Soul Wars/Rewards


 * This is a subpage from Soul Wars.

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 zeals. On the other hand, if you join at 6 minutes until the next game, and get in, you will receive 0 zeals.

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).

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 experience, the formula is: $$Floor(lvl^2/600)*525*zeals$$.
 * Take your level and square it (multiply by itself) then divide by 600; after dividing, round down to the nearest integer and multiply by 525.
 * To calculate Ranged and Magic experience, the formula is: $$Floor(lvl^2/600)*480*zeals$$
 * Take your level and square it (multiply by itself) then divide by 600; after dividing, round down to the nearest integer and multiply by 480.
 * To calculate Prayer experience, the formula is: $$Floor(lvl^2/600)*270*zeals$$
 * Take your level and square it (multiply by itself) then divide by 600; after dividing, round down to the nearest integer and multiply by 270.
 * To calculate Slayer experience 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 experience 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 8400 experience, with 98+ 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 levelled up, not the one(s) you levelled into. To calculate if you are gaining or wasting experience remember that the formula rounds DOWN to the nearest number after lvl^2/600. Because of this a group of numbers all have the same experience.

Example: You exchange 25 zeal to get from level 71-72 but the needed zeal is 21 (it takes 84812 exp from 71-72, so 84812/4200 is 20.19, which rounds to 21). 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.

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. Thus allowing Hitpoint Pures.

Chart if experience per zeal point per level in magic or range

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.


 * {|class="wikitable"

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


 * {|class="wikitable"

!Combat Level !Gold Charms !Green Charms !Crimson Charms !Blue Charms
 * 4-85
 * 14
 * 9
 * 9
 * 12
 * 86-100
 * 23
 * 15
 * 15
 * 19
 * 101-110
 * 34
 * 22
 * 22
 * 29
 * 111-124
 * 41
 * 27
 * 26
 * 36
 * 125-135
 * 47
 * 31
 * 30
 * 41
 * 136+
 * 52
 * 34
 * 34
 * 45
 * }
 * 136+
 * 52
 * 34
 * 34
 * 45
 * }

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, the Nomad will then supply the player with a pet of that type.


 * {|class="wikitable"

!Image !Trophy !Pet !Zeal points
 * Crawling hand detail.png
 * Crawling hand
 * Creeping hand
 * 5
 * Minitrice detail.png
 * Cockatrice head
 * Minitrice
 * 25
 * Baby Basilisk detail.png
 * Basilisk head
 * Baby basilisk
 * 40
 * Baby kurask detail.png
 * Kurask head
 * Baby kurask
 * 70
 * Abyssal minion detail.png
 * Abyssal demon head
 * Abyssal minion
 * 85
 * }
 * Abyssal minion detail.png
 * 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.

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.