Reputation¶
The party has a single shared reputation score on a 1–20 scale. It governs how NPCs interact with you, how shopkeepers price their goods, and whether your good-aligned companions stick around.
You begin with a reputation based on the alignment of the lead character (see Alignment).
Evil-doing parties beware
Parties with low reputation become the targets of bounty hunters and guards.
Reputation changes¶
Reputation rises or falls based on your actions — killing innocents, stealing, killing Flaming Fist soldiers, and donating to temples all move it. Donations improve reputation; the amount of gold required to gain a point scales with your current reputation.
| Reputation | Killing an innocent | Stealing | Killing a Flaming Fist soldier | Donating to the church (amount in gp) |
|---|---|---|---|---|
| 20 (hero) | –10 | –1 | –10 | — |
| 19 | –10 | –1 | –10 | — |
| 18 | –9 | –1 | –9 | — |
| 17 | –8 | –1 | –9 | +1 (5000) |
| 16 | –7 | –1 | –9 | +1 (2500) |
| 15 | –6 | –1 | –8 | +1 (2000) |
| 14 | –5 | –1 | –8 | +1 (1500) |
| 13 | –5 | –1 | –7 | +1 (1200) |
| 12 | –5 | –1 | –7 | +1 (900) |
| 11 | –4 | –1 | –6 | +1 (700) |
| 10 | –4 | –1 | –6 | +1 (500) |
| 9 | –3 | –1 | –5 | +1 (400) |
| 8 | –2 | 0 | –5 | +1 (300) |
| 7 | –2 | 0 | –4 | +1 (200) |
| 6 | –2 | 0 | –3 | +1 (400) |
| 5 | –2 | 0 | –2 | +1 (500) |
| 4 | –1 | 0 | –2 | +1 (1000) |
| 3 | –1 | 0 | –1 | +1 (1000) |
| 2 | –1 | 0 | –1 | +1 (1200) |
| 1 (villain) | 0 | 0 | 0 | +1 (1500) |
Encounter adjustments¶
When the party encounters an NPC, the game makes a reaction roll (2d10) and adjusts the result by the speaker's Charisma (or the party leader's Charisma when dealing with merchants) plus the party's reputation. The specific NPC may also have their own modifier. The encounter adjustment affects how NPCs perceive you, how willing they are to share information, and what prices shopkeepers offer.
| Reputation | Effect |
|---|---|
| 20 (hero) | +4 reaction adjustment |
| 18–19 | +3 reaction adjustment |
| 16–17 | +2 reaction adjustment |
| 14–15 | +1 reaction adjustment |
| 9–13 | No adjustment |
| 8 | –1 reaction adjustment |
| 7 | –2 reaction adjustment |
| 6 | –3 reaction adjustment |
| 5 | –4 reaction adjustment |
| 4 | –5 reaction adjustment |
| 3 | –6 reaction adjustment |
| 2 | –7 reaction adjustment |
| 1 (villain) | –20 reaction adjustment |
Charm spells alter perception
Charm spells improve the encounter adjustment but so alter the recipient's perception that they may forget dealings with you — and will be hostile toward you when the spell wears off. Targeting indiscriminately can close off quests you might otherwise have completed.
Effects on party members¶
Each joinable companion has five emotional states tied to your reputation and their own alignment: Happy, Neutral, Unhappy, Angry, and Breaking point. These states drive their dialogue cues — a happy character doesn't complain, but in any other state you'll start to hear about it.
| Reputation | Good companions | Neutral companions | Evil companions |
|---|---|---|---|
| 20 | Happy | Happy | Break |
| 19 | Happy | Happy | Break |
| 18 | Happy | Happy | Angry |
| 17 | Happy | Happy | Angry |
| 16 | Happy | Happy | Angry |
| 15 | Happy | Neutral | Unhappy |
| 14 | Happy | Neutral | Unhappy |
| 13 | Happy | Neutral | Unhappy |
| 12 | Neutral | Neutral | Neutral |
| 11 | Neutral | Neutral | Neutral |
| 10 | Neutral | Neutral | Neutral |
| 9 | Neutral | Neutral | Neutral |
| 8 | Unhappy | Neutral | Neutral |
| 7 | Unhappy | Neutral | Neutral |
| 6 | Unhappy | Neutral | Happy |
| 5 | Angry | Unhappy | Happy |
| 4 | Angry | Unhappy | Happy |
| 3 | Angry | Angry | Happy |
| 2 | Break | Angry | Happy |
| 1 | Break | Break | Happy |
A character at Break will eventually leave the party.
A happy life is a good life!
— Volo
Source: bg2ee/original_manuals/baldurs_gate_2_ee_mastering_melee_and_magic.pdf — "Effects of Reputation and Alignment".