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Economy·Map ·akajungle, neutrals, camps

Neutral camps & breakables

Jungle souls are unsecured — they trickle into your bank over time and drop on the ground if you die, so never farm a fat stack with no escape.

How it works

Denizen camps, Sinner's Sacrifice machines and breakable crates are your second income stream on top of lane. The catch: the souls they pay arrive unsecured, so they take a few seconds to bank and you drop them if you die before they finish.

Camps, crates & Sinner's Sacrifice

The jungle has three denizen camp sizes plus special objectives, all paying out in souls that scale up as the match runs. Small camps spawn at 2:00 and come back roughly every 1:25, for about 40 souls. Medium camps now spawn at 5:00 (dropped from 6:00 in the 05-22-2026 patch) and respawn about every 5 minutes for ~70. Large camps spawn at 8:00, respawn roughly every 5-6 minutes, pack 1,100+ HP and pay ~180 — a real fight, not a free clear. Sinner's Sacrifice (the soul machine, also called a vault) appears at 8:00 and respawns every 5:00; you beat on it for souls, and the more damage you deal the more it pays — a few hundred souls late, light melee chipping a little and heavy hits a lot. Breakables — crates, jars and props scattered around the map — start spawning a few minutes in and respawn on a similar short timer; most drop a small pile of souls (starting around 30 and climbing through the game) when you shoot or melee them in passing. Camp souls split between every ally who damages the pack — there's no last-hit to win and the enemy can't deny the pack itself.

Why jungle souls feel different (unsecured)

Lane orbs you confirm are secured instantly and banked for good. Everything you farm in the jungle — camps, Sinner's Sacrifice and crates — pays unsecured souls instead. They show as a silver orb on your soul counter and absorb into your real bank over time: the first 100 convert at 1 per second, and every extra 100 sitting in the stack speeds it up by another 1/sec (so a 300-soul stack drains at 3/sec). You can still spend unsecured souls in the shop, but only after your secured pile is gone. The danger: if you die before the orb finishes absorbing, you drop the unabsorbed souls on the spot, and anyone — ally OR enemy — can scoop them for up to ~3 minutes. A big unsecured stack is a bounty walking around the map.

How to play it

Clear on the way through, not as a detour — smack the small camp or crate you pass while rotating, don't cross the map for 40 souls. Let your stack absorb in a safe pocket before you re-engage: diving a fight at 400 unsecured hands the enemy a feast when you die, so bank it first. Large camps and Sinner's are worth a coordinated stop with a teammate or once you out-item them; solo and early they cost too much time and HP. Use farm to recover after a death — jungle is the fastest no-risk income when lanes are frozen, and Ammo Scavenger / Extended Magazine make clears quicker and cheaper on ammo. Track the respawns: small camps cycle about every 1:25, so a roamer can keep a couple running, while medium, large and Sinner's come back around every 5 minutes — sweep them as you pass. With map control, invade the enemy jungle to starve them, and if you down a farmer, grab the silver orb they drop before it fades.

Raw dataidentity & API

identity

id
mechanic_neutral_camps
slug
neutral-camps
category
economy
flowStage
macro
aliases
jungle, neutrals, camps, denizens, denizen camp, creep camps, vault, sinner's sacrifice, breakables, crates, boxes, props, soul generator, unsecured souls, нейтралы, лесные лагеря, джангл, ящики
sourcePath
manual:mechanics/neutral-camps
updatedAt
2026-06-06T00:00:00.000Z