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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, 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 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.

## ExperienceEdit

Players can claim experience in combat-related skills:

### XP CalculationEdit

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: $\left\lfloor \frac{l^2}{600} \right\rfloor \times 525 \times Z$
• To calculate Ranged and Magic experience, the formula is: $\left\lfloor \frac{l^2}{600} \right\rfloor \times 480 \times Z$
• To calculate Prayer experience, the formula is: $\left\lfloor \frac{l^2}{600} \right\rfloor \times 270 \times Z$.
• To calculate Slayer experience from level 1 to 30, the formula is: $\left\lfloor 6.788 \times 1.1048^L \right\rfloor \times Z$.
• To calculate Slayer experience from level 30 to 99, the formula is: $( \left\lfloor \frac{L^2}{349} \right\rfloor +1) \times 45 \times Z$.
• Redeeming 100 zeal points at a time grants you 10% bonus experience.

### Derivation of formulasEdit

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 $floor(lvl^2/600)*525$ 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
$floor(lvl^2/600)*480$ magic/ranged XP per zeal;
$floor(lvl^2/600)*270$ 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:
$(floor(lvl^2/349)+1)*45$ 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
$A*B^{lvl}$
Hence we look at XP(30)/XP(1), which will eliminate A from the equation:
$A*B^{30}/(A*B^{1}) = B^{29} = XP(30)/XP(1) = 135/7$
Solving for B gives
$B = (135/7)^{1/29}$
Now, all that is necessary to solve for A is to use a known value. Let's plug in XP(1)=7:
$A*((135/7)^{1/29})^{lvl} = XP(lvl)$
$A*((135/7)^{1/29})^{1} = 7$
$A = 7/(135/7)^{1/29}$
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:
$A = 7.5/(135/7.5)^{1/29}$
$B = (135/7.5)^{1/29}$
$XP = A*B^{lvl} = 7.5/(135/7.5)^{1/29}*((135/7.5)^{1/29})^{lvl}$
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:
$XP = floor(6.788*1.1048^{lvl})$.

### ChartsEdit

Chart of experience per zeal point per level in any skill:

Attack / Strength / Defence / Constitution
Level 1 zeal 10 zeal 100 zeal
1-24000
25-34525525057750
35-42105010500115500
43-48157515750173250
49-54210021000231000
55-59262526250288750
60-64315031500346500
65-69367536750404250
70-73420042000462000
74-77472547250519750
78-81525052500577500
82-84577557750635250
85-88630063000693000
89-91682568250750750
92-94735073500808500
95-97787578750866250
98-99840084000924000
Magic/Ranged
Level 1 zeal 10 zeal 100 zeal
1-24000
25-34480480052800
35-429609600105600
43-48144014400158400
49-54192019200211200
55-59240024000264000
60-64288028800316800
65-69336033600369600
70-73384038400422400
74-77432043200475200
78-81480048000528000
82-84528052800580800
85-88576057600633600
89-91624062400686400
92-94672067200739200
95-97720072000792000
98-99768076800844800
Prayer
Level 1 zeal 10 zeal 100 zeal
1-24000
25-34270270029700
35-42540540059400
43-48810810089100
49-54108010800118800
55-59135013500148500
60-64162016200178200
65-69189018900207900
70-73216021600237600
74-77243024300267300
78-81270027000297000
82-84297029700326700
85-88324032400356400
89-91351035100386100
92-94378037800415800
95-97405040500445500
98-99432043200475200
Slayer
Level 1 zeal 10 zeal 100 zeal
1-24000
25828209020
26909009900
27100100011000
28110110012100
29122122013420
30-32135135014850
33-37180180019800
38-41225225024750
42-45270270029700
46-49315315034650
50-52360360039600
53-56405405044550
57-59450450049500
60-61495495054450
62-64540540059400
65-67585585064350
68-69630630069300
70-72675675074250
73-74720720079200
75-77765765084150
78-79810810089100
80-81855855094050
82-83900900099000
84-859459450103950
86-879909900108900
88-89103510350113850
90-91108010800118800
92-93112511250123750
94-95117011700128700
96-97121512150133650
98126012600138600
99130513050143550

### CalculatorsEdit

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

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
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
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*
Result
0 Experience Points

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

## CharmsEdit

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 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

## OtherEdit

Main article: Summoning pets

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
Abyssal demon head Abyssal minion 85
• 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!Edit

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
Baby dragon bones 23 13,800
Wyvern bones 11-23 28,435 to 59,455
Wolf bones 18-39 16,830 to 36,465
Dagannoth hide 5 14,715
Big bones 60 14,040
Marigolds 6-8 49,536 to 66,048
Larupia fur 4-12 50,452 to 151,356
Bones 209-290 53,295 to 73,950
Dragon bones 11 16,071
Coins 20,000 to
250,000
20,000 to 250,000
Unicorn horn 22 50,138
Kyatt fur 4-9 39,992 to 89,982
Vampyre dust 19-28 noted 17,138 to 25,256
Evil turnip 7 31,759
Carved evil turnip 7 noted 38,941
Thin snail 20 raw and noted 8,520
Proboscis 12 74,976
Desert goat horn 6 noted 2,742
Dagannoth bones 3-5 noted 16,506 to 22,008
Ogre coffin key 42 noted 127,848
Red flowers 9 noted 29,358
Green dragonhide 10 noted 17,800
Potato cactus 18-19 noted 49,500 to 52,250
Bagged plant 1 20 noted 24,540
Graahk fur 5-21 57,035 to 239,547
Snake hide 10 noted 35,910

This is a decent way to make money from zeal, as the least valuable option (Desert goat horn) is still worth 2,742. However, it is recommended to spend the zeals on XP rewards or charms, since you can only get 9 zeals an hour if you win every single game and obtaining a high-priced reward is rare.

## AnalysisEdit

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 5.8 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 3.26 coins per exp and the opportunity cost of Constitution/Defence/Strength/Attack is 2.98 coins per exp. 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 exp, hence the cost is about 23 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.