Souls: Difference between revisions

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== Gathering Souls ==
== Gathering Souls ==
'''Soul Distribution''':
'''Soul Distribution''':
* Before 10 minutes, two players can share 100% of a Trooper’s soul value, effectively doubling its worth.
===== Before 10 minutes =====
* Before 10 minutes, two players can receive 100% of a creep’s soul value, effectively doubling its worth.
** This include both lane creeps (Troopers) and jungle creeps
** In order for jungle creeps to give souls to both players, both players must deal damage to the creep.
* If 3 players attempt to receive souls from a creep, each player will instead receive 66% of the creep's soul value.
===== After 10 minutes =====
* After 10 minutes, souls are divided evenly among nearby players.
* After 10 minutes, souls are divided evenly among nearby players.
** Souls from Lane Creeps (Troopers) are automatically split between nearby players.
** Souls from jungle creeps are split between all players who dealt damage to said creeps.
* Souls from player kills are influenced by the team's overall soul count: teams with fewer souls gain more from kills.
* Souls from player kills are influenced by the team's overall soul count: teams with fewer souls gain more from kills.



Revision as of 16:02, 11 September 2024

Soul released by the trooper.
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 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.

Gathering Souls

Soul Distribution:

Before 10 minutes
  • Before 10 minutes, two players can receive 100% of a creep’s soul value, effectively doubling its worth.
    • This include both lane creeps (Troopers) and jungle creeps
    • In order for jungle creeps to give souls to both players, both players must deal damage to the creep.
  • If 3 players attempt to receive souls from a creep, each player will instead receive 66% of the creep's soul value.
After 10 minutes
  • After 10 minutes, souls are divided evenly among nearby players.
    • Souls from Lane Creeps (Troopers) are automatically split between nearby players.
    • Souls from jungle creeps are split between all players who dealt damage to said creeps.
  • Souls from player kills are influenced by the team's overall soul count: teams with fewer souls gain more from kills.

Soul Orbs:

  • 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 can also deny enemy players from receiving the 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 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 missed from events like Soul Urn turn-ins, Guardian destruction, or Sinner's Sacrifice Safes.

Leveling Up

Gathering souls is directly tied to leveling up in Deadlock. See leveling up.