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.
Contents
Experience
Players can claim experience in combatrelated skills:
XP Calculation
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:
 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 points 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 yaxis of the graph of x^2, 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 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 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 XP(30)/XP(1), 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 XP(1)=7:
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
Chart of experience per zeal point per level in any skill:
Attack / Strength / Defence / Constitution Level 1 zeal 10 zeal 100 zeal 124 0 0 0 2534 525 5250 57750 3542 1050 10500 115500 4348 1575 15750 173250 4954 2100 21000 231000 5559 2625 26250 288750 6064 3150 31500 346500 6569 3675 36750 404250 7073 4200 42000 462000 7477 4725 47250 519750 7881 5250 52500 577500 8284 5775 57750 635250 8588 6300 63000 693000 8991 6825 68250 750750 9294 7350 73500 808500 9597 7875 78750 866250 9899 8400 84000 924000
Magic/Ranged Level 1 zeal 10 zeal 100 zeal 124 0 0 0 2534 480 4800 52800 3542 960 9600 105600 4348 1440 14400 158400 4954 1920 19200 211200 5559 2400 24000 264000 6064 2880 28800 316800 6569 3360 33600 369600 7073 3840 38400 422400 7477 4320 43200 475200 7881 4800 48000 528000 8284 5280 52800 580800 8588 5760 57600 633600 8991 6240 62400 686400 9294 6720 67200 739200 9597 7200 72000 792000 9899 7680 76800 844800
Prayer Level 1 zeal 10 zeal 100 zeal 124 0 0 0 2534 270 2700 29700 3542 540 5400 59400 4348 810 8100 89100 4954 1080 10800 118800 5559 1350 13500 148500 6064 1620 16200 178200 6569 1890 18900 207900 7073 2160 21600 237600 7477 2430 24300 267300 7881 2700 27000 297000 8284 2970 29700 326700 8588 3240 32400 356400 8991 3510 35100 386100 9294 3780 37800 415800 9597 4050 40500 445500 9899 4320 43200 475200
Slayer Level 1 zeal 10 zeal 100 zeal 124 0 0 0 25 82 820 9020 26 90 900 9900 27 100 1000 11000 28 110 1100 12100 29 122 1220 13420 3032 135 1350 14850 3337 180 1800 19800 3841 225 2250 24750 4245 270 2700 29700 4649 315 3150 34650 5052 360 3600 39600 5356 405 4050 44550 5759 450 4500 49500 6061 495 4950 54450 6264 540 5400 59400 6567 585 5850 64350 6869 630 6300 69300 7072 675 6750 74250 7374 720 7200 79200 7577 765 7650 84150 7879 810 8100 89100 8081 855 8550 94050 8283 900 9000 99000 8485 945 9450 103950 8687 990 9900 108900 8889 1035 10350 113850 9091 1080 10800 118800 9293 1125 11250 123750 9495 1170 11700 128700 9697 1215 12150 133650 98 1260 12600 138600 99 1305 13050 143550
Calculators
template = Template:Soul wars attack strength defence constitution calc form = swasdcf result = swasdcr param = 1Skill's levelint199 param = 2# of Zealint
Attack/Strength/Defence/Constitution calculator 

Calculator is loading...! 
Result 
0 Experience Points 
template = Template:Soul wars magic ranged calc form = swmrf result = swmrr param = 1Skill's levelint199 param = 2# of Zealint
Magic/Range calculator 

Calculator is loading... 
Result 
0 Experience Points 
template = Template:Soul wars prayer calc form = swpf result = swpr param = 1Skill's levelint199 param = 2# of Zealint
Prayer calculator 

Calculator is loading... 
Result 
0 Experience Points 
template = Soul wars slayer calc form = swsf result = swsr param = 1Skill's levelint199 param = 2# of Zealint
Slayer calculator* 

Calculator is loading... 
Result 
0 Experience Points 
* Due to the current uncertainty, this calculator may be incorrect.
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 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 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
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 Cockatrice head Minitrice 25 Basilisk head Baby basilisk 40 Kurask head Baby kurask 70 Abyssal demon head Abyssal minion 85 Fire cape TzRek Jad 100
 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 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 Capes they exchange for TzRek Jad.
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, 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  36,547  
Wyvern bones  1123  182,688 to 381,984  
Wolf bones  1839  47,196 to 102,258  
Dagannoth hide  5  30,175  
Big bones  60  12,180  
Marigolds  68  31,962 to 42,616  
Larupia fur  412  47,832 to 143,496  
Bones  209290  55,594 to 77,140  
Dragon bones  11  23,496  
Coins  20,000 to 250,000 
20,000 to 250,000  
Unicorn horn  22  74,888  
Kyatt fur  49  25,180 to 56,655  
Vampyre dust  1928 noted  10,830 to 15,960  
Evil turnip  7  19,845  
Carved evil turnip  7 noted  21,644  
Thin snail  20 raw and noted  21,480  
Proboscis  12  77,832  
Desert goat horn  6 noted  9,096  
Dagannoth bones  35 noted  22,743 to 30,324  
Ogre coffin key  42 noted  103,236  
Red flowers  9 noted  35,100  
Green dragonhide  10 noted  16,980  
Potato cactus  1819 noted  94,482 to 99,731  
Bagged plant 1  20 noted  46,000  
Graahk fur  521  33,115 to 139,083  
Snake hide  10 noted  96,480 
This is a decent way to make money from zeal, as the least valuable option (Desert goat horn) is still worth 9,096. 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 highpriced reward is rare.
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 8.48 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 4.77 coins per exp and the opportunity cost of Constitution/Defence/Strength/Attack is 4.36 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 34 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.
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