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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 classes retain their powers.

You begin with a reputation based on the alignment of the lead character (see Alignment).

What changes reputation

  • Murder. Killing an innocent NPC lowers your reputation. The penalty grows steeper the higher your reputation already is — a hero is judged more harshly for the same act than a known villain.
  • Donation. Donating gold to a temple raises your reputation by one point. The amount required scales with how good you already are.

Donation cap

You cannot raise your reputation above 8 by donating to temples. To be recognised as a true hero you must perform good deeds.

Price adjustments

In addition to the discount bestowed by a high Charisma, your reputation may earn you store discounts — or, if you are a villain known for your low reputation, surcharges.

Reputation Murder penalty Price adjustment Donation to raise +1
1 (villain) +900% 5000 gp
2 –1 +900% 4000 gp
3 –1 +100% 3000 gp
4 –1 +50% 2000 gp
5 –2 +40% 1000 gp
6 –2 +30% 750 gp
7 –2 +20% 500 gp
8 –2 +20%
9 –3 +10%
10 –4
11 –4
12 –5
13 –5
14 –5
15 –6 –5%
16 –7 –10%
17 –8 –15%
18 –9 –20%
19 –10 –25%
20 (hero) –10 –30%

Effects on the party

Paladins and Rangers must watch their reputation carefully:

  • If reputation falls below 6, Paladins lose their class abilities.
  • If reputation falls below 4, Rangers lose their class abilities.
  • A Paladin or Ranger who loses their powers in this way becomes "Fallen".

Blackguards (a Paladin kit) are exempt from these restrictions.


Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Reputation", "Alignment", "Appendix 6: Reputation".