Soul Wars/Rewards
Players receive Zeal points based on the outcome of the game: 1 for losing, 2 for a tie, or 3 for winning. The only exception is if you join the waiting lobby (box) and the game was already half over; for example, you join the waiting lobby at 14 minutes until the next game starts (therefore, the current game will last 11 more minutes), then if you get into the game, you will get your zeal. On the other hand, if you join at 6 minutes until the next game, and get in, you will receive 0 zeal. 70 Zeal points are awarded for completion of the Grandmaster Quest Nomad's Requiem.
Players may trade these in with Nomad, or Zimberfizz after completion of Nomad's Requiem, for a variety of rewards such as experience, charms, and other items. Players can store a maximum of 50,000 Zeal points. This is equivalent to playing and winning over 16,665 games at 23 minutes per game cycle, which is equal to just over 266 days of continuous gameplay.
Experience
Players can claim experience in combat-related skills:
XP Calculation
One zeal point is worth a set amount of experience depending on the level in that skill.
- To calculate Constitution, Attack, Strength, and Defence experience, the formula is: .
- Take your level and square it (multiply by itself), divide by 600, and take the floor (the largest integer that's smaller than the number). Then multiply by 525 and then the number of zeal you have.
- To calculate Ranged and Magic experience, the formula is: .
- Take your level and square it (multiply by itself), divide by 600, and take the floor (the largest integer that's smaller than the number). Then multiply by 480 and then the number of zeal you have.
- To calculate Prayer experience, the formula is: .
- Take your level and square it (multiply by itself), divide by 600, and take the floor (the largest integer that's smaller than the number). Then multiply by 270 and the number of zeal you have.
- To calculate Slayer experience from level 1 to 30, the formula is: .
- Take 1.1049 to the power of your level, multiply by 6.785, and take the floor (the largest integer that's smaller than the number). Then multiply by the number of zeal you have.
- To calculate Slayer experience from level 30 to 99, the formula is: .
- Take your level and square it (multiply by itself), divide by 349, and take the floor (the largest integer that's smaller than the number). Then add 1, multiply by 45, and then multiply by the number of zeal you have.
- Any skill-boosting items, such as Skill capes, drinks, stews, etc. will not increase the experience gained per zeal spent.
- The most experience that can be earned from one zeal is 8400 (with level 98+ in attack, strength, defence, or constitution).
- Redeeming 100 zeal points at a time grants you 10% bonus experience.
- As of the update made on 11 January 2010, the way zeal XP is calculated has been changed. The Runescape official website states, "We have improved how Zeal earned from playing Soul Wars is cashed in. If when spending 10 or 100 Zeal you gain a level in your chosen skill, then your new level will be taken into account as soon as it is earned, and the remainder of the 10 or 100 Zeal will be applied based on your new level. Remember that if you spend 100 Zeal at a time, you receive a 10% bonus to any XP gained, so now it is better than ever to save up your Zeal."[1] It is also worth noting that redeeming 10 points at a time does not result in a 10% bonus, so 10 points are worth 10 points, not 11.
Derivation of formulas
Note: Useful XP charts are available below, and it will help to have them open when reading this section.
Constitution/Attack/Defence/Strength:
For these skills, one first notices that the experience gained for levels 25 and up occur only as multiples of 525. This suggests that some floor or other integer function is being multiplied by 525. The next thing one has to notice (and this is not so easy) is that the sizes of the level intervals that give the same XP per zeal is decreasing, and is decreasing just like the derivative of the square root, meaning that, to find the intervals, one can take evenly spaced points on the y-axis of the graph of x^2, then find which intervals on the x-axis produce such intervals on the y-axis (by projecting the points to the right onto the function, then down onto the x-axis), and the lengths of the intervals on the x-axis will look exactly like the intervals of levels used in zeal calculation (and will decrease just as quickly). This finding tells us that there is a floor(lvl^2) involved, and some searching proves that floor(lvl^2/600) is the correct answer: floor(35^2/600)=floor(34^2/600), floor(35^2/600)=floor(42^2/600), etc.
The function then, for Constitution/Attack/Strength/Defence XP with levels over 25, is per zeal.
Magic/Ranged and Prayer:
A similar process applies to the Magic/Ranged and Prayer categories, the only difference being that the XP step sizes are 480 and 270, respectively, in place of 525, yielding
magic/ranged XP per zeal;
prayer XP per zeal.
Slayer:
The slayer formula is similar, but the level intervals that produce the same XP are different. 349 now needs to replace 600, and 45 replaces 525 (or 480 or 270) as the XP step size:
slayer XP per zeal.
The 1 is added because all slayer XP rewards are otherwise exactly 45 too low.
The level 1-30 slayer formula, just by the looks of it, seems to be exponential. So we use an exponential interpolation as follows:
We know that at level 1, the XP per zeal is 7, and at level 30 it is 135 (keep in mind that the XP per zeal at level 30 should be the same from both the 1-30 and the 30-99 formula), and we know that the XP function is of the form
Hence we look at XP(30)/XP(1), which will eliminate A from the equation:
Solving for B gives
Now, all that is necessary to solve for A is to use a known value. Let's plug in XP(1)=7:
But the function we then get is a little off: noticeably, the XP values are low for levels 2, 3, 4, and 5, which can be immediately tested. We therefore add a small correction, by assuming that the experience per zeal at level 1 is slightly larger (let's say 7.5), and replacing this value for all the 7's in the equation:
And, of course, we take the floor of this function to give the integer XP values. This equation works for all XP per zeal returns in slayer for levels 1-30.
The equation itself can be simplified using decimal approximations:
.
Charts
Chart of experience per zeal point per level in any skill:
Attack / Strength / Defence / Constitution Level 1 zeal 10 zeal 100 zeal 1-24 0 0 0 25-34 525 5250 57750 35-42 1050 10500 115500 43-48 1575 15750 173250 49-54 2100 21000 231000 55-59 2625 26250 288750 60-64 3150 31500 346500 65-69 3675 36750 404250 70-73 4200 42000 462000 74-77 4725 47250 519750 78-81 5250 52500 577500 82-84 5775 57750 635250 85-88 6300 63000 693000 89-91 6825 68250 750750 92-94 7350 73500 808500 95-97 7875 78750 866250 98-99 8400 84000 924000
Magic/Ranged Level 1 zeal 10 zeal 100 zeal 1-24 0 0 0 25-34 480 4800 52800 35-42 960 9600 105600 43-48 1440 14400 158400 49-54 1920 19200 211200 55-59 2400 24000 264000 60-64 2880 28800 316800 65-69 3360 33600 369600 70-73 3840 38400 422400 74-77 4320 43200 475200 78-81 4800 48000 528000 82-84 5280 52800 580800 85-88 5760 57600 633600 89-91 6240 62400 686400 92-94 6720 67200 739200 95-97 7200 72000 792000 98-99 7680 76800 844800
Prayer Level 1 zeal 10 zeal 100 zeal 1-24 0 0 0 25-34 270 2700 29700 35-42 540 5400 59400 43-48 810 8100 89100 49-54 1080 10800 118800 55-59 1350 13500 148500 60-64 1620 16200 178200 65-69 1890 18900 207900 70-73 2160 21600 237600 74-77 2430 24300 267300 78-81 2700 27000 297000 82-84 2970 29700 326700 85-88 3240 32400 356400 89-91 3510 35100 386100 92-94 3780 37800 415800 95-97 4050 40500 445500 98-99 4320 43200 475200
Slayer Level 1 zeal 10 zeal 100 zeal 1-24 0 0 0 25 82 820 9020 26 90 900 9900 27 100 1000 11000 28 110 1100 12100 29 122 1220 13420 30-32 135 1350 14850 33-37 180 1800 19800 38-41 225 2250 24750 42-45 270 2700 29700 46-49 315 3150 34650 50-52 360 3600 39600 53-56 405 4050 44550 57-59 450 4500 49500 60-61 495 4950 54450 62-64 540 5400 59400 65-67 585 5850 64350 68-69 630 6300 69300 70-72 675 6750 74250 73-74 720 7200 79200 75-77 765 7650 84150 78-79 810 8100 89100 80-81 855 8550 94050 82-83 900 9000 99000 84-85 945 9450 103950 86-87 990 9900 108900 88-89 1035 10350 113850 90-91 1080 10800 118800 92-93 1125 11250 123750 94-95 1170 11700 128700 96-97 1215 12150 133650 98 1260 12600 138600 99 1305 13050 143550
Calculators
template = Template:Soul wars attack strength defence constitution calc form = swasdcf result = swasdcr param = 1|Skill's level||int|1-99 param = 2|# of Zeal||int
Attack/Strength/Defence/Constitution calculator |
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Calculator is loading... |
Result |
0 Experience Points |
template = Template:Soul wars magic ranged calc form = swmrf result = swmrr param = 1|Skill's level||int|1-99 param = 2|# of Zeal||int
Magic/Range calculator |
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Calculator is loading... |
Result |
0 Experience Points |
template = Template:Soul wars prayer calc form = swpf result = swpr param = 1|Skill's level||int|1-99 param = 2|# of Zeal||int
Prayer calculator |
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Calculator is loading... |
Result |
0 Experience Points |
template = Soul wars slayer calc form = swsf result = swsr param = 1|Skill's level||int|1-99 param = 2|# of Zeal||int
Slayer calculator* |
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Calculator is loading... |
Result |
0 Experience Points |
* Due to the current uncertainty, this calculator may be incorrect.
Charms
Players can choose to use their points to purchase charms. Gold, Green, Crimson, and Blue charms are available; the number of charms a player receives depends on their Combat skill levels. Charms cannot be obtained if the player has a Combat level of 12 or lower.
Charm Zeal points Gold Charm 4 Green Charm 5 Crimson Charm 12 Blue Charm 30
A specific amount of zeal points is exchanged for a specific amount of charms. Please note that the amount of charms received at specific combat levels is currently under investigation, please see the talk page for more information or to contribute. This is the current chart based on data collected for the number of charms a player would receive when trading in zeal points for a charm reward
Combat Level Gold Charms Green Charms Crimson Charms Blue Charms 12-74 6 4 4 5 75-82 14 9 9 9 83-99 24 15 15 19 100-108 34 22 22 22 109-124 41 27 26 36 125-136 47 31 30 41 137+ 52 34 34 45
Other
Most options here are for new Slayer pets, resurrected from remains brought along during the game. If players bring a stuffed or unstuffed trophy, Nomad will then supply the player with a pet of that type.
Image Trophy Pet Zeal points Crawling hand Creeping hand 5 Cockatrice head Minitrice 25 Basilisk head Baby basilisk 40 Kurask head Baby kurask 70 Abyssal demon head Abyssal minion 85 Fire cape TzRek Jad 100
- The amount of points each Summoning pet costs is equal to the Slayer level required to kill the respective Slayer creature.
- Note: If players have a mounted head in their player-owned house, they CANNOT remove the mounted head and salvage it to turn it into a pet. If they remove a mounted head, they will not receive it back in any form.
- Players will not get back the Fire Capes they exchange for TzRek Jad.
Gamble!
The Gamble! option will reward players with a random item. Below is an unconfirmed list of possible rewards from the "Gamble!" feature. The option costs two zeal points. The rewards are related to either the Prayer, Summoning and to a lesser extent Hunter, Herblore and Crafting skills. Due to the fact that the Gamble rewards were not listed in any official form at the time of release, there were widespread rumours of players receiving valuable items such as Amulets of fury, Dragon platebody, Abyssal whips, Elysian spirit shields and white partyhats, but this has been proven false.
Picture | Item | Number | Total value |
---|---|---|---|
Babydragon bones | 23 | Expression error: Unexpected < operator. Expression error: Unexpected < operator.Expression error: Unexpected < operator.Expression error: Unexpected < operator. | |
Wyvern bones | 11-23 | 52,822 to 110,446 | |
Wolf bones | 18-39 | 13,968 to 30,264 | |
Dagannoth hide | 5 | 13,560 | |
Big bones | 60 | 21,060 | |
Marigolds | 6-8 | 20,226 to 26,968 | |
Larupia fur | 4-12 | 20,088 to 60,264 | |
Bones | 209-290 | 21,945 to 30,450 | |
Dragon bones | 11 | 23,144 | |
Coins | 20,000 to 250,000 |
20,000 to 250,000 | |
Unicorn horn | 22 | 27,280 | |
Kyatt fur | 4-9 | 26,632 to 59,922 | |
Vampyre dust | 19-28 noted | 3,667 to 5,404 | |
Evil turnip | 7 | 21,966 | |
Carved evil turnip | 7 noted | 26,103 | |
Thin snail | 20 raw and noted | 21,500 | |
File:Proboscis.png | Proboscis | 12 | 96,264 |
Desert goat horn | 6 noted | 3,456 | |
Dagannoth bones | 3-5 noted | 18,585 to 24,780 | |
Ogre coffin key | 42 noted | 94,290 | |
Red flowers | 9 noted | 4,311 | |
Green dragonhide | 10 noted | 17,430 | |
Potato cactus | 18-19 noted | 17,982 to 18,981 | |
Bagged plant 1 | 20 noted | 25,280 | |
Graahk fur | 5-21 | 46,360 to 194,712 | |
Snake hide | 10 noted | 18,340 |
This is a decent way to make money from zeal, as the least valuable option (desert goat horns) is still worth 3,456. However, it is recommended to spend the zeals on XP rewards or charms, since you can only get 8-9 zeals an hour if you win every single game and obtaining a high-priced reward is rare.
Analysis
Assuming the general way of training prayer is by offering Dragon bones at a Gilded altar, the cost of prayer is 8.35 coins per exp. The zeal experience of Prayer is pegged to the zeal experience of Ranged/Magic and Constitution/Defence/Strength/Attack at 1:1.78 and 1:1.94 respectively. Hence the opportunity cost of Ranged/Magic is 4.7 coins per exp and the opportunity cost of Constitution/Defence/Strength/Attack is 4.29 coins per exp. Spending Zeal on Strength, Ranged or Mage is a very good idea for training. Spending Zeal on the Gamble! option is never a good idea as there are much faster money making methods. As for slayer, you get about a quarter of prayer's exp, hence the cost is about 33 coins per exp.
As for summoning, it is not worth it as you can only gain about 20 crimson charms or 11 blue charms per hour. This only amounts to approximately 6k exp an hour. Harvesting charms can be done with easier and faster methods. However, if you play soul wars for fun and need the charms, it's up to you to weigh the benefits of the charms versus other rewards.