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 their new level x 20 virtue points — the higher the level you help them reach, the more heaven smiles on you.
- The blessing ends at level 70. Levels above 70 earn no virtue — past that, they are newbies no more.
A full guided climb from level 1 to 70 is worth about 49,680 virtue points — nearly a DragonBall.
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; ours follow the classic formula (level x 20 with the 20-level gap), with one Aurenfall rule stated plainly: member levels above 70 do not count.
- The Labyrinth keeps its silver door too — virtue is the honorable discount, not the only key.