KCD2 Reputation Guide — Region System, Recovery, and Hidden Quest Locks

How reputation actually works in KCD2
Reputation in KCD2 is the system most players hit invisible walls against without realizing. Unlike a global karma meter, KCD2 tracks reputation independently for each of the five main regions: Trosky, Kuttenberg, Suchdol, Sasau, and Nebakov. Being a hero in Trosky has zero effect on how Kuttenberg's guards treat you, and vice versa.
Each region's meter runs 0-100 and starts around 50 (neutral) when you first arrive. Actions move it up or down by 1-30 points depending on severity. Reputation governs four player-visible outcomes: NPC dialogue tone, shop prices, quest availability, and guard hostility. There's also a fifth invisible effect — companion approval shifts in some quests scale with local reputation.
The non-obvious bit: reputation is per-NPC-faction sometimes, not just per-region. Killing a peasant in Trosky drops 'Trosky commoner' reputation; killing a Trosky noble drops 'Trosky nobility' reputation. Most actions affect both, but some quest decisions create asymmetric impacts where you're popular with the peasants and hated by the lords or vice versa.
Reputation thresholds and their effects
| Threshold | NPC behavior | Shop prices | Quest access | |
|---|---|---|---|---|
| 0-15 (criminal) | 0-15 (criminal) | Guards attack on sight | Refused | All region quests locked |
| 16-29 (outcast) | 16-29 (outcast) | NPCs flee or insult | +40% prices, limited stock | Major quests refused |
| 30-49 (suspicious) | 30-49 (suspicious) | Curt greetings, no idle chat | +20% prices | Side quests gated |
| 50-69 (neutral) | 50-69 (neutral) | Standard interactions | Standard prices | Standard quest pool |
| 70-89 (respected) | 70-89 (respected) | Friendly, more dialogue | -10% prices, haggle bonus | Unique quests unlock |
| 90-100 (beloved) | 90-100 (beloved) | Free favors, gossip | -20% prices, free inn beds | Hidden quest branches |
Actions that move the meter — up and down
Reputation gains and losses are usually predictable but the magnitude varies. Completing a region's main quest grants +10 to +15. A side quest is +3 to +8. Petty theft from a peasant inventory chest drops -3 if witnessed, 0 if unseen. Murder of a named NPC is a flat -30 plus a manhunt timer.
Some actions have hidden costs. Sleeping in an unowned bed without permission is treated as trespassing — minor reputation hit even if no one sees, because the bed owner reports a stranger having used their bedding. Public drunkenness (Alcoholism debuff active in town) is -1 per in-game day until you sober up.
The most underestimated negative: 'bloody appearance.' If Henry's armor is visibly bloody and he walks through a town, NPCs witness it and reputation drops slowly (-1 per ~5 minutes of town traffic). Bathe at any bathhouse before entering towns after combat — it's a 10g insurance policy.
Reputation gains by action
| Action | Rep change | Notes | |
|---|---|---|---|
| Complete main quest in region | Complete main quest in region | +10 to +15 | Multi-stage quests grant per-stage |
| Complete side quest | Complete side quest | +3 to +8 | Varies by quest scale |
| Donate 50g to church | Donate 50g to church | +1 | Capped at +3 per in-game week |
| Pay taxes (when offered) | Pay taxes (when offered) | +2 to +5 | Major quest reward only |
| Win region tournament | Win region tournament | +5 | Once per tournament season |
| Heal injured NPC (alchemy quest) | Heal injured NPC (alchemy quest) | +2 | Repeatable in random encounters |
| Time decay (natural recovery) | Time decay (natural recovery) | +1 per in-game week | Caps at 50 if no other actions |
Reputation losses by action
| Action | Rep change | Notes | |
|---|---|---|---|
| Petty theft (witnessed) | Petty theft (witnessed) | -3 to -5 | Pickpocket is -1 if Stealth high |
| Major theft (chest, vendor) | Major theft (chest, vendor) | -8 to -15 | Reported by guards if seen |
| Assault (non-lethal) | Assault (non-lethal) | -10 | Per NPC attacked |
| Murder of named NPC | Murder of named NPC | -30 + bounty | Some are permanent flags |
| Public drunkenness | Public drunkenness | -1 per day | Reverses when sober |
| Wearing bloody armor in town | Wearing bloody armor in town | -1 per ~5 min | Bathe or change to clean clothes |
| Trespassing (sleeping/lockpicking) | Trespassing (sleeping/lockpicking) | -2 | Even when unseen, owner reports |
| Wearing Cuman armor in town | Wearing Cuman armor in town | -2 per day | NPCs assume you're an enemy |
Recovery — how to climb out of bad reputation
Falling into the 'suspicious' (30-49) or 'outcast' (16-29) bands is recoverable but slow. The fastest recovery is questing — even at low reputation, some quest-givers will still hire you, and each completion shoves the meter up by 5-15. Suchdol is the easiest recovery region because its quest density is high and quests there rarely require pre-existing high rep.
Donations stack with quests. The Trosky church accepts donations from anyone, and 50g = +1 reputation, capped at +3 per week. Bring 300g in coins and you can shove yourself out of the outcast band in two weeks of in-game time.
Time decay is real but slow — +1 per week of in-game sleep cycles. Sleep at an inn for 7 days, get 1 free point. Combine with church donations and small quests to compound. Below 15 reputation, time decay does NOT apply (guards keep attacking, so you can't sleep peacefully).
Fast reputation recovery routine (Trosky, low rep)
- Step 1: Save game before doing anything else. Use Schnapps to lock the starting reputation in case something goes wrong.
- Step 2: Bathe at the nearest bathhouse (10g) to clean any bloody-appearance penalty.
- Step 3: Visit the Trosky church and donate 150g (+3 reputation, weekly cap).
- Step 4: Take any board-posted side quest at the Trosky inn. Even 'fetch the lost goat' grants +3.
- Step 5: If you have Mutt and Houndmaster skill, do the 'find missing herbs' random encounter — +2 per occurrence.
- Step 6: Sleep 7 in-game days at the Trosky inn (free natural decay +1).
- Step 7: Re-check reputation tab. Expected: +8 to +12 over ~30 real minutes of play.
Quest locks — what reputation actually gates
The hidden cost of low reputation is quest unavailability. NPCs won't hire a notorious thief, and several main-quest branches require minimum reputation thresholds to access. The 'Wedding Crashers' diplomatic branch needs Trosky 50+. 'Voices of the Dead' requires Sasau monastery 60+. 'Forging the Future' needs Kuttenberg 65+ for its full branching tree.
Some side quests have soft locks rather than hard locks. The Trosky innkeeper's 'cellar troubles' quest unlocks at reputation 60 — you can do it earlier if you've already triggered the storyline via another path, but you won't be offered it cold.
Companion arcs scale too. Pavlena's loyalty arc requires Suchdol 55+ to progress past mid-quest. Voyt's recruitment for the late-game council requires Trosky 70+ AND Nebakov 50+. Players who burn reputation for short-term cash often discover late-game that their companion epilogue scenes have been silently downgraded.
Reputation impact by region
| Region | Hardest to recover | Best quest density | Permanent rep flags | |
|---|---|---|---|---|
| Trosky | Trosky | Moderate (forgiving inn quests) | High — many small quests | Kill innkeeper = -50 permanent |
| Kuttenberg | Kuttenberg | Hard (nobles remember) | Medium — high-stakes quests | Killing any noble = -40 permanent |
| Suchdol | Suchdol | Easy (peasant-friendly) | High — herb + miller quests | Few permanent flags |
| Sasau | Sasau | Hard (monastic, austere) | Low — quest density thin | Stealing from monastery = -30 permanent |
| Nebakov | Nebakov | Moderate | Medium — courier quests | Cuman armor = perma-stigma |
Verdict: Suchdol is the easiest region to grind reputation in — forgiving, dense quests, low permanent-flag risk. Kuttenberg and Sasau are the hardest to recover from because their NPC factions have long memories and many quest locks.
Common reputation confusion points
Players often confuse reputation with the bounty system. Bounties are separate — a bounty triggers when guards witness a crime and adds groschen owed plus active manhunts. Reputation is the broader social standing. You can have 80 reputation AND a 200g bounty (paid off the bounty quickly enough that nobody re-witnessed it).
Hardcore mode (optional New Game+ setting) makes reputation harsher: time decay is halved, theft witnesses report at higher radius, and bloody-appearance penalties accumulate twice as fast. Standard mode is the default; this guide's numbers reflect Standard.
Reputation does not affect combat AI hostility outside of guard responses. Bandits will attack you regardless of how popular you are in Trosky. The system is social, not tactical.
Frequently asked questions
Is KCD2 reputation global or per-region?
Per-region. Each of the five main regions (Trosky, Kuttenberg, Suchdol, Sasau, Nebakov) tracks its own 0-100 reputation independently. A hero in Trosky has no advantage in Kuttenberg until they build local rep separately.
What's the fastest way to recover from low reputation?
Combine three sources: church donations (50g = +1, capped +3/week), side quest completion (+3-8 each), and time decay (+1 per in-game week of sleep). Start at the Trosky inn, donate 150g to the church, take board quests, sleep 7 days, repeat. Expect ~8-12 points per 30 real minutes of focused recovery.
Do bandits attack me less if my reputation is high?
No. Bandits attack regardless of reputation. The system only affects townspeople, guards, merchants, and quest-givers. Hostile NPCs in the wilderness (bandits, Cumans, wolves) ignore reputation entirely.
What reputation do I need to unlock the best quests?
Most main-quest branches require 50-65 in the relevant region. Specifically: Wedding Crashers diplomatic path (Trosky 50+), Voices of the Dead (Sasau 60+), Forging the Future full branching (Kuttenberg 65+). For unique high-tier side quests, 70+ unlocks the full menu.
Does paying a bounty fix my reputation?
Partially. Paying off a bounty removes the active manhunt but the reputation drop from the original crime remains. To fully recover, you need to do reputation-positive actions (quests, donations) afterward. Bounty and reputation are separate accounting systems.
Can I lose reputation by accident?
Yes — most commonly through bloody-armor appearance after combat, sleeping in unowned beds, or wearing Cuman-looted armor in friendly towns. None of these are 'crimes' in the menu sense but all drain reputation slowly. Bathe, sleep in inns, and don't wear enemy gear in town.
Does reputation affect the ending?
Yes. Several main endings (especially Diplomatic Peace) require reputation 50+ in multiple regions. Burning a region's reputation for short-term cash locks you out of the canonical good ending. See the all-endings guide for the exact thresholds per ending path.
Sources & verification
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Continue this guide path
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- ›KCD2 All Endings Guide — Every Outcome, Requirements & Best PathKCD2's finale branches on quests, reputation, and a single late dialogue you can miss. This spoiler-walled guide maps every ending, its requirements, and how to lock the canonical 'best' outcome — without restarting the game.
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- ›KCD2 Wedding Crashers Walkthrough — All Endings, Persuasion Checks, and RewardsWedding Crashers is KCD2's first major branching quest. This walkthrough covers all three endings, every persuasion check, and which choice rewards the best mid-game equipment.