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Souls are the currency and XP value for all heroes in Deadlock. The more souls a player has, the higher their level, which grants players: Stat increases, points to unlock abilities, points to invest in abilities, and currency to buy items. Souls come from many sources, but the most common are last hitting enemy Candles, shooting soul orbs of any color, taking Guardians, or killing enemy players. You can also find unsecured souls in boxes and crates (destroy by shooting, punching, or dashing into them,) by killing neutral monsters, or by punching Sinner's Sacrifice Safes. Unsecured souls are immediately added to your total souls, but will drop on death for any other player to retrieve. Unsecured souls gradually become secured over time, but they may also be spent immediately.
[[File:Soul released by the trooper..png|thumb|Soul released by the trooper.]]
[[File:Weakened troop..png|thumb|A weakened 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, last-hitting enemy [[Trooper]]s, 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.


At 0, 400, and 1,400 souls, you may unlock a normal ability. At 3,000 souls, you may unlock your ultimate ability. Note that souls as XP and souls as currency do not affect one another.
==Soul Orbs==


Stat increases for souls begin at 1,200 souls. The next stat increase is at 2,2000, with the third at 4,500. From there, stat increases come every 1,500 souls until 12,000 souls, at which point they come every level. These stats include health, bullet damage, and regeneration.
Many killed targets will not give Souls to the killer on death, but will instead release Souls in a Soul Orb. These orbs may be attacked in melee or with guns to "confirm" the Souls and grant them to the attacker. If they are not attacked, then the Souls will be granted to the killer automatically after around 3 seconds.  


Skill points coincide closely with stat increases, with some exceptions before 2,200 and after 12,000. Thresholds where you gain a skill point without a stat increase are 400, 800, 16,000, 18,000, 20,000, and 22,000. Thresholds where you gain stats without a skill point are 1,200 and 15,000.
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.


Souls from minions are split among team members present for the soul orb pop. Before minute 10, 2 players will share 100% of the soul value of the Candle, effectively doubling the value of Candles. After minute 10, they are divided evenly among all players in range.
Soul Orbs can be divided into "local" and "global" Soul orbs:


Souls from players are affected by the team's soul disparities: Teams with more souls will receive fewer souls for kills. They are also affected by the individual soul values of the players involved in the kill. Players with fewer souls than the player they kill will gain more souls from that kill. The exact formula has not yet been published.
; 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]]


Many things create soul orbs that are easy to miss, such as the Spirit Urn turn in, Guardian destruction, or Sinner's Sacrifice Safes.
== Gathering Souls ==
 
===Hero Kills===
 
* Souls from player kills are influenced by the team's overall Soul count: teams with fewer Souls gain more from kills.
 
===Last Hitting===
 
* Souls are only gained when the player lands the "Last hit" on a target that kills them. Troopers that are killed by other troopers or structures award '''no''' Souls
** After a Trooper reaches 0 HP, there is a very short time where a Last Hit may still be landed by a hero's attack.
** Players cannot "deny" a last hit on a minion by killing their own minions, but they can deny the Soul Orb.
* Soul orbs are released by dying entities and can be shot to collect Souls. If not collected, the orbs eventually expire, awarding the same amount of Souls automatically.
* Shooting these orbs will Deny the kill and '''steal''' the Souls from the orb for yourself.
 
===Lane Soul Distribution===
 
* For two players in lane, Souls from Troopers are 'duplicated' between both players (about 40m from the kill). This means a Trooper kill worth 50 souls will grant 50 souls to ''each'' player.
** The range for Soul sharing from allied hero to allied hero is 40m, and from orb to allied hero 35m.
* 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 50 Souls in a lane of 3 heroes, 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 8 minutes</ref>
 
'''Before 8 minutes'''
* When a [[Trooper]] is killed, the killer will receive 60% of the Trooper's souls at once, then 40% again when the Soul Orb is destroyed by themselves, an ally, or it expires.
 
'''After 8 minutes'''
* Trooper Souls are no longer granted on kill, instead 100% souls are granted when the Soul Orb is destroyed or expires.
<!-- 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 jungle creeps to give Souls to both players, both players must deal damage to the creep.
** Souls from jungle creeps are split between all allied players who dealt damage to said creeps.
*Souls from Denizens are '''Unsecured''' souls
 
===Breakables===
* 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 40%
** Amount of Souls dropped is a function of in-game time:
*** ''[Souls Dropped] = 45 + 3*([Game Time in Minutes) - 3)''
*** For example: At 25:00 game time, a broken crate will drop 111 Souls.
 
Be aware that Soul orbs can be denied from events like [[Soul Urn]] turn-ins, Guardian destruction, or [[Sinner's Sacrifice]] Safes.
 
==Unsecured Souls==
 
Souls earned from killing Denizens are '''Unsecured'''. These Souls will be dropped on death and may be collected by any player. Dropped Unsecured Souls will despawn after 3 minutes.
 
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, 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, 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
* '''10m/20m/30m:''' Value of the target at certain game times
 
<!--
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" style="margin:auto"
|-
! Source !! Soul Value (Kill) !! Soul Value (Orb) !! Combined Soul Gain (/m)
|-
| [[Heroes]] || colspan="2" | 175 Total || +40
|-
| [[Trooper]] || colspan="2" | 75 Total || +1.10
|-
| Small [[Denizen]] || colspan="2" | 44 Total || +0.528
|-
| Medium [[Denizen]]  || colspan="2" | 88 Total || +1.06
|-
| Large [[Denizen]]  || colspan="2" | 220 Total || +2.64
|-
| [[Sinner's Sacrifice]]  || colspan="2" | 330 Total || +3.96
|-
| [[Soul Urn]]* || colspan="2" | 1500 Total || +200
|-
| [[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" | 36 Total || +3s
|}
 
&#42; Soul Gain for Urns is divided amongst the team. The Courier gets slightly more souls.
 
&#42;* Soul Gain for structures is given to ''every'' allied hero in-game
 
===Comeback Mechanic===
 
When a team is behind on Souls (the losing team), there are two "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 Sprint Speed if the courier is on the losing team.
* The Soul urn will give additional souls to a team that is behind.
 
==References==
<references />
 
[[Category:Game mechanics]]

Latest revision as of 21:52, 8 November 2024

Soul released by the trooper.
A weakened trooper.

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 certain entities die, last-hitting enemy Troopers, taking Guardians/Walkers, 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.

Soul Orbs[edit | edit source]

Many killed targets will not give Souls to the killer on death, but will instead release Souls in a Soul Orb. These orbs may be attacked in melee or with guns to "confirm" the Souls and grant them to the attacker. If they are not attacked, then the Souls will be granted to the killer automatically after around 3 seconds.

An opposing player may 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 Guardians and Walkers as well as turning in the Soul Urn

Gathering Souls[edit | edit source]

Hero Kills[edit | edit source]

  • Souls from player kills are influenced by the team's overall Soul count: teams with fewer Souls gain more from kills.

Last Hitting[edit | edit source]

  • Souls are only gained when the player lands the "Last hit" on a target that kills them. Troopers that are killed by other troopers or structures award no Souls
    • After a Trooper reaches 0 HP, there is a very short time where a Last Hit may still be landed by a hero's attack.
    • Players cannot "deny" a last hit on a minion by killing their own minions, but they can deny the Soul Orb.
  • Soul orbs are released by dying entities and can be shot to collect Souls. If not collected, the orbs eventually expire, awarding the same amount of Souls automatically.
  • Shooting these orbs will Deny the kill and steal the Souls from the orb for yourself.

Lane Soul Distribution[edit | edit source]

  • For two players in lane, Souls from Troopers are 'duplicated' between both players (about 40m from the kill). This means a Trooper kill worth 50 souls will grant 50 souls to each player.
    • The range for Soul sharing from allied hero to allied hero is 40m, and from orb to allied hero 35m.
  • 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 50 Souls in a lane of 3 heroes, the killer will receive 50 Souls and both other players will receive 25 Souls each. [1]

Before 8 minutes

  • When a Trooper is killed, the killer will receive 60% of the Trooper's souls at once, then 40% again when the Soul Orb is destroyed by themselves, an ally, or it expires.

After 8 minutes

  • Trooper Souls are no longer granted on kill, instead 100% souls are granted when the Soul Orb is destroyed or expires.

Denizens (Jungle Creeps)[edit | edit source]

  • Jungle camps contain Denizens that give Souls to players on kill. They do not release Soul orbs.
    • In order for jungle creeps to give Souls to both players, both players must deal damage to the creep.
    • Souls from jungle creeps are split between all allied players who dealt damage to said creeps.
  • Souls from Denizens are Unsecured souls

Breakables[edit | edit source]

  • 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 40%
    • Amount of Souls dropped is a function of in-game time:
      • [Souls Dropped] = 45 + 3*([Game Time in Minutes) - 3)
      • For example: At 25:00 game time, a broken crate will drop 111 Souls.

Be aware that Soul orbs can be denied from events like Soul Urn turn-ins, Guardian destruction, or Sinner's Sacrifice Safes.

Unsecured Souls[edit | edit source]

Souls earned from killing Denizens are Unsecured. These Souls will be dropped on death and may be collected by any player. Dropped Unsecured Souls will despawn after 3 minutes.

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
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, 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[edit | edit source]

Gathering Souls will directly "level up" your hero gain skill points, Boons and other upgrades. See leveling up for more information.

Soul Values[edit | edit source]

  • 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
  • 10m/20m/30m: Value of the target at certain game times


Source Soul Value (Kill) Soul Value (Orb) Combined Soul Gain (/m)
Heroes 175 Total +40
Trooper 75 Total +1.10
Small Denizen 44 Total +0.528
Medium Denizen 88 Total +1.06
Large Denizen 220 Total +2.64
Sinner's Sacrifice 330 Total +3.96
Soul Urn* 1500 Total +200
Guardian** 175 100 N/A
Walker** 500 250 N/A
Base Guardian 85 40 N/A
Shrine** 0 0 N/A
Weakened Patron 0 0 N/A
Crates 36 Total +3s

* Soul Gain for Urns is divided amongst the team. The Courier gets slightly more souls.

** Soul Gain for structures is given to every allied hero in-game

Comeback Mechanic[edit | edit source]

When a team is behind on Souls (the losing team), there are two "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 Sprint Speed if the courier is on the losing team.
  • The Soul urn will give additional souls to a team that is behind.

References[edit | edit source]

  1. https://youtu.be/4I1YH4xNxfA?t=230 - Timestamped video showing Trooper Soul split in lane before 8 minutes