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

By Z. LiPublished Updated Last verified
Mechanic topics:#kcd2#reputation#mechanics#region#henry#social system
Kingdom Come: Deliverance 2 reputation system — Henry talking to NPCs in a Bohemian village with reputation meters

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

ThresholdNPC behaviorShop pricesQuest access
0-15 (criminal)0-15 (criminal)Guards attack on sightRefusedAll region quests locked
16-29 (outcast)16-29 (outcast)NPCs flee or insult+40% prices, limited stockMajor quests refused
30-49 (suspicious)30-49 (suspicious)Curt greetings, no idle chat+20% pricesSide quests gated
50-69 (neutral)50-69 (neutral)Standard interactionsStandard pricesStandard quest pool
70-89 (respected)70-89 (respected)Friendly, more dialogue-10% prices, haggle bonusUnique quests unlock
90-100 (beloved)90-100 (beloved)Free favors, gossip-20% prices, free inn bedsHidden 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

ActionRep changeNotes
Complete main quest in regionComplete main quest in region+10 to +15Multi-stage quests grant per-stage
Complete side questComplete side quest+3 to +8Varies by quest scale
Donate 50g to churchDonate 50g to church+1Capped at +3 per in-game week
Pay taxes (when offered)Pay taxes (when offered)+2 to +5Major quest reward only
Win region tournamentWin region tournament+5Once per tournament season
Heal injured NPC (alchemy quest)Heal injured NPC (alchemy quest)+2Repeatable in random encounters
Time decay (natural recovery)Time decay (natural recovery)+1 per in-game weekCaps at 50 if no other actions

Reputation losses by action

ActionRep changeNotes
Petty theft (witnessed)Petty theft (witnessed)-3 to -5Pickpocket is -1 if Stealth high
Major theft (chest, vendor)Major theft (chest, vendor)-8 to -15Reported by guards if seen
Assault (non-lethal)Assault (non-lethal)-10Per NPC attacked
Murder of named NPCMurder of named NPC-30 + bountySome are permanent flags
Public drunkennessPublic drunkenness-1 per dayReverses when sober
Wearing bloody armor in townWearing bloody armor in town-1 per ~5 minBathe or change to clean clothes
Trespassing (sleeping/lockpicking)Trespassing (sleeping/lockpicking)-2Even when unseen, owner reports
Wearing Cuman armor in townWearing Cuman armor in town-2 per dayNPCs 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)

  1. Step 1: Save game before doing anything else. Use Schnapps to lock the starting reputation in case something goes wrong.
  2. Step 2: Bathe at the nearest bathhouse (10g) to clean any bloody-appearance penalty.
  3. Step 3: Visit the Trosky church and donate 150g (+3 reputation, weekly cap).
  4. Step 4: Take any board-posted side quest at the Trosky inn. Even 'fetch the lost goat' grants +3.
  5. Step 5: If you have Mutt and Houndmaster skill, do the 'find missing herbs' random encounter — +2 per occurrence.
  6. Step 6: Sleep 7 in-game days at the Trosky inn (free natural decay +1).
  7. 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

RegionHardest to recoverBest quest densityPermanent rep flags
TroskyTroskyModerate (forgiving inn quests)High — many small questsKill innkeeper = -50 permanent
KuttenbergKuttenbergHard (nobles remember)Medium — high-stakes questsKilling any noble = -40 permanent
SuchdolSuchdolEasy (peasant-friendly)High — herb + miller questsFew permanent flags
SasauSasauHard (monastic, austere)Low — quest density thinStealing from monastery = -30 permanent
NebakovNebakovModerateMedium — courier questsCuman 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.

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