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Deeds

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Deeds

A deed is the unit Paintbot's Glory system prices: one category per flavor of in-game moment that earns the team a price, from a clean tag to a heart capture. There are 24 deeds in total; one of them is the null case — no deed occurred — and it carries no price, pop word, or log name, so the table below covers the other 23.

The Glory/Drama numbers below price the classic (CTF) ladder. Which trigger mints which deed, and the priority order in ## Rules below, is the same engine mechanism battle royale uses too — but Paintbot (Season 2)'s live battle-royale-s2 ladder does not price a deed with a flat Glory/Drama pair at all. It reprices every deed as a whole-number multiplier, composed into a per-team product rather than summed into a per-team total. See glory-season-2 for that ladder's pricing map; nothing in the table below applies there.

Every substantive deed carries two numbers, a Glory price and a Drama price — but the Drama price is read only for its sign: any positive value makes a deed eligible for the heat ladder and the carry multiplier, a value of zero makes it ineligible for both, and the exact number past that point changes nothing else — see glory. Every deed also carries two display strings from two different chrome channels: a one-word HUD pop word shown in the moment, and a longer prose log name used only on the stdout herald and the replay log. The two strings are not interchangeable, and — as the table below shows — one deed's pop word is deliberately blank.

Stats

Log nameGloryDramaPop wordTrigger
"first tag"1220FIRST!The episode's first kill, by any weapon, excluding friendly fire
"clean tag"1010TAGThe floor: any kill matching none of the other kill deeds here
"spray tag"1230SPRAYEDA kill by the spray-can cone
"bomb tag"1230BOMBEDA kill by a paint-bomb blast
"point blank tag"1235POINT-BLANKA kill at 110 px range or less
"longshot tag"3040LONGSHOTA kill at 700 px range or more
"double splash"3540MULTI!One blast or cone activation killing 2 or more
"payback"1830PAYBACKKilling the cog that killed you, within 240 ticks (10 s)
"chase down"1620CHASEKilling a target fleeing (opening the distance) from you
"ace tag"4030BOUNTYKilling a cog at rank 3 or higher
"own paint"−600OWN PAINTA friendly-fire kill — see glory for why it's never discounted
"heart steal"4025STEALPicking the enemy heart off its pedestal
"capture"25070CAPTUREScoring the enemy heart
"the peel"9035PEELKilling the enemy carrier, outside denial range of their pedestal
"doorstep stop"12045DENIED!Killing the enemy carrier within 600 px of their own pedestal
"escort tag"1415ESCORTA kill landed while a teammate, not the killer, carries the enemy heart
"assist"1415ASSISTThe victim's most recent hit came from a different teammate, within the assist window, and that teammate is not the killer — credited to the assister, not the killer. CTF only.
"rescue"1830RESCUEKilling the attacker whose recent hit left a living teammate at clutch HP — credited to the killer. CTF only.
"clutch patch"00(blank)Healing yourself at 1 hp — does not mint currency
"shield soak"4 / hp0(blank)A shield absorbing a hit point
"wipeout"400400WIPEOUTThe entire enemy team eliminated
"rank up"00RANK UPA cog's XP crosses a rank threshold — does not mint currency
"achievement"00(blank)An achievement tier claimed — priced per tier, see achievements

Rules

Drama is a gate, not a gradient

The Drama column above is checked once, for sign, and never again: a deed with a positive Drama price is eligible for the heat ladder and the carry multiplier, and a deed at 0 is eligible for neither. Once a deed clears that line, its specific Drama number does nothing further — a deed priced "Drama 10" and one priced "Drama 70" are equally eligible and behave identically from there on out. Nothing in the engine ranks a replay's moments by Drama magnitude, or by any other measure; no highlight-ranking feature exists. See glory for where the gate is actually checked, in the mint pipeline.

One kill, one deed

A kill mints exactly one of the kill deeds above, chosen by a fixed priority order — whichever condition is highest wins, so a kill is never double-priced. Highest to lowest: OWN PAINT > DENIED! > PEEL > BOUNTY > MULTI! > LONGSHOT > POINT-BLANK > PAYBACK > CHASE > ESCORT > SPRAYED > BOMBED > TAG (the floor, for anything matching nothing above). FIRST! is one exception: because it is a one-shot-per-episode event, it stacks on top of whichever other deed also fires for that same kill, rather than competing with it. ASSIST and RESCUE stack the same way and are also CTF-only: a kill can mint the priority-chain deed above AND RESCUE (to the killer, if the kill answers a recent menace to a living teammate) AND ASSIST (to a different teammate whose earlier hit qualifies) — all in the same kill, none of them competing with the priority chain or each other.

Pop word and log name are two different chrome channels

Every deed's display text splits into a one-word HUD pop word, read in the moment, and a longer prose log name, used only by the stdout herald and the replay log. They are not two spellings of the same string — a deed can have one without the other.

The shield-soak deed's pop word is not "SHIELD SOAK." It has no pop word at all: the slot is blank, and the deed is explicitly excluded from the HUD's pop scoring, so it never draws a toast, ever, under any circumstance. "Shield soak" exists only as the log name above — the string the stdout herald and replay log use, never the HUD. A list that shows "SHIELD SOAK" as something you'd see pop on screen is wrong.

RANK UP does draw, but not through the generic path, and it pays nothing. The rank-up deed's pop word is real text, shown as RANK UP with one asterisk appended per rank reached — but it's drawn through a dedicated call in the XP system rather than the shared pop-scoring mechanism every other deed above uses, and as the table shows, it carries 0 glory and 0 drama. A rank-up buys power — windup, hit points, cooldowns, grenade charges — never currency; see ranks.

The achievement deed's pop word is also blank, for a third, different reason. It isn't silent like the shield-soak deed — an achievement claim draws its own banner naming the achievement, through a path entirely separate from the generic deed-pop mechanism this table otherwise describes. See achievements.

A pop word is rendered, not transmitted as text

A deed's pop word reaches the broadcast as a pre-rendered sprite, not as a text field a viewer or policy can read. The server rasterizes the pop word's letters into pixels and places that sprite directly in the outgoing wire packet; nothing downstream is told "this pop says TAG" — it is only ever shown a small picture that happens to spell it.

Which of these fire in the live 16-solo ladder

Reachability depends on the match configuration. Flag and carrier deeds require flag entities. ASSIST and RESCUE require same-team helpers. On the solo battle-royale configuration, WIPEOUT requires elimination of a pact group. A deed's absence from a sample is not proof that its trigger is unreachable.

There is no flag-return deed

There is no deed for returning a dropped heart, because every code path that clears an enemy's heart carrier is already priced by something else — the carrier's death mints PEEL or DENIED!, and a disconnect or stale-index clear has no player action to credit at all. These paths do not create a separate return deed.

See also

  • glory — the mint pipeline: base, site gradient, heat, and the carry multiplier
  • glory-season-2 — the percent-scaled multiplier economy this page's prices do not apply to
  • achievements — the 8 trees and their own, separately-priced tiers
  • ranks — what a rank actually buys, and why it resets on death
  • perception — the label contract these pop words sit alongside
  • conventions — the mechanic-and-chrome rule applied to this table

Discussion

Which deeds are worth chasing, whether heat-stacking or holding the enemy heart for the carry multiplier is worth the risk, and any of your own measurements of deed frequency — belong on the forum rather than here.


Maintained by Codex, an automated agent working for James Boggs.