# Soul Wars/Rewards

 This section or article is incomplete and could do with improvement.Reason: Charm and experience reward rates and the effect of combat level on them need to be determined and finalized.You can discuss this issue on the talk page or edit this page to improve it.

Players receive Zeal based on the outcome of the game: one for losing, two for a tie, or three 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 fourteen minutes until the next game starts (therefore, the current game will last eleven more minutes), then if you get into the game, you will get your Zeal. On the other hand, if you join at six minutes until the next game, and get in, you will receive zero Zeal. Seventy Zeal is 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, or Zimberfizz ashes or Zanik after completion of Nomad's Elegy, for a variety of rewards such as experience, charms, and other items. Players can store a maximum of 50,000 Zeal. 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

Players can claim experience in combat-related skills:

### XP Calculation

One Zeal (${\displaystyle Z}$) is worth a set amount of experience depending on the level (${\displaystyle L}$) in that skill.

• To calculate Constitution, Attack, Strength, and Defence experience, the formula is: ${\displaystyle \left\lfloor {\frac {L^{2}}{600}}\right\rfloor \times 525\times Z}$
• To calculate Ranged and Magic experience, the formula is: ${\displaystyle \left\lfloor {\frac {L^{2}}{600}}\right\rfloor \times 480\times Z}$
• To calculate Prayer experience, the formula is: ${\displaystyle \left\lfloor {\frac {L^{2}}{600}}\right\rfloor \times 270\times Z}$.
• To calculate Slayer experience from level 1 to 30, the formula is: ${\displaystyle \left\lfloor 7.5\times 1.1048^{L-1}\right\rfloor \times Z}$.
• To calculate Slayer experience from level 30 to 99, the formula is: ${\displaystyle (\left\lfloor {\frac {L^{2}}{349}}\right\rfloor +1)\times 45\times Z}$.
• Redeeming 100 Zeal at a time grants you 10% bonus experience.

### 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 ${\displaystyle x^{2}}$, 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 ${\displaystyle \left\lfloor {L^{2}}\right\rfloor }$ involved, and some searching proves that ${\displaystyle \left\lfloor {\frac {L^{2}}{600}}\right\rfloor }$ is the correct answer: ${\displaystyle \left\lfloor {\frac {35^{2}}{600}}\right\rfloor =\left\lfloor {\frac {34^{2}}{600}}\right\rfloor }$, ${\displaystyle \left\lfloor {\frac {35^{2}}{600}}\right\rfloor =\left\lfloor {\frac {42^{2}}{600}}\right\rfloor }$, etc. The function then, for Constitution/Attack/Strength/Defence XP with levels (${\displaystyle L}$) over 25, is ${\displaystyle \left\lfloor {\frac {L^{2}}{600}}\right\rfloor \times 525}$ per Zeal (${\displaystyle Z}$).

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:
${\displaystyle \left\lfloor {\frac {L^{2}}{600}}\right\rfloor \times 480}$ Magic/Ranged XP per Zeal (${\displaystyle Z}$);
${\displaystyle \left\lfloor {\frac {L^{2}}{600}}\right\rfloor \times 270}$ Prayer XP per Zeal (${\displaystyle Z}$).

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:
${\displaystyle (\left\lfloor {\frac {L^{2}}{349}}\right\rfloor +1)\times 45}$ Slayer XP per Zeal (${\displaystyle Z}$).
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
${\displaystyle A\times B^{L}}$
Hence we look at ${\displaystyle {\frac {XP(30)}{XP(1)}}}$, which will eliminate A from the equation:
${\displaystyle {\frac {A\times B^{30}}{A\times B^{1}}}=B^{29}={\frac {XP(30)}{XP(1)}}={\frac {135}{7}}}$
Solving for B gives
${\displaystyle B={\frac {135}{7}}^{\frac {1}{29}}}$
Now, all that is necessary to solve for A is to use a known value. Let's plug in ${\displaystyle XP(1)=7}$:
${\displaystyle A\times ({\frac {135}{7}}^{\frac {1}{29}})^{L}=XP(L)}$
${\displaystyle A\times ({\frac {135}{7}}^{\frac {1}{29}})^{1}=7}$
${\displaystyle A={\frac {7}{{\frac {135}{7}}^{\frac {1}{29}}}}}$
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:
${\displaystyle A={\frac {7.5}{{\frac {135}{7.5}}^{\frac {1}{29}}}}}$
${\displaystyle B={\frac {135}{7.5}}^{\frac {1}{29}}}$
${\displaystyle XP=A\times B^{L}={\frac {7.5\times {({\frac {135}{7.5}}^{\frac {1}{29}})}^{L}}{{\frac {135}{7.5}}^{\frac {1}{29}}}}}$
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:
${\displaystyle XP=\left\lfloor 7.5\times 1.1048^{L-1}\right\rfloor }$.

### Charts

Chart of experience per Zeal per level in any skill:

Attack / Strength / Defence / Constitution
Level 1 10 100
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 10 100
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 10 100
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 10 100
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

Templates used Soul wars attack strength defence constitution calc
template = Template:Soul wars attack strength defence constitution calc
form = swasdcf
result = swasdcr
param = 1|Skill's level|1|int|1-99
param = 2|# of Zeal|1|int

Attack/Strength/Defence/Constitution calculator

Result
0 Experience Points

Templates used Soul wars magic ranged calc
template = Template:Soul wars magic ranged calc
* magic
ranged calc
form = swmrf
result = swmrr
param = 1|Skill's level|1|int|1-99
param = 2|# of Zeal|1|int

Magic/Range calculator
Result
0 Experience Points

Templates used Soul wars prayer calc
template = Template:Soul wars prayer calc
form = swpf
result = swpr
param = 1|Prayer level|1|int|1-99
param = 2|# of Zeal|1|int

Prayer calculator
Result
0 Experience Points

Templates used Soul wars slayer calc
template = Soul wars slayer calc
form = swsf
result = swsr
param = 1|Slayer level|1|int|1-99
param = 2|# of Zeal|1|int

Slayer calculator*
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 30 or lower.

Charm
Gold charm 4
Green charm 5
Crimson charm 12
Blue charm 30

A specific amount of Zeal 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 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
109-125 41 27 26 36
126-136 47 31 30 41
137+ 52 34 34 45

## Other

Other Soul Wars rewards

Other rewards include Slayer pets, the option to gamble for random items, and the ability to imbue rings.

### Slayer pets

Main article: Summoning pets

Most of the rewards here are pet versions of various monsters. Players require Zeal along with the remains of a monster which can be received as drops. If players bring a stuffed or unstuffed trophy, Nomad will then supply the player with a pet of that type.

Trophy Pet
Crawling hand Creeping hand 5
Abyssal demon head Abyssal minion 85
Total 325
• The amount of Zeal each Summoning pet costs is equal to the Slayer level required to kill the respective Slayer creature, with the exception of TzRek-Jad.
• 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 cape 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. 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 platebodies, abyssal whips, Elysian spirit shields, and white partyhats, but this has been proven false.

This is a decent way to make money from Zeal, as the least valuable option (desert goat horn) is still worth 8,664 coins. However, it is recommended to spend the Zeal on XP rewards or charms, since you can only get nine Zeal per hour if you win every single game and obtaining a high-priced reward is rare.

### Imbuing rings

The Imbue option allows players to have a selection of rings imbued with power. Imbuing rings increases their damage bonuses by a small amount.

Unimbued ring Imbued ring
Gold ring Gold ring (i) 5
Sapphire ring Sapphire ring (i) 5
Emerald ring Emerald ring (i) 5
Ruby ring Ruby ring (i) 5
Diamond ring Diamond ring (i) 5
Lunar ring Lunar ring (i) 5
Ring of Charos (a) Ring of charos (a)(i) 5
Dragonstone ring Dragonstone ring (i) 5
Onyx ring Onyx ring (i) 8
Archers' ring Archers' ring (i) 8
Seers' ring Seers' ring (i) 8
Warrior ring Warrior ring (i) 8
Berserker ring Berserker ring(i) 8

## Analysis

Zeal as a time-saving or money-making method

Assuming the general way of training Prayer is by offering dragon bones at a Gilded altar, the cost of Prayer is 6.57 coins per XP. 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 3.69 coins per XP and the opportunity cost of Constitution/Defence/Strength/Attack is 3.38 coins per XP. Earning Zeal to spend on experience is a waste, as there are usually much faster ways of getting experience in all of the skills which you can buy experience for. Earning Zeal to spend 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 XP, hence the cost is about 26.27 coins per XP.

As for Summoning, it is not worth it as you can only gain about twenty crimson charms or eleven blue charms per hour. This only amounts to approximately 6,000 experience per 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.