizens (Jungle Creeps)=== | ===Denizens (Jungle Creeps)=== | ||
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[[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! | [[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 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 | 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 {{DataProp|Convar|citadel_player_neutral_gold_drop_min}} unsecured souls +{{DataProp|Convar|citadel_player_neutral_gold_drop_min_increase_per_minute}} per minute, 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: | 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, ''' | * '''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 ''' | * '''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 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. | ** '''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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* 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. | * 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 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 | * 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. | * 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 allow for players with low net worth to catch up to the other players on their team. | 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 (''' | * 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. | ** For example, if a team gathered 200 souls in the last second, the lowest player earns 5 extra souls. | ||