Reputation
Reputation measures a character’s trust in you. Key characters each track their own. Villagers, however, pool theirs into a single village reputation that Januarius, Herm, the twins and the town traders all share. A character’s portrait shows the figure along with a bar that is full at 100.
| Kind | How it grows |
|---|---|
| A named character | +10 for each of their quests you finish |
| Village | +5 from each of three early quests; +2 or +3 whenever you build or upgrade a trader’s shop in town |
Nothing ever spends reputation. Every requirement just compares against the number.
What it opens
Reputation technologies
A handful of tech tree nodes display a portrait and a number where a price would be. They aren’t bought. Once your reputation with that person reaches the number, the node unlocks automatically, and the technologies hanging beneath it go on sale.
The catch is timing: these nodes are only checked when you open the tech tree (or make a purchase there). Hitting the number triggers no message, and nothing happens until your next visit to the tree.
Quests and dialogue
Lots of quests stall until your reputation is high enough, with a lock icon on the answer in the meantime. The first such checks come soon: the twins’ part of Jack in a Boat and Good Fellow each want village reputation 10. By the end of the story the requirements reach 90 or 100.
Character by character
| Character | Maximum | Unlocks elsewhere | Tech tree nodes |
|---|---|---|---|
| Village | 101 (15 from quests, 86 from the twelve traders’ shops) | At 10: the twins’ rowing, Good Fellow | None |
| Herbert | 100 | At 55 and 60: the election | At 20: Reinforced Plank, Bronze Equipment |
| Jack | 100 | At 60: the PR Agreement, his calculations, asking about a fragment. At 80: the fragment itself | At 40: Circular Saw. At 50: Conveyors. At 70: Steel Smithing |
| Agatha, the Nun | 100 | At 10, 20, 30, 40: her own quest chain, finishing with second-tier corpses | At 25: Stone Gravestones I, Graveyard Decor I. At 30: Church Carpets. At 50: Church Illumination |
| Gunter | 100 | At 10: his zombies. At 20 and 30: the Necronomicon. At 45 and 50: the election | At 20: Writing Tools I, Newspaper, Reanimation Liquid |
| Albert, the Plague Doctor | 100 | At 50: Linda’s visit | At 10: Alchemy, Basic, which his first quest gives you anyway |
| Linda | 100 | At 10 to 40: new people for the town. At 55 and 60: the election | None |
Three quirks in that table. Gunter’s two tree nodes are labelled 30 and 40, yet both open at 20. Agatha’s reputation only ever moves in tens, so her 25 node really opens at 30. And village reputation beyond 10 is decorative: no other check reads it.
Until you reach the town, just three quests add village reputation: Herm’s Planted and Delivered, the twins’ Two Peas in a Pod, and opening the tower door for Albert. Only the first two are available before the twins’ check, so complete both if you want them to row.
The final requirement
Late in the story, Herbert, Jack, Agatha, Gunter, Albert and Linda must each agree to help, through Gluttony and Pride, Wrath and Sloth and Lust and Envy. The bar depends on your choice about the Old God’s red eye: 90 with every one of the six if you returned it, 100 if you held on to it.
Every one of the six has ten reputation quests. Nine sit on the regular story route, so reaching 90 means finishing all nine. The tenth is part of the dark path that keeping the eye opens, and it supplies the final 10.
Notes
- Open the tech tree now and then. Reputation technologies won’t unlock until you look, and they do it silently.
- Buying and selling earns no reputation, whatever Herm says. The game never adds any for trading.
- House repairs in town don’t raise village reputation. The game files attach a village reputation value to repairs, but nothing ever reads it. Shop construction and upgrades are what count, and the Pottery Workshop gives nothing.