Virtue Points — heaven repays the helpful
Earned by: leading a team and power-leveling its lower-level members. Spent at: Shelby (Market) — Meteors, experience, DragonBalls — and on Simon's Labyrinth passage.
Help the newbies grow and heaven repays you. Virtue points are Aurenfall's reward for veterans who take young heroes under their wing.
How to earn virtue
- Form a team and lead it. Only the team captain earns virtue.
- Take lower-level members hunting. A member must be at least 20 levels below you (counted against the level they are reaching) — that's what makes them a newbie worth guiding.
- Stay close. You must be near the member when they level (about a screen away).
- Watch them grow. Every level a member gains pays you 72 virtue points plus twice their new level — 76 points early on, 212 by the time they near level 70. The higher you carry them, the more heaven pays, but an early level is always worth guiding.
- The blessing ends at level 70. Levels above 70 earn no virtue — past that, they are newbies no more.
Every award announces itself twice — a system line in the corner and a line in your chat log — and both tell you your running total, so you never have to walk to Shelby just to check.
A full guided climb from level 1 to 70 is worth 9,936 virtue points — a fifth of a DragonBall, or two Meteors, or four passages into the Labyrinth.
Spending virtue
Shelby on the Market exchanges points:
| Prize | Cost |
|---|---|
| Meteor | 5,000 |
| Experience (a hearty boost, below level 130 only) | 15,000 |
| DragonBall | 50,000 |
Simon in Twin City also accepts 2,000 virtue points for a Treasure Labyrinth passage — the classic toll — as an alternative to his 10,000-silver fee.
Shelby only talks business with heroes of level 70+; check your balance with her any time.
How our version differs
- Classic CO never said its numbers out loud, and its formula (the reached level x 20) paid almost nothing for the early levels (40 points) and a fortune near the cap (1,400). Ours keeps the classic idea — the award rises with the level — but on a floor, so the spread between the first level and the last stays under threefold instead of thirty-five-fold. The total is set deliberately: guiding a whole character from 1 to 70 comes to a fifth of a DragonBall. Two Aurenfall rules stated plainly: the 20-level gap still applies, and member levels above 70 do not count.
- The Labyrinth keeps its silver door too — virtue is the honorable discount, not the only key.