Soul Wars

Soul Wars (abbreviated as SW) is a members-only minigame that was released on 10 February 2009. It is found near Edgeville. Similar to Castle Wars, it is a team-based minigame that lasts twenty minutes per game and can be played on any world. In Soul Wars, the two opposing teams compete against each other to gather soul fragments and offer them to the Soul Obelisk in order to defeat each others' Avatars, using a combination of combat and Slayer skills. Please note that this is a "Safe" mini-game; if you die, you will keep your items. Players will respawn in a graveyard that is controlled by their team and can rejoin combat after 15 seconds. Hitpoints, Prayer points, Summoning points, and run energy are restored when a player dies and at the end of each game.

Official worlds are 143, 44 and 145, although these worlds can be populated, the far more populated world is 44 (in peak times) this might have more then 500 players at once playing, and these worlds tend to be more laggy and harder to get into as the "free loaders" population increases.



Introduction
''Far to the west, upon an island long isolated from the rest of RuneScape, two great creatures vie for control of a powerful obelisk but without any clear victor. Recently, a curious man upon a strange pilgrimage found the island and, for his own obscure purposes, has opened the field of battle to any who wish to pit their mettle against the smaller creatures of the island, other adventurers, or even the mighty avatars themselves...''

Location
]

To get to the Soul Wars minigame, one must enter the Soul Wars portal in Edgeville. It is located south-west of the bank and west of the abandoned mausoleum. The portal looks similar to the Pest Control portal. After going through the portal, the player will arrive at the Nomad's camp, where players can exchange Zeal points for rewards, learn how to play Soul Wars, or join a team to play Soul Wars.

Getting there

 * Glory amulet - Teleports outside of Edgeville bank.
 * Combat bracelet - Teleports to the Monastery near Edgeville.
 * Canoe - Canoe from Lumbridge, Champions' Guild or Barbarian Village.
 * Edgeville Home Teleport - The Home Teleport from the Ancients spellbook will take a player just outside Edgeville bank.
 * Paddewwa Teleport - An Ancient Magicks spell that teleports the player into the Edgeville Dungeon just a few steps away.
 * Skull sceptre - Teleports a player inside Barbarian Village, just south of Edgeville, via the "Invoke" option.
 * Fairy ring - Code D-K-R gets the player to the other side of the river, it is a 15-second walk from there.
 * Varrock teleport gets players a fair distance away. Players will walk for about a minute. However, if the player has completed at least the Easy level Varrock Diary, players on a member's server can talk to Rat Burgiss (for the Easy Diary) and when the player casts Varrock Teleport they will teleport to the Grand Exchange, where they can use the level 21 agility shortcut and walk to the portal from there.

Requirements
Soul Wars does not require any levels or quests in order to be played. Players should note the following things, however:


 * They will need to battle other people and monsters; high Combat levels are recommended.
 * Fighting the avatars and monsters requires high Slayer levels; a decent Slayer level is recommended.
 * Players will be under attack by other players and NPCs; a decent Defence level is recommended.
 * This is a combat-based minigame, it would be a good idea to have at least level 43 Prayer for Protect from Melee. It could also be useful to have Redemption or Retribution activated when one is about to die.

Objective
The objective of Soul Wars is to defeat the opponent's avatar as many times as they are able to within 20 minutes. The avatars begin each battle with a Slayer requirement of 100, making them impervious to everyone. (Note that the Capes of Accomplishment, Wild pie and Slayer's Respite cannot be brought to the battlefield.)

In order to reduce their Slayer requirement, players will have to kill some of the smaller Slayer creatures to gather soul fragments and offer them to the Soul Obelisk, which can only be done if the team controls it.

Recommended items
Note: Players are unable to take capes, food or non-combat items into any part of the minigame besides the central lobby.

Because this is a combat-based minigame, players should consider bringing the following:
 * The best armour that the player has and is able wear. Players may consider bringing multiple sets, one with a high melee defence, another with a high mage defence, etc.
 * The best weapon that the player has and is able to use. Players again may want to bring a selection of weapons, some melee, some ranged, etc.
 * Jagex has made an update which allows players to have Nomad enchant their capes to work the same way as Ava's device,as long as they have completed Animal Magnetism.
 * A Summoning familiar, if the player has the ability to summon one that could assist him or her in combat.

Items available during the game
Players will be able to obtain the following items during the game. These items will be lost upon death, along with soul fragments and bones (Soul Wars).


 * Bandages
 * Barricades[[Image:Sw safe spottin.PNG|frame|A player using barricades to protect himself from opponents.]]
 * Explosive potion
 * Bones

Portals
When players first arrive on the island, they will encounter the Nomad and his imp familiar, Zimberfizz. Nomad will offer players a tour of the battlefield along with a short explanation, or a book that explains fighting in the Soul Wars.

When players feel they are ready to battle, enter one of the portals to the south of Nomad. The blue portal will align the player with the Avatar of Creation, the red portal will align the player with the Avatar of Destruction, and the green portal will attach the player to the team with the fewest players.

The portals are entrances to the waiting rooms of each team. Each waiting room is a 10x9 rectangle with a torch on each corner. There is nothing to do in the waiting room, but some players are found advertising a Soul Wars clan, most doing it between games. After every minute a player is inside a waiting room, the player's priority is increased along with the message, "You now have a higher priority to enter a game of Soul Wars." When a new game starts, a lot of players (up to several hundred) get in, based on priority. Those with higher priority will get into the game first. However, many will be left out. If players are keen to join in, they may wait, and once per minute a few new soldiers with the highest priority will be added to the battle provided the number of players on each team remains equal.

Games last twenty minutes, with a minimum three minute waiting period in between, so players may have to wait for the previous game to end before they can get in. 10 players per team are needed for the game to start.

Battlefield
The battlefield is divided up into three main areas:
 * Avatar of Creation's Base
 * Players on the blue team will begin here. None of the locations in this area can be captured by the red team.
 * Avatar of Destruction's Base
 * Players on the red team will begin here. None of the locations in this area can be captured by the blue team.
 * Main Battlefield
 * There are a number of locations here, the most important of which are the Soul Obelisk and the two graveyards.
 * These can be captured by having a greater number of your own team within their bounds for a short period of time.
 * Jellies and pyrefiends can also be found wandering in the ruins around the battlefield.

Base
The base is composed of three main features:


 * The avatars
 * Avatar of Creation (level 525)
 * Avatar of Destruction (level 525)
 * The avatar cannot leave its enclosure, but the enemies can enter it to attack the avatar.
 * Supply area
 * The supply area contains bandages (which may be used to heal), barricades and explosives. See "Supply areas" below.
 * Graveyards (East Graveyard and West Graveyard)
 * The graveyard is the location where players will be resurrected when they die. See "Graveyards" for more information about this.

The avatars


In order to kill the opponents' avatar, players must first weaken it to enable as many of the teammates to fight it. As noted above, this is done by killing the jellies (2 shards per kill) and pyrefiends (1 shard per kill) around the main battlefield and offering the resulting soul fragments to the Soul Obelisk. The more fragments that are offered, the lower the Slayer requirement will be to kill the avatar. This is stated in the "Avatar Level" entry in the top-right of the window. Players should note that they can offer shards to the Soul Obelisk only if their team controls it.

Players may attempt to restore the avatar's Slayer requirement by burying the bones of the defeated foes while in a graveyard controlled by the team. Each time this is done, there is a chance that the avatar's Slayer requirement will rise up 1 level.

Both Avatar of Creation and Avatar of Destruction have a Combat level of 525 and should not be underestimated. They can also drain a lot of prayer. It is reported that Enchanted Ruby bolts are very effective against the avatars, hitting up to 200 Hitpoints. Protect from Melee prayer is also helpful, although prayer will soon be drained completely.

Note that Summoning familiars are unable to harm the avatars, but are useful for killing off the smaller Slayer creatures and opposing players.

Death and graveyards


Dying during the game will result in being temporarily transformed into a Ghost. This state lasts for 15 seconds, after which time the player may participate in the game again.

If a player puts on the equipment stats interface, they will stay a ghost until closing the interface, when they will change back. This only works if the player waits the seconds before going back, so it can't be used to quickly play again.

When players are killed in Soul Wars (either by one of the creatures of the battlefield, or by another player), Nomad will protect the player from the hunger of the Soul Obelisk and ensure that they are resurrected in the graveyard closest to where they died, provided that the team controls it.

For a few moments, the player will be a purely spectral form and unable to interact with anything, but they will soon be restored to the usual state, along with any equipment they were carrying, with the exception of bones, supplies from the tables and soul fragments. Note that the soul fragments will be won by the other team member who killed you, it will be visible by all the other team players.

Because the two graveyards in the main battlefield can be captured, they are especially valuable resources for getting access to the smaller Slayer monsters, the Soul Obelisk and the opponents' base.

Supply areas
The base's supply area contains bandages, barricades and explosive potions, all of which are useful for ensuring the battle favours a particular team.

Players cannot trade in Soul Wars, but they may use bandages on their teammates to heal some of their lost Hitpoints. Equally, players may use bandages on themselves for the same benefit. Players can carry as many bandages as they have inventory space. They also restore run energy which helps the player get around the battlefield. You cannot take bandages if you are under attack ("You're too busy to be taking bandages now.")

Along with the bandages, players will discover that the base contains a table full of barricades. Players can only carry one barricade at a time, and the team may only have ten barricades set up at once. They may set up a barricade in many places to hinder the opponents by simply clicking it in the inventory. If a barricade is blocking a path, players on both teams can't walk past it, but they can click manually to walk around it. They may also attack it or use explosives to remove the obstacle. Sabotages (see below) often set up barricades in their own team's supply area for no good. Barricades give no experience for attackers.

Explosive potions can be used on the enemies' barricades to destroy them in a single blast. Players can carry as many explosive potions as they have inventory space.

It should be noted that each of the tables [Excluding the barricade table] has a "take-x" option, allowing players to quickly take a certain amount of items.

Players may also use the other team's supply area as well, which helps if there is a need to restock before fighting the avatar. This feature may be changed by Jagex in the near future, similar to what was done with the bandage table in Castle Wars.

In-game information
To help players keep track of all of the useful information, there is a display in the top-right corner of the screen.


 * West Graveyard (left) - which team controls the graveyard (none, red, or blue)
 * Soul Obelisk (centre) - which team controls the obelisk (none, red, or blue)
 * East Graveyard (right) - which team controls the graveyard (none, red, or blue)
 * Avatar deaths - The number of times the avatar has been killed.
 * Avatar level - The current Slayer level of the avatar. Starts at 100.
 * Avatar health - The current health (Hitpoints) of the avatar. 100% is 1000 Hitpoints.
 * Time left - The time left for the game to finish. Each game lasts 20 minutes.

Bad Team Members
There are some players in Soul Wars who don't help the team win; instead they either do many things to make them lose, or simply don't do anything at all.

"Freeloaders"


In every Soul Wars game, there is usually a very large group of people standing around inside their bases-these players are called freeloaders, and are frowned upon by almost everybody playing the game. Freeloaders are usually players at a fairly low level who wish to take advantage of the fact that they can perform the equivalent of afk training, as they only need to click once every five minutes or so to earn experience in combat skills. This strategy of doing nothing has caused large outcry among the community, and in the official forums, as many believe the freeloaders take the places of people who actually want to play the game. This tactic is similar to players exploiting the fast experience gain in Pest Control when it was first released, with players saying that it was far too easy to train skills within the minigame, a similar complaint made by critics of Soul Wars. Ironically, they are able to provide large experience gain, provided one's team is winning-several players have found that going into enemy bases and killing lower leveled freeloaders yields large amounts of experience, and when combined with the 3 zeal gained from winning the game, makes for relatively fast training.

Saboteurs


In the supply areas there are often some low-leveled players (similar to freeloaders) who hinder and annoy their team by setting up many barricades in the entire supply area, mostly in front of the explosive potions, bandages, and barricades. They then proceed to start attacking the barricades with magic, ranged, or melee for "experience", despite the fact that barricades don't give any.

Saboteurs are extremely annoying and bothersome, therefore they are often looked down upon by "real" players who are trying to win the game. The barricades block their own team too, so it can really annoy good team members trying to get bandages. Other people trying to set up barricades in strategic locations may not always be able to do so because of the 10 barricade limit.

The fastest way to counter them is use explosive potions on the barricades, however it may take some time to destroy a barricade that's already in front of the potion table. This will require one person continually taking potions and using them, as the sabotage(s) will be likely to persist.

Strategies for winning the game


Whichever team defeats their opponents' avatar the greatest number of times in the time limit will be declared the victor. If both teams have the same number of kills, it is declared a draw.

The most effective strategy to win the game is to simply take control of the Soul Obelisk. The opposing team will be unable to offer shards to the obelisk, and therefore the controlling team is free to lower the level of the enemy avatar. However, this requires many high-leveled players guarding the obelisk because the other team will probably attempt to take it.

Rushes
Some players attempt "graveyard-" or "obelisk-" rushes to take control of the opposing team's grave or the soul obelisk. Most of the grave rushes on a crowded world fail, since the opposing players still in the sanctuary zone will spill out once they lost control of it and will quickly retake it. If they are successful, the other team is crippled for the rest of the game, since they aren't able to get people quickly in the front lines. Successful obelisk rushes will lose the enemy's control of the obelisk and the bar will slowly change color and the rush's team takes control.

To start a "rush", usually a single player spams "grave rush!", "obby rush!", "g rush!", or "fall in for grave/obby rush!", etc. at their graveyard and tries to get as many players to follow them as possible. Those players often spam "fallz", "fall in", "grave rush", etc. and attract more and more players. When there are enough players following one, the rush leader takes everyone to their team's supply area and everyone gets bandages, then follows the leader again as they all run to the area they try to take over.

Along the way most players scream "fall in for grave/obby rush!" or spam @ signs like "@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@" to fill the screen. The players in a particularly massive rush may cover the screen with their @ signs, causing much lag. When everyone reaches the grave or obelisk everyone starts to attack the enemies, hopefully killing enough to lose the enemy control.

Picking a team
The most important thing players can do to ensure a victory is to choose the correct team from the beginning. In almost all games, the final outcome is decided in the first five minutes. Once a team of high level players captures the obelisk, the other team will rarely succeed in capturing it. Players should scan both waiting rooms and select the one with more level 100+ players, as this team almost always wins. Clan chats can also be used to determine the winning team, as the leader and ranked people make "calls", or a prediction on the next team to win. The downside of this technique is that players may not get in every time, resulting in 3 zeal per two games. However, the average (1.5 zeal per game) is still more than one zeal per game.

An alternative method is to find "tie worlds" for two zeal per game. On these worlds, players intentionally draw the game.

Leaving the game
Should players wish to leave the game they will not receive any Zeal points. Unlike Castle Wars, however, players will not be able to join a game until the current game has ended. This ensures that players on the losing team cannot swap teams to receive more points.

Rewards
Players will receive a number of Zeal points based on their performance in the game, unless the player joined a game that was over half way done; then no zeal points are awarded. (only occurs if the player had not been waiting in the waiting area before the game is half way done): Players may trade these in with the Nomad 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 16000 games at 23 minutes per game cycle, which is equal to just over 266 days of continuous gameplay).
 * 3 points for a victory
 * 2 for a draw
 * 1 for a defeat

Experience
Players can claim experience in combat-related skills:
 * Attack
 * Strength
 * Defence
 * Hitpoints
 * Ranged
 * Magic
 * Prayer
 * Slayer

One zeal point is worth a set amount of experience depending on the level in that skill.
 * To Calculate Hitpoints, Attack, Strength, and Defence xp the formula is: $$floor(lvl^2/600)*525$$; take your level and square it(multiply by itself) then divide by 600, after dividing, round down to the nearest whole integer and multiply by 525
 * To Calculate Ranged and Magic xp the formula is: $$floor(lvl^2/600)*480$$; take your level and square it(multiply by itself) then divide by 600, after dividing, round down to the nearest whole integer and multiply by 480
 * To Calculate Prayer xp the formula is: $$floor(lvl^2/600)*270$$; take your level and square it(multiply by itself) then divide by 600, after dividing, round down to the nearest whole integer and multiply by 270
 * To Calculate Slayer xp from level 1 to 29 the formula is: $$round(6.7*1.1052^L)$$ (L = lvl); multiply 6.7 to 1.1052 powered to your level and round the result to the nearest integer
 * To Calculate Slayer xp from level 30 to 99 the formula is: $$round(0.002848*lvl^2+0.14*ln(lvl))*45$$; multiply 0.002848 to your squared level, and multiply 0.14 with the natural (base e) logarithm of your level then sum both, after summing, round the result to the nearest integer and multiply by 45
 * Any skill-boosting items, such as Skill capes, drinks, stews, etc. will not increase the experience gained per zeal spent.
 * The most experience per zeal that can be earned is 8400xp, with 99 in one of strength, attack, hitpoints or defence.

WARNING: It should be noted that if you exchange more zeal than it is required to level up then all of the zeal that was spent will be the same value as the first level leveled up, not the one(s) you leveled into

example: You exchange 25 zeal to get from level 71-72 but the needed zeal is 20. So those extra 5 zeal, instead of being worth 4725 as they would be if you exchanged them separately are now worth only 4200 each. Meaning an experience difference of 105,000 together compared to 107,625 separately.

Using 100 zeal points at a time grants you 10% bonus experience.

WARNING: As said above you may end up with actually less experience for changing in 100 zeal, to calculate if you are gaining or wasting experience remember that the formula rounds to the nearest number after x2/600. Because of this a group of numbers all have the same experience.

example: For 68-71 all zeal gives 4200 exp each, from 72-75 all zeal gives 4725 each, from 76-79 all zeal gives 5250 each. Because of this, you want to exchange your zeal at the levels where exp per zeal DOES NOT change maximizing your exp for the extra 10 percent.

You can get from level 40 in a skill, to level 99, using 1400 zeal. This is significantly faster than training a combat stat which allowed many Pures to achieve a level 99 combat stat without the use of Hitpoint gain. This also made achieving 99 Hitpoints by itself quicker and less difficult.

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 9 or lower.

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.
 * {| class="wikitable"

! Image !! Charm !! Zeal points
 * [[Image:Gold charm.gif]] || Gold Charm || 4
 * [[Image:Green charm.gif]] || Green Charm || 5
 * [[Image:Crimson charm.gif]] || Crimson Charm || 12
 * [[Image:Blue charm.gif]] || Blue Charm || 30
 * }
 * [[Image:Crimson charm.gif]] || Crimson Charm || 12
 * [[Image:Blue charm.gif]] || Blue Charm || 30
 * }
 * }

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.


 * {| class="wikitable"

! Image !! Trophy !! Pet !! Zeal points
 * [[Image:Crawling hand detail.png|30px]] || Crawling hand || Creeping hand || 5
 * [[Image:Minitrice detail.png|30px]] || Cockatrice head || Minitrice || 25
 * [[Image:Baby Basilisk detail.png|30px]] || Basilisk head || Baby basilisk || 40
 * [[Image:Baby kurask detail.png|30px]] || Kurask head || Baby kurask || 70
 * [[Image:Abyssal minion detail.png|30px]] || Abyssal demon head || Abyssal minion || 85
 * }
 * [[Image:Baby kurask detail.png|30px]] || Kurask head || Baby kurask || 70
 * [[Image:Abyssal minion detail.png|30px]] || Abyssal demon head || Abyssal minion || 85
 * }
 * [[Image:Abyssal minion detail.png|30px]] || 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 into a pet. If they remove a mounted head, they will not receive it back in any form.

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 or Summoning 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, and Elysian spirit shields. These rumours were later debunked by Jagex staff.


 * Babydragon bones (23) - Value: 0
 * Wyvern bones (16-23) - Value: 0 to 0
 * Wolf Bones (18-39) - Value: 0
 * Dagannoth hide (5) - Value: 0
 * Big bones (60) - Value: 0
 * Marigolds (6-8) - Value: 0 to 0
 * Larupia fur (4-12) - Value: 0 to 0
 * Bones (209-290) - Value: 0 to 0
 * Dragon bones (11) - Value: 0
 * Coins (20,000-100,000) - Value: 20,000 to 100,000
 * Unicorn horn (22) - Value: 0
 * Kyatt fur (4-9) - Value: 0 to 0
 * Vampire dust (19-28) - Value: 0 to 0
 * Evil turnip (7) - Value: 0
 * Carved evil turnip (7) - Value: 0
 * Thin snail (20 raw and noted) - Value: 0
 * Proboscis (12) - Value: 0
 * Desert goat horn (6 noted) - Value: 0
 * Dagannoth bones (3-5 noted) - Value: 0 to 0
 * Ogre coffin key (42 noted) - Value: 0
 * Red Flowers (9 noted) - Value: 0
 * Green dragonhide (10 noted) - Value: 0
 * Potato cactus (18-19 noted) - Value: 0 to 0
 * Bagged plant 1 (20 noted) - Value: 0
 * Graahk fur (5-21) - Value: 0 to 0
 * Snake hide (10 noted) - Value: 0

Music
Music tracks unlocked:


 * Soul Wars
 * The Waiting Game

Trivia

 * Summoning is the only combat-related skill in which players cannot receive experience as a reward in Soul Wars. However, players may exchange Zeal points for charms for use in Summoning.
 * If players try to do an emote or trade in the arena, it will be stated either: "This is a battleground, not a circus." or "This is a battleground, not a marketplace." This could be a reference to the play Les Misérables in which the main character Jean Valjean makes a comment that this is a Factory and not a Circus. This could also refer to Balthazar Beauregard's Big Top Bonanza, the circus of RuneScape.
 * If players try to alchemise an object they will get the message, "This isn't the Mage Training Arena, you know."
 * If players try to cast the Humidify spell, they will get the message, "You're here to crush souls, not to play with pretty clouds!" However, when Soul Wars first came out, people were able to use the Humidify spell until Jagex fixed it.
 * The way you capture the obelisk and graveyards works in a similar way to capturing command posts in the Star Wars: Battlefront, Team Fortress Series, Day Of Defeat Series, and the Battlefield game series.
 * The capture method is also used in Armies of Gielinor, a FunOrb game based on RuneScape.
 * A long time ago, there was a land mass west of Port Tyras which was removed from the RuneScape world map. It was just east of where Soul Wars is now located.
 * The jellies and pyrefiends count toward a player's slayer task.
 * The Avatar Of Destruction is very similar to General Graardor, as its Melee attack has the same animations that General Graardor uses in his Ranged attack.
 * When you go to bury a bone here, you can only do so at your controlled graveyard. Also, there is no drop selection for the bones, just destroy.
 * Burying bones in your graveyard has a chance of raising your avatar's required slayer level by one, and it will restore your prayer level by half.
 * Players who have completed the quest "Animal Magnetism" can show the Nomad their Accumulator or Attractor. Nomad will enchant your cape to collect ranged ammo like the Accumulator/Attractor does outside Soul Wars, inside the minigame, so you don't need to worry about losing arrows or bolts.
 * Many players stand around during the game to get free Zeal, unlike Pest Control, there is no requirement to get rewards. (In Pest Control you must hit at least 50 damage to get points.) The people that stand around and do nothing are considered freeloaders.
 * You cannot take the Ring of Stone and the Easter Ring into the Arena.
 * If a player uses the Dragon battleaxe's special attack, which boosts strength, but reduces attack and defence levels, and a game of Soul Wars ends, their strength boost will stay, but their attack and defence levels will be returned to normal.
 * The tutorial has its own world map.
 * Unofficially World 60 is for playing on for Tie-Games.
 * When in ghost form, casting the spell NPC Contact, the image of player talking to the NPC is replaced by an image of a ghost rather than the image of the player.
 * the examine for avatar of destruction is "the essence of ruination", but in the tutorial it has another examine phrase
 * The Avatar Of Destruction is the only avatar that makes a noise when its not being attacked.
 * With the introduction of Soul Wars it is possible to get the slayer cape at combat level 3 as well as making a slayer cape untrimmed much easier to achieve, however, with the paltry xp given in slayer from zeal the task would remain long and arduous nonetheless.
 * It should be noted that the Pets that can be bought with Zeal and a Corpse/Head seem to be able to speak English, as all other non-Soul Wars pets need 10 more Summoning Levels to understand them.