Soul Wars/Rewards

From Darkan
(Redirected from Zeal rewards)
Jump to navigation Jump to search

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

The Soul Wars experience rewards interface.

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:

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
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
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
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*
Calculator is loading...
Result
0 Experience Points

* Due to the current uncertainty, this calculator may be incorrect.

Charms

The Soul Wars charm rewards

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

Main article: Summoning pets
The other rewards that can be obtained from Soul Wars

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!

Mod Rathe confirming on the RuneScape Forums that rares cannot be obtained from the Gamble! option.

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.