Soul Wars/Rewards
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.
Contents
Experience[edit  edit source]
Players can claim experience in combatrelated skills:
XP Calculation[edit  edit source]
One Zeal () 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:
 To calculate Ranged and Magic experience, the formula is:
 To calculate Prayer experience, the formula is: .
 To calculate Slayer experience from level 1 to 30, the formula is: .
 To calculate Slayer experience from level 30 to 99, the formula is: .
 Redeeming 100 Zeal at a time grants you 10% bonus experience.
Derivation of formulas[edit  edit source]
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 yaxis of the graph of , then find which intervals on the xaxis produce such intervals on the yaxis (by projecting the points to the right onto the function, then down onto the xaxis), and the lengths of the intervals on the xaxis 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 involved, and some searching proves that is the correct answer: , , 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 130 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 130 and the 3099 formula), and we know that the XP function is of the form
Hence we look at , 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 :
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 130.
The equation itself can be simplified using decimal approximations:
.
Charts[edit  edit source]
Chart of experience per Zeal per level in any skill:
Calculators[edit  edit source]
Templates used 

Soul wars attack strength defence constitution calc 
template = Template:Soul wars attack strength defence constitution calc form = swasdcf result = swasdcr param = 1Skill's level1int199 param = 2# of Zeal1int
Attack/Strength/Defence/Constitution calculator 

Calculator is loading...! 
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 = 1Skill's level1int199 param = 2# of Zeal1int
Magic/Range calculator 

Calculator is loading... 
Result 
0 Experience Points 
Templates used 

Soul wars prayer calc 
template = Template:Soul wars prayer calc form = swpf result = swpr param = 1Prayer level1int199 param = 2# of Zeal1int
Prayer calculator 

Calculator is loading... 
Result 
0 Experience Points 
Templates used 

Soul wars slayer calc 
template = Soul wars slayer calc form = swsf result = swsr param = 1Slayer level1int199 param = 2# of Zeal1int
Slayer calculator* 

Calculator is loading... 
Result 
0 Experience Points 
* Due to the current uncertainty, this calculator may be incorrect.
Charms[edit  edit source]
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 

1274  6  4  4  5 
7582  14  9  9  9 
8399  24  15  15  19 
100108  34  22  22  22 
109125  41  27  26  36 
126136  47  31  30  41 
137+  52  34  34  45 
Other[edit  edit source]
Other rewards include Slayer pets, the option to gamble for random items, and the ability to imbue rings.
Slayer pets[edit  edit source]
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  
Cockatrice head  Minitrice  25  
Basilisk head  Baby basilisk  40  
Kurask head  Baby kurask  70  
Abyssal demon head  Abyssal minion  85  
Fire cape  TzRekJad  100  
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 TzRekJad.
 Note: If players have a mounted head in their playerowned 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![edit  edit source]
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 highpriced reward is rare.
Item  Quantity  Rarity  GE price  High Alch  

Coins  20,000–250,000  Unknown  20,000250,000  20,000250,000  
Bones  209–290  Unknown  53,08673,660  0  
Wolf bones  18–39  Unknown  62,298134,979  0  
Big bones  60  Unknown  14,460  0  
Dagannoth bones _{(m)}  3–5 (noted)  Unknown  14,24123,735  0  
Baby dragon bones  23  Unknown  33,189  0  
Dragon bones  11  Unknown  18,205  0  
Wyvern bones _{(m)}  11–23  Unknown  132,968278,024  0  
Snake hide  10 (noted)  Unknown  154,650  210  
Dagannoth hide _{(m)}  5  Unknown  28,800  180  
Green dragonhide  10 (noted)  Unknown  10,330  120  
Ogre coffin key _{(m)}  42 (noted)  Unknown  81,942  2,520  
Desert goat horn _{(m)}  6 (noted)  Unknown  8,664  42  
Potato cactus _{(m)}  18–19 (noted)  Unknown  31,44633,193  0  
Bagged plant 1  20 (noted)  Unknown  44,520  12,000  
Evil turnip _{(m)}  7  Unknown  18,935  126  
Carved evil turnip _{(m)}  7 (noted)  Unknown  28,987  210  
Marigolds  6–8  Unknown  69,07292,096  0  
Graahk fur _{(m)}  5–21  Unknown  75,825318,465  4301,806  
Kyatt fur _{(m)}  4–9  Unknown  65,332146,997  4601,035  
Larupia fur _{(m)}  4–12  Unknown  113,812341,436  228684  
Proboscis _{(m)}  12  Unknown  94,932  36  
Red flowers _{(m)}  9 (noted)  Unknown  37,917  540  
Thin snail _{(m)}  20 (noted)  Unknown  21,060  720  
Unicorn horn _{(m)}  22  Unknown  69,146  264  
Vampyre dust _{(m)}  19–28 (noted)  Unknown  25,78337,996  1928 
Imbuing rings[edit  edit source]
The Imbue option allows players to have a selection of rings imbued with power. Imbuing rings increases their damage bonuses by a small amount.
Analysis[edit  edit source]
 Zeal as a timesaving or moneymaking 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.
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