Reputation Mechanics
Your character has a separate reputation value for each of the six factions.
A new character starts at 0 with every faction except the one that matches its race, which starts at 500.
Human
Elf
Dwarf
Fire Goblin, Dark Elf
Felarii, Drassar
No race starts here
The Forsaken is the one faction nobody is born into. It is also the only faction that goes up when you kill NPCs.
Each reputation value falls into one of nine tiers. Requirements in the game check the raw number, so the tier is only a label.
| Tier | Starts at | Points to cross | What changes here |
|---|---|---|---|
| Hated | — | no limit | NPCs refuse to talk |
| Hostile | -3,000 | 2,500 | NPCs refuse to talk |
| Unfriendly | -500 | 500 | — |
| Neutral | 0 | 1,000 | — |
| Friendly | 1,000 | 20,000 | Faction vendors, at 15,000 |
| Honored | 21,000 | 200,000 | Houses and gated quests, at 21,000 |
| Ally | 221,000 | 500,000 | Recipes, costumes, and pets, at 221,000 |
| Revered | 721,000 | 1,279,000 | Mounts, at 721,000 |
| Exalted | 2,000,000 | no limit | — |
Each number is the lowest reputation that counts as that tier. Friendly starts at exactly 1,000, so 999 is still Neutral.
Most reputation comes from kills. Each monster has a list of factions it raises and a list it lowers, and both apply when it dies.
What you gain depends on the monster's level and its maximum health, multiplied by its rank. What you lose depends only on level.
| Rank | Gain per kill | Loss per kill |
|---|---|---|
| Boss | (level + round(max health / 2000)) × 20 | level × 2 |
| Elite | (level + round(max health / 2000)) × 10 | level × 1 |
| Normal | (level + round(max health / 2000)) × 2 | level × 0.5 |
Because health counts, high-health bosses are worth far more than anything else. Valaark is a level 70 boss with 3,000,000 health, so killing it gives (70 + 1,500) × 20 = +31,400 Ancient Gods.
If you kill it in a party, everyone nearby gets the full amount. It is not divided.
NPCs can be killed too, and their death changes reputation with a simpler formula.
Every faction on the NPC's improve list goes up by NPC level × 1.5 and every faction on its decrease list goes down by NPC level × 5. Health and rank do not matter.
In the current data the only faction an NPC death improves is The Forsaken, and the one it lowers is the NPC's own. Both amounts are small. The highest-level NPCs are level 50, so they give +75 to The Forsaken and cost −250 with their own faction.
Killing NPCs is not the quickest way to raise The Forsaken either. The Spirit of the Forest is worth +6,100 a kill.
Quest reputation goes to the faction of the NPC who gave you the quest.
Handing in a quest gives recommended level × 20 reputation with that faction. A level 40 quest gives 800.
Adventurer quests give no reputation at all.
Some chests belong to a faction, and looting one lowers your reputation with it.
Opening a faction chest costs 200 reputation. It is the same amount for every chest, no matter its level or contents.
You only pay it when the chest actually gives you something. If the reward roll comes up empty, you lose nothing.
Friendly animals stand around in towns and can be petted for a small amount of reputation.
Clicking one from up close pets it and gives 1 to 4 reputation with the animal's faction. Each animal only pays out once every 30 seconds, so petting the same one repeatedly does nothing extra.
Every requirement compares your raw reputation value against a number.
- Faction vendors will not open their shop below 15,000 reputation.
- Some items have their own requirement on top of that. It is checked against the faction of the NPC selling the item.
- Houses have their own faction and requirement. Every purchasable house currently needs 21,000, which is Honored.
- Quests can require any amount with any faction. You have to meet every listed requirement before you can pick the quest up.
- Below −500 reputation, NPCs of that faction will not talk to you. No shop, no quests, no services.
Reputation does not affect prices. The price an NPC quotes only includes your charisma discount.
Reputation does not move on its own, and there is no limit in either direction.
Nothing in the game changes reputation over time. It only moves when one of the sources above applies, so a faction you ignore keeps whatever value it had.
There is no cap and no floor. Every source adds to or subtracts from the stored value without clamping it, and the value is saved as-is, so a faction can climb past Exalted or fall well below Hated.
The faction panel hides this at both ends. At Exalted it shows "Max" and fills the slider completely, and at Hated it shows 0 out of 10,000 once you drop below −13,000. Both are display limits on a value that keeps moving.