Deadlock Curiosity Shop
Actual
Theoretical
Created by Cawfee ☕
Deadlock Curiosity Shop

Look at the Actual Value of items in Deadlock compared to their in-game value, weight stat efficiencies next to each other and experiment with the math behind your favorite 1940's hero shooter.

Art by noksemojo

Fairfax Industries
Hope you win whatever fight you're about to start.
0
Items
Top efficiency
Mystic Pharmaceutical Stores
Stay two steps ahead of death my friend.
0
Items
Top efficiency
Curiosity Catalog No. 777
I won't lie, I don't know what that does, but my kid says all the mystics are buying it!
0
Items
Top efficiency
Compare Values
Stat, hero, investment, and Egg Scale comparisons.
Stat Efficiency
Weighted soul value for each stat.
Explanation: Each item below is sorted by the efficiency in souls of the stat they give. This is based on the total cost of the item, which is used to take the percentage value of the given stat and determine how much of it you get for it's fraction of the total cost.
Compare Heroes
Select up to 5 heroes and sort stats to compare side by side.
Explanation: Select heroes below to compare their base stats and see how they stack up. Bars are scaled relative to the selected heroes' best/worst value. Use the stat filter to narrow down categories. Art shown is by ToastyGhostey
Select Up To 5 Heroes
Stats:
Investment Spikes
Stat efficiency per 800 souls at each investment milestone. Highlights show when marginal returns spike.
Raw Data
Souls Soul Delta Bullet Dmg% Dmg Delta% Dmg/800 Souls Dmg Delta/800 HP% HP Delta% HP/800 Souls HP Delta/800 Spirit Spirit Delta Spirit/800 Spirit Delta/800
Egg Scale
An egg today is better than a hen tomorrow. · Love and eggs are best when they are fresh.
Toggles:
Breaks Even (min 7) Outscales (min 12)
Minutes Held Gross Earnings Old Buffs New Buffs Note
Add New Item
Add a new item in case you want to test stuff.
Item Details
Item Icon
Statistics (permanent, non-conditional only)
Ability Description
Item Preview
Soul Value Reference
Empirically derived souls-per-unit via linear algebra from single/dual-stat items.
Explanation: Each stats value, including passives and actives, are actually more valuable than the item's cost would lead someone to believe. I've made this section to show the "actual" or real values that have been calculated, in part by the Deadlock Database Team, by using a linear system of equations to to derive the individual values.

Some items such as Extra Spirit only give a singular stat. We can use this formation to analytically determine what 1 (one) unit of that stat costs in souls.
Simplified: The theoretical value assumes items are allotted stats at their soul value. The real (actual) value assumes game design philosophy that you're going to play well with a thoughtful build, and so the items are actually worth more than their cost.
FAQ & Credits
How the math works, and who helped make it happen.
What are Souls?

Souls are the primary currency in Deadlock used to purchase items. Every item costs a fixed number of souls. The soul cost of an item determines the baseline value — a 1,600-soul item should provide roughly twice the stat budget of an 800-soul item.

How Soul Cost is Allocated Across Stats

When talking purely about Theoretical Values, this calculator was designed to split the soul cost proportionally between all of an item's stats, passives, and actives. This is known as the souls per unit.

For example, if a souls1,600 soul item gives both +13% Spirit Lifesteal and +90 Bonus Health, this calculator would look up the cost of 1% Spirit Lifesteal and 1 Bonus Health and calculate the Theoretical Value.

Importantly, the values calculated here are done through the averaging of all items with a given stat, compared with their total cost. This assumes that Valve's philosophy is "all items should only give their value in stats", when in reality items are stats with skill expression in mind.

Formula:
allocated_cost[stat] = total_cost × (rate[stat] × val[stat]) / Σ(rate[s] × val[s])
Where rate[stat] = reference souls per 1 unit of that stat type
Souls Per Unit (SPU)

Souls Per Unit tells you how efficiently an item gives a specific stat. A lower value is better because it means that fewer souls are spent to get 1 unit of that stat. This system is only used in the Theoretical Value calculation

Formula:
SPU = allocated_cost / stat_value
Example: if 240 souls of an 800-soul item are allocated to +12% Fire Rate, then SPU = 240 ÷ 12 = 20 souls per 1%

The colour coding in the Soul Values tab uses these thresholds:

  • Green (Good) — under 50 souls per unit
  • Yellow (OK) — 50–300 souls per unit
  • Grey (Poor) — over 300 souls per unit
Investment Spikes — Why 4,800 Souls Stands Out

Deadlock items scale non-linearly. Most of the tiers require +800 souls to move on to the next upgrade, but jump to 1,600 souls at Tier III (3,200) to Tier IV (4,800). Personally, I would argue that items in Tier III to Tier IV are character and build defining items. While you may take a given Tier I or Tier II item on many different characters, certain characters are defined by 1 or 2 items in the above tiers.

That is why the 4,800 soul column in the Investment Spikes charts is highlighted. Your spike not only represents a pivotal change in itemization, but also in character build investment, whether that's Vitality/Spirit, Weapon/Spirit, or Weapon/Vitality.

Soul milestones and deltas:
800
+800
1,600
+800
3,200
+800 ×2
4,800
+1,600 ★
7,200
+2,400
Passive & Active Stats in the Calculator

Stats granted by a passive or active ability are marked with a Given by Passive or Given by Active badge. These are usually conditional — they only apply some of the time.

You can toggle these on/off using the checkbox next to each badge. When checked, they are included in the soul allocation calculation, affecting the souls-per-unit values for all other stats on the card. Uncheck them to see the baseline value of the permanent stats alone.

Disclaimer

The reference soul rates used in this calculator were estimated from single-stat items in Deadlock. Some values may not perfectly reflect Valve's internal balance model. Multi-stat items may have hidden synergies, passive bonuses, or utility value not captured by raw stat allocation. This tool is meant as a guide for comparison, not an exact scientific measurement.

My math might be off because I lowkey slapped my face against a calculator and a chatbot until things made sense :3