Souls: Difference between revisions

From Deadlock Wiki
Jump to navigation Jump to search
patchnotes from today: - AP is now added to the following Soul levels: 3500, 5200, 8000, 9700
Urn souls: changed from 1750 + 230*Min to 700 + 230*Min
 
(71 intermediate revisions by 17 users not shown)
Line 1: Line 1:
[[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.]]
[[File:Weakened troop..png|thumb|A weakened trooper.]]
[[File:Weakened troop..png|thumb|A weakened trooper.]]
'''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 Candles, 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.
{{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.


== Collecting Souls ==
==Soul Orbs==
'''Soul Distribution''':
* Before 10 minutes, two players can share 100% of a Candle’s soul value, effectively doubling its worth.
* After 10 minutes, souls are divided evenly among nearby players.
* Souls from player kills are influenced by the team's overall soul count: teams with fewer souls gain more from kills.


'''Soul Orbs''':
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.


* 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.
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.
* Shooting these orbs can also deny enemy players from receiving the souls.


Be aware that soul orbs can be missed from events like Spirit Urn turn-ins, Guardian destruction, or Sinner's Sacrifice Safes.
Soul Orbs can be divided into "local" and "global" Soul orbs:
 
; Local : These orbs grant Souls to the killer/attacker and are shared with any nearby allies. These are the most common kind of Soul Orb and are gained from killing Troopers and players
; Global : These orbs grant Souls to the entire team of the killer/attacker, often with a boost to the last-hitter. These are earned from destroying [[Guardian]]s and [[Walker]]s as well as turning in the [[Soul Urn]]
 
== 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 65% of the Trooper's souls at once, then 35% 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 ==
== Leveling Up ==
Level ups are based on a hero's total collected souls. Level up rewards vary from level to level and are a mix of ability unlocks, ability points, and power increases. The first three ability unlocks can only be used on non-ultimate abilities. When the fourth ability unlock is obtained at {{Souls|3k}} it can be used to learn the hero's ultimate ability.
Gathering Souls will directly "level up" your hero gain skill points, Boons and other upgrades. See [[Leveling Up|leveling up]] for more information.
{| class="wikitable defaultcenter" style=text-align:center
 
|+Level Up Rewards
== Soul Values ==
!Souls
 
!Ability
* '''Soul Value:''' Value of the target at the time = 0m
Unlock
* '''Soul Gain:''' How the value changes over the time of the match, measured in minutes
!Ability
* '''10m/20m/30m:''' Value of the target at certain game times
Point
 
!Power
<!--
Increase
What needs testing:
|-
* What's the initial split between trooper instant & orb souls gained?
|{{Souls|0}}
** 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]]
|{{Tick}}
* 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"
|-
|-
|{{Souls|400}}
! Source !! Soul Value (Kill) !! Soul Value (Orb) !! Combined Soul Gain (/m)
|{{Tick}}
|{{Tick}}
|
|-
|-
|{{Souls|800}}
| [[Heroes]] || colspan="2" | 175 Total || +31.6
|
|{{Tick}}
|
|-
|-
|{{Souls|1.2k}}
| [[Trooper]] || colspan="2" | 75 Total || +1.10
|
|
|{{Tick}}
|-
|-
|{{Souls|1.5k}}
| Small [[Denizen]] || colspan="2" | 44 Total || +0.528
|{{Tick}}
|
|
|-
|-
|{{Souls|2.2k}}
| Medium [[Denizen]]  || colspan="2" | 88 Total || +1.06
|
|{{Tick}}
|{{Tick}}
|-
|-
|{{Souls|3k}}
| Large [[Denizen]]  || colspan="2" | 220 Total || +2.64
|{{Tick}}
|
|
|-
|-
|{{Souls|3.5k}}
| [[Sinner's Sacrifice]]  || colspan="2" | 330 Total || +3.96
|
|{{Tick}}
|
|-
|-
|{{Souls|4.5k}}
| [[Soul Urn]]* || colspan="2" | 700 Total || +230
|
|{{Tick}}
|{{Tick}}
|-
|-
|{{Souls|5.2k}}
| [[Guardian]]** || {{#var:GuardianKill}} || {{#var:GuardianOrb}} || N/A
|
|{{Tick}}
|
|-
|-
|{{Souls|6k}}
| [[Walker]]** || {{#var:WalkerKill}} || {{#var:WalkerOrb}} || N/A
|
|{{Tick}}
|{{Tick}}
|-
|-
|{{Souls|7.5k}}
| [[Guardian|Base Guardian]] || {{#var:BaseGuardianKill}} || {{#var:BaseGuardianOrb}} || N/A
|
|{{Tick}}
|{{Tick}}
|-
|-
|{{Souls|8k}}
| [[Shrine]]** || {{#var:ShrineKill}} || {{#var:ShrineOrb}} || N/A
|
|{{Tick}}
|
|-
|-
|{{Souls|9k}}
| [[Patron|Weakened Patron]] || {{#var:WeakenedPatronKill}} || {{#var:WeakenedPatronOrb}} || N/A
|
|{{Tick}}
|{{Tick}}
|-
|-
|{{Souls|9.7k}}
| [[Souls#Breakables|Crates]] || colspan="2" | 36 Total || +3s
|
|{{Tick}}
|
|-
|{{Souls|10.5k}}
|
|{{Tick}}
|{{Tick}}
|-
|{{Souls|12k}}
|
|{{Tick}}
|{{Tick}}
|-
|{{Souls|13k}}
|
|
|{{Tick}}
|-
|{{Souls|14k}}
|
|{{Tick}}
|{{Tick}}
|-
|{{Souls|15k}}
|
|
|{{Tick}}
|-
|{{Souls|16k}}
|
|{{Tick}}
|
|-
|{{Souls|18k}}
|
|{{Tick}}
|
|-
|{{Souls|20k}}
|
|{{Tick}}
|
|}
|}


=== Power Increases ===
&#42; Soul Gain for Urns is divided amongst the team. The Courier gets slightly more souls.
[[File:Power increase.png|alt=Haze's power increase stats, showing +.28 base bullet damage, +3.4 base melee damage, and +27 base health.|thumb|Haze's power increase profile.]]
 
Power increases serve to increase the base attributes of the hero. The base attributes that are improved by power increases are: base bullet damage, base melee damage, and base health. Each hero gains unique amounts of base stats with their power increases. The differences in these power increase profiles can dictate which heroes are more powerful in the early stages of a game and which heroes become powerful in the late game.
&#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 />


== Ability Points ==
[[Category:Game mechanics]]
Ability points are obtained in various ways but primarily as level up rewards. Each ability has three levels, requiring one, two, and then five ability points to unlock. It is possible to spend ability points in any order, including saving them to spend on an ultimate ability or for the final level of an ability costs five ability points to unlock. Fully leveling up all of a hero's abilities requires a total of thirty-two ability points.

Latest revision as of 08:24, 22 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 65% of the Trooper's souls at once, then 35% 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 +31.6
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* 700 Total +230
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