Reputation
Reputation grants or denies players access to activities involving Factions. This access may come in a variety of forms, from Quests to travel using boats or teleporters. Reputation is displayed on the Character Sheet.
If your reputation with a given faction reaches -20 or below, members of that faction will attack you on sight! This means that you can no longer interact with the NPCs of that faction, for quests, buying/selling, etc. This applies to the "Guard" of any city, town or kingdom you might be visiting, who otherwise are probably just standing around unless an enemy wanders near.
Reputation
Reputation | Name | Description |
---|---|---|
−100 to −80 | Arch-enemy | You are deeply hated and considered an Arch-enemy here. |
−79 to −60 | Enemy | You are hated and considered an Enemy here. |
−59 to −40 | Criminal | You are hated and considered a Criminal here. |
−39 to −20 | Bandit | You are mistrusted and considered a Bandit here. |
−19 to −5 | Rascal | You are mistrusted and considered a Rascal here. |
−4 to +9 | Unknown | You are Unknown here, and your presence mostly ignored. |
+10 to +24 | Friendly | You are considered Friendly here, and treated respectfully. |
+25 to +39 | Trusted | You are considered Trusted here, and treated respectfully. |
+40 to +59 | Hero | You are considered a Hero here, and recognized by most people with admiration. |
+60 to +79 | Great hero | You are considered a Great hero here, and recognized by most people with admiration and awe |
+80 to +100 | Legendary hero | You are a Legendary hero here, and everyone smiles and salutes you in deep respect. |
Reputation Checks
The following list provides an overview on all Reputation checks currently known in the game. A check is passed if your reputation is equal to or larger than the respective value given below.
Faction | Reputation | NPC / Object | Quest | Area | Description |
---|---|---|---|---|---|
Friguld Governor | −10 | Chancellor Malard | The Snake Gang | Governor's Manor | Required to talk with Chancellor Malard about the The Snake Gang, thus gaining all options for this quest. Note: You can whitewash your reputation for 1,000 Gold (500 Gold when passing a Personality 3 check) as long as it is above −90 and you didn't rob the Golden Cove Bank. |
Friguld Governor | +1 | Captain | None | Friguld (City) | Necessary for peacefully entering Friguld for free and not being bothered by the Captain anymore. Otherwise you have to pay 100 Gold or a bottle of Friguld Rum each time you pass the city gate. Alternative: Passing a Personality 3 check, killing the Captain, or never possessing enough gold in the first place. |
Golden Hand | +1 | Conjurer (Golden Hand) | None | The Grey Library | Required to enter the library without a fight. Note: You only need to pass this check once. Thereafter access will be granted irrespective of your actual reputation. |
Ilmara | +10 | Boatman Cleon | None | Nivarian (City) | Required for convincing Boatman Cleon to offer you transportation to Kingsbridge and Rhöneis. |
Ilmara | +20 | Guardian (Hall of Wisdom) | None | The Hall of Wisdom | Mandatory for gaining access to the The Hall of Wisdom. Additionally, a reputation of +20 with The Three is needed. Note: You only need to pass this check once. Thereafter access will be granted irrespective of your actual reputation. |
Ilmara | +40 | Captain Pelorat | None | Nivarian (City) | Required to buy the Nivarian House from Captain Pelorat. |
Jabal (City) | −9 | Praetor Silena | None | Jabal (City) | Necessary for getting into conversation with Praetor Silena when the quest The Price of Freedom is not active. Otherwise she will just say "I'm watching you." |
Kingsbridge (City) | +10 | Boatman Orrus | None | Kingsbridge (City) | Required for convincing Boatman Orrus to offer you transportation to Rhöneis. |
Lannegar (City) | +10 | Captain Whitewater | Head Hunting | Lannegar (City) | Mandatory for initiating the quest Head Hunting. |
Rhöneis (City) | +10 | Boatman Orrus | None | Rhöneis (City) | Required for convincing Boatman Narrim to offer you transportation to Kingsbridge. |
Royal Loreseekers | +10 | Rur'azar | A Key to the Past | The Great Library | Necessary for convincing Rur'azar to do some research for you, thus advancing the quests A Key to the Past and Where is Amarisa?. |
Royal Loreseekers | +15 | Gebadi | None | The Great Library | Necessary for learning the skills Death Ward and Magical Training from Gebadi. |
The Three | −10 | Altar of The Three | None | 9 Locations | Required to use the altar for gaining mana (Clerics only) and XP boosts. |
The Three | +0 | Altar | None | The Hall of Wisdom | Necessary for receiving holy visions from the altar. |
The Three | +20 | Brother De Frere | The Missing Missionary | Icemist (City) | Mandatory for initiating the quest The Missing Missionary. |
The Three | +20 | Guardian (Hall of Wisdom) | None | The Hall of Wisdom | Mandatory for gaining access to the The Hall of Wisdom. Additionally, a reputation of +20 with Ilmara is needed. Note: You only need to pass this check once. Thereafter access will be granted irrespective of your actual reputation. |
The Three | +25 | Sister Genta | The Cursed Abbey | Fögas (City) | Mandatory for initiating the quest The Cursed Abbey. |
The Three | +25 | Brother Iagus | ... and the Abyss Gazed Back | New Anthur (City) | Mandatory for initiating the quest ... and the Abyss Gazed Back. |
The Three | +25 | Brother Palver | The Moon Children | Nivarian (City) | Mandatory for initiating the quest The Moon Children. |
The Three | +32 | Bishop Bareid | The Dead God | The Hall of Wisdom | Mandatory for advancing the quest The Dead God. |
The Three | +35 | Guardian (Chapel of the Faithful) | None | The Hall of Wisdom | Mandatory for gaining access to the Chapel of the Faithful within The Hall of Wisdom. Note: You only need to pass this check once. Thereafter access will be granted irrespective of your actual reputation. |
Thuram | −9 | Conjurer (Icemist) | None | Icemist Fjord | Mandatory for gaining access to Icemist. Note: If your reputation is lower than −44, you will get attacked instantly. If it is in the range −44 to −10, and you pass a PER 3 check, you get the chance to restore your reputation by delivering The Orb of Shadows and 10,000 Gold. |
Varannari | −9 | Steel Thunder | Human Resources | Eastern Inori | Necessary for convincing Steel Thunder that your intentions are peaceful. Otherwise a fight with the Bear Clan is unavoidable. |
Varannari | 10 | Stone Fang | Last of the Legion | Varann Woodland | Needed to enter the Elder Forest on friendly terms with the Varannari. If your rep is above -5, they will not be hostile, but will refuse entry. |
Varannari | 10 | Bed Rolls | None | Elder Forest | Friendly reputation required in order to be able to rest at the beds safely. |
Varannari | 25 | Stone Fang | Last of the Legion | Varann Woodland | Needed to enter the Elder Forest on the best terms, enabling more quest resolution options. |
Varannari | 25 | Star Shadow | None | Elder Forest | Mandatory to get Star Shadow to talk to you, enabling you to learn Beast Master. |
Varannari | 25 | Hunting Moon | Last of the Legion | Elder Forest | Necessary to open up the peaceful resolution path to the quest, for the best rewards. |
Varannari | 25 | Laughing Deer | Path of the Deer | Elder Forest | Required to meditate with Laughing Deer and reach the Spirit world, initiating the quest. |
Varsilia | +30 | Castle Guard | None | New Garand (City) | Mandatory for gaining access to the Royal Castle Yard. |
Varsilia | +40 | Raegar | Those in Need | Mount Storme | Necessary for scaring Raegar and his men away and make them leave the valley. Alternative: Being a member of the Seventh House. |
Varsilia | +40 | Governor Todbir | Trial and Error | Western Korne | Required to make Governor Todbir listen to your inquiry about Bagadar, thus advancing the quest Trial and Error. |
Varsilia | +40 | Latimer | Where is Giles | New Garand (City) | Mandatory for initiating the quest Where is Giles. |
Varsilia | +60 | Captain Demetrius | The Poisoned River | New Anthur (City) | Mandatory for initiating the quest The Poisoned River. |
Wizard's Guild | −9 | Door to Iron Enclave | None | Iron Valley | Required to enter the Iron Enclave. |
Wizard's Guild | −9 | Door to Great Plains Enclave | None | Great Plains | Required to enter the Great Plains Enclave. |
Wizard's Guild | −9 | Door to Inori Enclave | None | Northern Inori | Required to enter the Inori Enclave. |
Wizard's Guild | −9 | Door to Sagar Enclave | None | South Sagar Forest | Required to enter the Sagar Enclave. |
Wizard's Guild | +7 | Aglaron | None | Iron Enclave | Necessary for learning the skills Fire Mastery and Fire Ward from Aglaron. |
Wizard's Guild | +7 | Arabelle de Winter | None | Great Plains Enclave | Necessary for learning the skills Ice Mastery and Ice Ward from Arabelle de Winter. |
Wizard's Guild | +7 | Misara | None | Inori Enclave | Necessary for learning the skills Mage Barrier and Shock Ward from Misara. |
Wizard's Guild | +7 | Barahid | Stopping Prejudice | Great Plains Enclave | Mandatory for initiating the quest Stopping Prejudice. |
Reputation Changes
The following list provides an overview on all Reputation changes in the game.
The list is under construction, but at the moment contains all changes affecting reputation with Ilmara (principally to help unlock the quest The Dead God), and with the Varannari (principally to help with getting access to quest resolutions for Last of the Legion). Few other factions provide a meaningful constraint on game progress besides those two, assuming you don't pick unnecessary fights, kill town guards and the like.