Sinner's Sacrifice

Sinner's Sacrifice vending machines, formerly known as vault camps, are breakable objects within Deadlock's map that may be broken using a melee attack to earn
Souls and other rewards.
Locations[edit | edit source]
There are a total of 10 Sinner's Sacrifice locations and 3 types of sites on the map.
- 6 sites of the machine by itself
- 2 "hybrid" camps of 1 machine and 2 Medium Denizens
- 2 "hybrid" camps of 2 machines and 1 Medium Denizen
They spawn 8 minutes after game starts and respawn 5 minutes after being broken (solo) or fully cleared ("hybrid").
Sites are shown on the map with a
icon (a square with a circle within it). It should be noted that the icon represents the site and not the Sinner's Sacrifice machine. The icon of a "hybrid" camp will not disappear from the map after breaking the machine but instead when fully cleared.
Behavior[edit | edit source]
Interacting with the Machine[edit | edit source]
Each machine has 500 health and can only be damaged by melee attacks. A light melee deals 50 damage, and a heavy melee deals 100 damage.
The machine retaliates against attackers by dealing 80 damage back per a melee hit with the total retaliation damage to a hero being 320-640 depending on the mixture weights of melee strikes: Primarily eight light melee strikes 8 x 80 = 640 retaliation damage vs. four heavy melee strikes 4 x 80 = 320 retaliation damage. There is virtually no time difference between light or heavy melee exclusivity.
Abilities that deal melee damage, such as
Viscous' Puddle Punch or
Calico's Leaping Slash, will not affect the machine.
The machine's health is indicated by the lightbulbs at the top of the machine: The first melee attack will cause all the lights to turn on and further hits will cause them to turn off from right to left. A light melee will turn off one bulb per hit and a heavy melee turns off two bulbs.
Jackpot[edit | edit source]

After being reduced to one or zero bulbs (400 damage taken), the Sinner's Sacrifice will enter a looping 3-second timing minigame. The lights will begin turning on from left to right accompanied by a count of 8 sound effects.
Hitting the machine within the final 0.5-second window when all the bulbs are on will cause a "Jackpot," represented by the last hit dealing 100 damage regardless of melee type, fanfare playing, and the slot rolls landing on three red eyes. If the Jackpot timing is missed, the player receives the same soul reward as a regular final hit.
Retaliation damage is deactivated during this state.
Rewards[edit | edit source]
Souls[edit | edit source]
Each Sinner's Sacrifice internally holds a total bounty value that increases over the course of a match. This value starts at
310 and grows by
3.35 per minute from the beginning of the match.
The table below shows its approximate total worth at key intervals.
| Time in Match (min) | Total Souls Worth |
|---|---|
| 8 (Initial Spawn) | |
| 10 | |
| 15 | |
| 20 | |
| 25 | |
| 30 | |
| 35 | |
| 40 | |
| 45 | |
| 50 |
This total value is distributed in Unsecured Souls with each hit:
- A light melee grants the total value divided by 20, rounded.
- A heavy melee grants the total value divided by 10, rounded.
- The final hit grants the total value divided by 2 (rounded), plus one heavy melee payout.
- A Jackpot adds 1 bonus soul to the final hit payout.
The payout is intended to grant half of its souls from melee attacks and the other half when destroyed. However, due to rounding on each hit, the total souls granted may be slightly more or less than the internal value shown above.
If multiple people hit the machine, subsequent melee attacks will attempt to evenly distribute the payout to everyone that has hit it. If there is a remainder after the division, the most recent attacker receives the extra soul.
Buffs[edit | edit source]
Successfully hitting the Jackpot provides the player with stacks of the Golden Statue buff.
- Hitting the jackpot with a light melee gives the player 1 buff.
- Hitting with a heavy melee gives 4 buffs.
To get the jackpot with a heavy melee last hit, the heavy melee needs to be charged before the 2nd-to-last lightbulb lights up.
Update history[edit | edit source]
- Main article: Update history
| Update | Changes |
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