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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.

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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%.
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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.
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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.

The Talent Tree

Virtues

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.

Honesty Damage & precision
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.
Compassion Healing & sustenance
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.
Valor Melee offense
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.
Justice Defense
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.
Sacrifice Carrying capacity & gathering
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.
Honor Combat economy
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.
Spirituality Magic
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.
Humility Training & mastery
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).

Bind Offering — Virtue Points

Virtues

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 RungVirtue Points per Item
Ruin 1
Might 2
Force 3
Power 5
Vanquishing 8

Level Thresholds

Virtues

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).

LevelTotal XPXP 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