Reference
Virtue Binding
Every character is born wearing a Binding
— a blessed, permanent item in its own equip slot beside the Helm. It can
never be unequipped, dropped, or lost to death. The Binding levels from 0 to
30 off the gold your kills earn, and every level grants one
talent point to spend across the eight virtues below.
Right-click the Binding in its equip slot to open the talent
gump; a level-up is announced to the whole server.
🔗
How it levels. Every gold coin a monster kill pays out is
also 1 Binding XP — no separate grind,
it accumulates just by fighting. Early levels come quickly
(12,500 XP
for level 1), but past level 5 each level's cost accelerates sharply —
652,000 XP
for the final level alone,
6,300,000 XP
total to reach 30. Honor's Legacy of Honor talent
boosts the conversion itself by 15%.
🌱
32 nodes, but only 30 points. Each
virtue's four tiers unlock strictly in order — you can't take a deeper
tier without the ones above it — and the full tree holds two more nodes
than you will ever have points, so no character maxes every branch. Choose the
virtues that fit how you actually play; a mistake can be undone, but unbinding
a point costs Virtue Points (see below), so it's a fee, not a free respec.
⚙️
Toggling a virtue off. Once at least one tier is unlocked,
right-click that virtue's header in the talent gump to suppress every bonus
its unlocked tiers grant — useful for a talent like Sacrifice's
Perilous Harvest, which you might want off while gathering somewhere
you'd rather not risk an ambush. Spent points are never refunded by this, and
flipping a virtue back on is free but locks that same virtue out from being
toggled again for 5 minutes, so it can't be flicked on and off to chase a
single roll.
↺
Refunding a spent point. Right-click the deepest unlocked
tier of a virtue in the talent gump to unbind it, reclaiming that talent
point to spend elsewhere — at a cost of
50 Virtue Points (earned
via Bind Offering, below). Only the bottom of a track can ever be unbound:
shallower tiers prop up the ones after them, so a chain can never be left with
a hole — re-speccing a whole virtue means refunding it tier by tier, from
the bottom up, paying the fee each time.
Eight virtues, four tiers each, top to bottom.
Every effect below is live game mechanics wired into combat, gathering,
crafting, healing, magic, and the economy — none of it is flavor text.
Tier 1
True Strike
5% chance to strike twice in one swing.
Tier 2
Exposed Flaw
Critical hits deal +0.5% extra damage per point of the target's Armor Rating.
Tier 3
Piercing Truth
Ignore 15% of a monster's Armor Rating.
Tier 4
Better Judgement
You may now customize your bandage auto-heal threshold.
Tier 1
Gentle Hands
+5 flat HP on every bandage application.
Tier 2
Steady Care
20% chance auto-eat doesn’t consume a food charge.
Tier 3
Kindled Spirit
Passively regenerate 1% of max Hits every 30s while out of combat and not at full health.
Tier 4
Unbroken Mercy
15% chance applying a bandage doesn’t consume it.
Tier 1
Warrior's Resolve
+2 flat damage on every weapon swing.
Tier 2
Battle Fury
+5% hit chance.
Tier 3
Relentless Strikes
10% chance a hit deals 50% extra damage.
Tier 4
Champion's Wrath
+10% total melee damage.
Tier 1
Vigilant Guard
+5 flat Armor Rating.
Tier 2
Steadfast Block
+5% parry/block chance.
Tier 3
Iron Resolve
-10% incoming damage.
Tier 4
Divine Shield
5% chance to fully negate an incoming hit.
Tier 1
Perilous Harvest
Gathering can now trigger a combat encounter. Only while you’re online — offline progress never ambushes you.
Tier 2
Burden Eased
+50 max carry weight.
Tier 3
Bountiful Harvest
+15% gather yield.
Tier 4
Waste Not
15% chance a tool doesn’t lose durability on use.
Tier 1
Spoils of War
+10% gold from monster kills.
Tier 2
Warrior's Discipline
+15% weapon/Tactics/Parrying skill-gain chance.
Tier 3
Swift Recovery
-20% respawn cooldown after a kill.
Tier 4
Legacy of Honor
+15% Virtue Binding XP gained from gold.
Tier 1
Deep Well
+15% max Mana.
Tier 2
Mystic Focus
50% chance a cast spends no spellbook charge.
Tier 3
Arcane Efficiency
15% chance a spell costs no reagents.
Tier 4
Boundless Power
-15% mana cost on spells.
Tier 1
Patient Study
+10% skill-gain chance on every skill.
Tier 2
Light Footed
30% chance if your craft fails it doesn't use resources.
Tier 3
Grounded Focus
-10% fail chance while gathering or crafting, and a 50% chance to finish two at once at a Crafting Bench.
Tier 4
Enlightened Mind
5% chance a skill-gain tick grants double (+0.2 instead of +0.1).
A second, separate currency. Say
"Bind Offering" in Local chat at any town (not inside a
dungeon) to sacrifice every identified, magical item currently in your
backpack in one go — each is destroyed and pays out Virtue Points by its
magic rung, per the table below. Virtue Points aren't spent on the talent tree
— they bank up for a rewards shop coming later, so offerings made now
still count.
| Magic Rung | Virtue Points per Item |
| Ruin |
1 |
| Might |
2 |
| Force |
3 |
| Power |
5 |
| Vanquishing |
8 |
Cumulative Binding XP required to reach each level
— equal to the total kill gold earned since the character was created
(before any Legacy of Honor bonus).
| Level | Total XP | XP from Previous |
| 1 |
12,500 |
12,500 |
| 2 |
25,000 |
12,500 |
| 3 |
50,000 |
25,000 |
| 4 |
75,000 |
25,000 |
| 5 |
100,000 |
25,000 |
| 6 |
128,000 |
28,000 |
| 7 |
159,000 |
31,000 |
| 8 |
195,000 |
36,000 |
| 9 |
238,000 |
43,000 |
| 10 |
290,000 |
52,000 |
| 11 |
353,000 |
63,000 |
| 12 |
429,000 |
76,000 |
| 13 |
520,000 |
91,000 |
| 14 |
628,000 |
108,000 |
| 15 |
755,000 |
127,000 |
| 16 |
903,000 |
148,000 |
| 17 |
1,074,000 |
171,000 |
| 18 |
1,270,000 |
196,000 |
| 19 |
1,493,000 |
223,000 |
| 20 |
1,745,000 |
252,000 |
| 21 |
2,028,000 |
283,000 |
| 22 |
2,344,000 |
316,000 |
| 23 |
2,695,000 |
351,000 |
| 24 |
3,083,000 |
388,000 |
| 25 |
3,510,000 |
427,000 |
| 26 |
3,978,000 |
468,000 |
| 27 |
4,489,000 |
511,000 |
| 28 |
5,045,000 |
556,000 |
| 29 |
5,648,000 |
603,000 |
| 30 |
6,300,000 |
652,000 |