Reputation

Reputation represents the general perception of the party as a force for either good or evil. It affects interaction and outcomes with the NPC's and creatures you meet, how your party members treat you, as well as the price of goods in shops. There are many ways to manipulate reputation in game.
Reputation is expressed as a number ranging from 1 to 20, however, the lowest reputation means you are infamous for being a villain, not that you are not known - that would be a value of 10: people cannot tell if you're good or evil through your (documented) actions. A reputation of 10 either means people have not heard of you or you've been operating very balanced - doing both evil and good deeds.
If the party's reputation is very bad, the authorities will assume that it has acted unlawfully, which means that guards and enforcers in large cities will attempt to arrest or execute the party on the spot, even though it is possible to reach such a terrible reputation with a Lawful Neutral behavior.
==Effects of reputation==
===Companions' reaction===
Companions react to the party's reputation according to their alignments, making comments to indicate their mood, and may even leave the party if pushed far enough. During the Baldur's Gate campaign, if you manually remove them when they're "Serious" or if they leave after "Break", it means their permanent disappearance; during the Siege of Dragonspear and Shadows of Amn campaigns, they'll temporarily depart to their usual waiting spots after "Break" until they find the party reputation suitable again to join; during Throne of Bhaal, they won't leave at all, although companions from the Enhanced Edition will break up under usual conditions if you ask them to wait. In Baldur's Gate: Enhanced Edition evil companions do not permanently disappear upon breaking point due to reputation or if manually removed while being "Serious" (though a journal entry will be made, like "Good Riddance to Bad Rubbish "). They simply go back to their waiting point and can be recruited back once a suitable reputation is achieved. A good and safe way of lowering reputation for keeping an evil companion is by killing an isolated neutral creature.
Name 	Rep	Good 	Neutral	Evil 	Description
Heroic 	20 	Happy 	Annoyed	
 Break	Break: Will leave the party upon reaching this value. In the first game, this companion cannot be found ever again.
Heroic 	19 	Happy 	Annoyed	
 Break	Break: Will leave the party upon reaching this value. In the first game, this companion cannot be found ever again.
Heroic 	18 	Happy 	Neutral	Serious	Serious: Will threaten to leave the party on any more disagreeable reputation shift, but won't leave now. Some won't join the party again if dismissed. In the first game, this companion cannot be found ever again if removed.
Heroic 	17 	Happy 	Neutral	Serious	Serious: Will threaten to leave the party on any more disagreeable reputation shift, but won't leave now. Some won't join the party again if dismissed. In the first game, this companion cannot be found ever again if removed.
Popular 	16 	Happy 	Neutral	Serious	Serious: Will threaten to leave the party on any more disagreeable reputation shift, but won't leave now. Some won't join the party again if dismissed. In the first game, this companion cannot be found ever again if removed.
Popular 	15 	Happy 	Neutral	Annoyed	Annoyed: Will start making negative comments about the party but stay with it, and rejoin after dismissal.
Popular 	14 	Happy 	Neutral	Annoyed	Annoyed: Will start making negative comments about the party but stay with it, and rejoin after dismissal.
Popular 	13 	Happy 	Neutral	Annoyed	Annoyed: Will start making negative comments about the party but stay with it, and rejoin after dismissal.
Average 	12 	Neutral	Neutral	Neutral	Neutral: No particular comment one way or the other about the party and its reputation.
Average 	11 	Neutral	Neutral	Neutral	Neutral: No particular comment one way or the other about the party and its reputation.
Average 	10 	Neutral	Neutral	Neutral	Neutral: No particular comment one way or the other about the party and its reputation.
Average 	9 	Neutral	Neutral	Neutral	Neutral: No particular comment one way or the other about the party and its reputation.
Disliked	8 	Annoyed	Neutral	Neutral	Neutral: No particular comment one way or the other about the party and its reputation.
Disliked	7 	Annoyed	Neutral	Neutral	Neutral: No particular comment one way or the other about the party and its reputation.
Disliked	6 	Annoyed	Neutral	Happy 	Happy: Will make positive comments about the party.
Disliked	5 	Serious	Annoyed	Happy 	Happy: Will make positive comments about the party.
Despised	4 	Serious	Annoyed	Happy 	Happy: Will make positive comments about the party.
Despised	3 	Serious	Serious	Happy 	Happy: Will make positive comments about the party.
Despised	2 	
 Break	Serious	Happy 	Happy: Will make positive comments about the party.
Despised	1 	
 Break	
 Break	Happy 	Happy: Will make positive comments about the party.
===Civilians' reaction===
Highers reaction means better attitude, sometimes it's used in conversations to open more dialogues trees, yielding better quest outcomes, even unlocking new quests when the value is high. Charisma also adjusts reaction furthermore.
Reputation	Effects 	Effects
20 	+4 reaction to party	+4 reaction to party
18-19 	+3 reaction to party	+3 reaction to party
16-17 	+2 reaction to party	+2 reaction to party
14-15 	+1 reaction to party	+1 reaction to party
9-13 	No adjustment 	No adjustment
8 	
* -1 reaction to party
* No adjustment	
* -1 reaction to party
* No adjustment
7 	
* -2 reaction to party
* -1 reaction to party	
* -2 reaction to party
* -1 reaction to party
6 	
* -3 reaction to party
* -2 reaction to party	
* -3 reaction to party
* -2 reaction to party
5 	
* -4 reaction to party
* -3 reaction to party
*10% chance of a group of Flaming Fist spawning and moving toward the party	Beware that killing the pursuing Flaming Fists will further decrease reputation, which is not the case with Athkatla's pursuers (specifically, because killing random Amnian Soldiers still incurs a penalty)
4 	
* -5 reaction to party
* -4 reaction to party
*20% chance of a group of Flaming Fist spawning and moving toward the party	Beware that killing the pursuing Flaming Fists will further decrease reputation, which is not the case with Athkatla's pursuers (specifically, because killing random Amnian Soldiers still incurs a penalty)
3 	
* -6 reaction to party
* -5 reaction to party
*30% chance of a group of Flaming Fist spawning and moving toward the party
*If Gorion's Ward is above level 13, Sir Jolus and his paladin companions will ambush the party at certain parts of Athkatla, but if they are level 13 or below (or Sir Jolus' party has already been defeated), a group of Cowled Enforcers and Amnian Centurions/Legionaries will ambush the party instead
* Gorion's Ward will be considered "destructive beyond the boundaries of common sense" (as mentioned by Corneil) and the Cowled Wizards will no longer bother to try to enforce the magic ban, even if reputation improves later	Beware that killing the pursuing Flaming Fists will further decrease reputation, which is not the case with Athkatla's pursuers (specifically, because killing random Amnian Soldiers still incurs a penalty)
2 	
* -7 reaction to the party
* -6 reaction to the party
*50% chance of a group of Flaming Fist spawning and moving toward the party
*A group of Flaming Fist will spawn and move toward the party at specific reputation traps inside the city of Baldur's Gate
*If Gorion's Ward is above level 13, Sir Jolus and his paladin companions will ambush the party at certain parts of Athkatla, but if they are level 13 or below (or Sir Jolus' party has already been defeated), a group of Cowled Enforcers and Amnian Centurions/Legionaries will ambush the party instead
*Gorion's Ward will be considered "destructive beyond the boundaries of common sense" (as mentioned by Corneil) and the Cowled Wizards will no longer bother to try to enforce the magic ban, even if reputation improves later	Beware that killing the pursuing Flaming Fists will further decrease reputation, which is not the case with Athkatla's pursuers (specifically, because killing random Amnian Soldiers still incurs a penalty)
1 	
* -20 reaction to party
* -7 reaction to party
* A group of Flaming Fist will spawn and move toward the party
*A group of Flaming Fist will spawn and move toward the party at specific reputation traps inside the city of Baldur's Gate
*If Gorion's Ward is above level 13, Sir Jolus and his paladin companions will ambush the party at certain parts of Athkatla, but if they are level 13 or below (or Sir Jolus' party has already been defeated), a group of Cowled Enforcers and Amnian Centurions/Legionaries will ambush the party instead
*Gorion's Ward will be considered "destructive beyond the boundaries of common sense" (as mentioned by Corneil) and the Cowled Wizards will no longer bother to try to enforce the magic ban, even if reputation improves later	Beware that killing the pursuing Flaming Fists will further decrease reputation, which is not the case with Athkatla's pursuers (specifically, because killing random Amnian Soldiers still incurs a penalty)
In Shadows of Amn, instead of Flaming Fist soldiers, a group with very low reputation will be attacked by four Amnian Legionaries, an Amnian Centurion, and two Cowled Enforcers. 
Unlike Flaming Fist soldiers, these authorities can be killed without further reputation loss. You can also use arcane magic in this encounter without being warned / attacked by the Cowled Wizards. 
A beginning or middling experienced party may find this group a challenge. Beware dropping below reputation 4 at that stage of the adventure.
it is also possible the party will be sought out by an enforcement group of Knights from the Most Noble Order of the Radiant Heart when the party's reputation falls to 3 or less.
The group can instantly appear after a message display on the combat log reading "Guards approach. Obviously, word of your misdeeds have reached the authorities."
Note that this group is quite powerful. Should the party best the knights in combat, the last remaining member will vow that this isn't finished, and they'll hunt the party down again. 
That Radiant Heart member will then quickly disappear off the map. And true to their vow, they'll be looking for the party again on different areas of Athkatla's streets.
It might be prudent to donate sufficient coin at a temple and improve reputation - just to get these knights off the party's back.
===Shop prices===
Shopkeepers start selling their items at a lower price (markdown) when the party reaches reputation 15, and keep lowering prices at a constant pace until the maximum reputation of 20. Conversely, they sell at a higher price (markup) at reputation 9 and below.
Store sell price reputation multiplier Various game manuals list incorrect values – those shown below are directly from the game code. (REPMODST.2DA)
Reputation	1-2	3	4 	5 	6 	7-8	9 	10-14	15 	16 	17 	18 	19 	20
Multiplier	10 	2	1.5	1.4	1.3	1.2	1.1	1 	0.95	0.9	0.85	0.8	0.75	0.7
Shopkeepers will alter the reputation multiplier based on the Charisma of the character whose portrait is in the uppermost position (party leader). This modifier will never increase prices - only lower them from 16 Charisma and up.
Charisma modifier to the reputation multiplier
Charisma	1-15 	16 	17 	18 	19 	20-25
Modifier	—	-0.05	-0.1	-0.15	-0.2	-0.25
On top of this charisma & reputation markdown (or markup), each shopkeeper has its own store sell markup, usually 150% of the initial price displayed in an item's wiki article. In any case they never sell for less than . The full formula is:
\lfloor \text{Initial price} \times \frac{\lfloor \text{Store sell markup} \times (\text{Reputation mult} + \text{Charisma mod}) \rfloor}{100} \rfloor
*\lfloor x \rfloor: Round down to the nearest integer, e.g. \lfloor 2.9 \rfloor = 2 and \lfloor -1.1 \rfloor = -2
*Reputation mult: Decimal number between 0.7 and 10
*Charisma mod: Decimal number between -0.25 and 0
*Store sell markup: Integer between 99 and 250
*Initial price: Positive integer, listed in the item's wiki article
Example: A party with 8 reputation (Reputation mult 1.2) and 16 charisma (Charisma mod -0.05) will receive an extra 15% markup in all shops. Should a specific store sell at 150% of the Initial price (Store sell markup 150), the party will pay 1.72 times the Initial price, rounded down. (e.g. 8668 for an item with a Initial price of 5040)
When it comes to buying items from the party, shopkeepers don't let charisma or reputation affect the price they offer. But they do have their own store buy markdown: They will usually buy at 50% of the initial price in Baldur's Gate I, and 30% in Baldur's Gate II.
===Dream abilities===
In Baldur's Gate I, reputation also determines which special abilities Gorion's Ward can gain though dreams, with the "good" abilities unlocking with reputation of 10 or above, and the "evil" abilities with reputation 9 and below. All the special abilities from dream will eventually be replaced by the one and only Slayer Form, and none of the Bhaalspawn abilities can be used in both of the Black Pits.
===Minimum for paladins and rangers===
If the main protagonist is a Ranger or Paladin (except Blackguard) and the party reputation drops below 8, they are permanently stripped of their status and become a Fallen Ranger or Fallen Paladin, respectively.
Doing so leads to a permanent loss of all class-related and special abilities. In Baldur's Gate I, there's no way to revert this state, although in Baldur's Gate II the protagonist may seek and attain redemption by completing their class-specific stronghold quests: Protector of the Umar Hills or Paladin Stronghold Duties, respectively.
==Starting reputation==
Whenever you start a game either by generating a new character or by importing an existing one, your starting reputation will be adjusted by the alignment of the first character you created.
Protagonist's alignment 	Rep
Lawful Good 	12
Neutral/Chaotic Good 	11
Lawful/True/Chaotic Neutral	10
Lawful/Neutral Evil 	9
Chaotic Evil 	8
==Ways to change reputation==
===Actions and deeds===
Reputation is lost whenever the party commits a crime, ranging from theft to trespassing. For the serious crimes, such as assaulting, murdering and killing innocents and authorities, reputation will drop even if they go unwitnessed. How high this loss is will depend on the party's current reputation. "Injuring innocents" in the table below excludes non-lethal attacks without witness. Trying to bribe members of the Flaming Fist incurs a -1 penalty.
Reputation can be gained by donating gold at temples, up to a score of 18.REPUTATI.2da A donation can only increase reputation by 1 at a time, no matter how much is donated.
Current reputation	Stealing	Injuring innocents	Killing innocents	Killing authorities	Donation for an increase of 1	Donation for an increase of 1	Donation for an increase of 1
Current reputation	Stealing	Injuring innocents	Killing innocents	Killing authorities	 	 	
20 	-1 	-2 	-10 	-10 	– 	– 	–
19 	-1 	-2 	-10 	-10 	– 	– 	–
18 	-1 	-2 	-9 	-9 	– 	– 	–
17 	-1 	-1 	-8 	-9 	500 	5000 	5000
16 	-1 	-1 	-7 	-9 	400 	2500 	2500
15 	-1 	-1 	-6 	-8 	300 	2000 	2000
14 	-1 	-1 	-5 	-8 	300 	1500 	1500
13 	-1 	-1 	-5 	-7 	200 	1200 	1000
12 	-1 	-1 	-5 	-7 	200 	900 	800
11 	-1 	-1 	-4 	-6 	100 	700 	500
10 	-1 	-1 	-4 	-6 	100 	500 	300
9 	-1 	-1 	-3 	-5 	100 	400 	200
8 	0 	-1 	-2 	-5 	100 	300 	100
7 	0 	-1 	-2 	-4 	100 	200 	150
6 	0 	-1 	-2 	-3 	200 	400 	300
5 	0 	-1 	-2 	-2 	200 	500 	500
4 	0 	0 	-1 	-2 	200 	1000 	600
3 	0 	0 	-1 	-1 	300 	1000 	1000
2 	0 	0 	-1 	-1 	400 	1200 	1200
1 	0 	0 	0 	0 	500 	1500 	1500
===Accepting Companions into Party===
The following companions will decrease the reputation when joining and that loss will be returned once they leave:
*Viconia (±2) 
*Baeloth (±2) 
*Dorn (±2) 
*M'Khiin (±2) 
===Quests===
====Baldur's Gate====
Area refers to the starting location of the quest where applicable. The table is sorted first by reputation gains/losses, and then in rough chronological order that a player might encounter each one.
Quest reputation changes in Baldur's Gate
Rep Change	Area 	Quest 	Action 	Notes
+2 	Wyrm's Crossing 	
The Seven Suns 	Save Jhasso from doppelgangers for Scar 	
+1 	Friendly Arm Inn 	Joia's Flamedance Ring (quest) 	Return Joia's Flamedance Ring to Joia 	
+1 	Beregost 	A Book for Firebead 	Deliver History of the Fateful Coin to Firebead 	
+1 	Beregost 	Half-ogres Near Beregost 	Kill four Half-ogres for Bjornin the paladin 	
+1 	Beregost 	Vai's Bounty Upon Bandits 	Clear out the Bandit Camp for Officer Vai 	Starts in Chapter Three
+1 	Red Canyons 	Melicamp the Chicken (quest) 	Cure Melicamp the Chicken 	50% chance of success
+1 	Nashkel 	Oublek the Bounty Officer 	Be honest with Oublek 	
+1 	Nashkel 	Prism the Sculptor 	Protect Prism from Greywolf 	
+1 	Nashkel 	Brage's Life Spared 	Escort Brage to the Temple of Helm 	Specific ending to The Tale of Captain Brage
+1 	Nashkel 	Troubles in the Region 	Bring Mulahey's symbol or letter to Berrun Ghastkill 	
+1 	Lonely Peaks 	Xvart Raids 	Save Hulrik's cow from the Xvarts 	Timed
+1 	Gibberling Mountains 	Samuel and Lena 	Take Samuel to the Temple of Wisdom 	Timed
+1 	Dryad Falls 	Drienne's Cat 	Return Pixie the cat's body to Drienne with reaction score 15+ 	
+1 	Dryad Falls 	Dryad of the Cloud Peaks (quest)	Help the dryad protect her tree from Caldo and Krumm 	
+1 	Lighthouse 	A Child in the Lighthouse 	Rescue Ardrouine's son 	
+1 	Fishing Village 	Farmer Brun's Missing Son 	Talk to Brun again after completing his quest and give him 	
+1 	South Baldur's Gate 	Cordyr and the Sirines 	Kill sirines for Cordyr with reputation < 8 	
+1 	South Baldur's Gate 	Ghorak the Diseased 	Bring the Skull of Kereph to Agnasia for Ghorak 	
+1 	South Baldur's Gate 	Noralee's Gauntlets 	Bring Noralee her gauntlets 	
+1 	Southwest Baldur's Gate	A Ring for a Lady 	Bring an Angel Skin Ring to Fergus 	
+1 	Central Baldur's Gate 	Nadine and Euric 	Deliver The Protector to Euric for Nadine 	
+1 	Northwest Baldur's Gate	Quinn's Friend 	Return Nester's Dagger to Quinn 	
+1 	Northeast Baldur's Gate	Brielbara's Baby 	Give Yago's spellbook to Brielbara 	
+2 or -2 	Cloakwood Mines 	Flooding the Cloakwood Mine 	Either give Rill to evacuate the slaves before flooding or fail to do so 	
+1 or -1 	North Nashkel Road 	No associated quest 	Graciously return an amulet to Mr. Colquetle, or demand payment/say you profited from his son's death	
+1 or -1 	Mutamin's Garden 	Tamah Rescued 	Cure Tamah's petrification and either ask for no reward or demand payment 	
+1 or -2 	Archaeological Site 	No associated quest 	Either help Charleston Nib or give the Idol to Gallor 	Killing Nib incurs the normal murder penalty
-1 	North Baldur's Gate 	Petrine's Cat 	Tell Bheren that you killed Petrine's cat with reputation > 7 	
-1 	North Baldur's Gate 	Petrine's Cat 	Tell Petrine that you killed her cat 	
-1 	North Baldur's Gate 	A Contract Killing 	Blackmail Areana 	Repeatable every 2 days up to 6 times
-2 	Beregost 	The Silke Dilemma 	Kill the merchants for Silke 	Also results in loss of Garrick as a companion
-2 	Northwest Baldur's Gate	No associated quest 	Threaten Sarah at the Helm and Cloak Inn 	
-1 to -10 	Southwest Baldur's Gate	No associated quest 	Kill Phandalyn in self-defense at the Tavern and Inn 	Normal murder penalty
====Siege of Dragonspear====
;Gain reputation (+)
*(+1) In the quest Bar Fight refuse a reward from Nantrin Bellowglyn
*(+1) In the quest The Vanished refuse a reward from Herod
*(+1) Rescue the refugees attacked by wolves / displacer beasts in Dead Man's Pass
*(+1) Help the good druids at the outside of the entrance to the Underground River
*(+1) Convince Julann to not join the crusade
*(+1) Gain the help of the Dwarves of Dumathoin in the defese of the Coalition Camp
;Gain or lose reputation (+/-)
*(±1) Praise or condemn the Flaming Fist Enforcer outside the Ducal Palace for his treatment of citizens
*(±1) In the quest Meeting of the Minds kill the conspirators and tell Schael Corwin you were only defending yourself or dispensed justice
*(±1) When leaving Baldur's Gate address the crowd as a savior or as a Bhaalspawn
*(±1) Return Kendra's Chain: either demand payment (-1), ask for payment but then decide to give the chain for free (0) or give the chain for free without asking for reward (+1).
*(±2) In Bridgefort, either sabotage the drawbridge (-2). or push the crusaders away from Bridgefort (+2).
*(±1) Safana's companion quest: Incorrectly accuse Helvdar and kill him (-1) or prove Malden Col is the traitor and accept the reward (0) or decline a reward (+1).
*(+2/-1/-2) In the Uncommon Cold, heal the wounded soldiers without demanding a reward (+2), Demand a reward (-1), or demand a bigger reward (-2).
;Lose reputation (-)
*(-1) In the quest What? Get Out! provide Ithtyl Calantryn an unconvincing excuse for killing Bartleby
*(-2) In the quest Glint Gardnersonson (quest) by wounding Glint's uncle Pritchard
====Shadows of Amn==== 
;Gain reputation (+)
*(+1) Speak to the Amnian Soldier who's guarding the Circus Tent after clearing it
*(+1) Rescue the slave girl in the Slaver Stockade room with trolls
*(+1) Solve the "skinner" murders in the Bridge District
*(+1) Deliver the head of Neb to Chief Inspector Brega
*(+1) Seek Out and Investigate the Fallen Paladins
*(+1) Investigate and Destroy the Cult of the Eyeless
*(+1) Speak to High Merchant Logan Coprith after dealing with the Trademeet genies
*(+1) Take Logan's path in The Mantle of Waukeen
*(+1) Speak to Tiris' parents after helping Tiris in Trademeet .
*(+1) Report the end of the Shade Lord, after investigating the deaths in the Umar Hills, to Imnesvale's mayor
*(+1) Free the slaves from the Mind Flayers in Underdark.
*(+1) Set the slaves you buy free in Ust Natha fully armed and armoured.
;Gain or lose reputation (+/-)
*(±1) Free Hendak and the slaves or take Lehtinan's side and kill Hendak.
;Lose reputation (-)
*(-1) Demand every bit of coin from the village Imnesvale, and threaten to destroy it unless the mayor forks over the money.
*(-1) ×3 (repeatable); Use the Slave Killing Device in the Ust Natha Tavern in chapter 5
*(-2) In Dorn's quest at the wedding in the High Hall of the Radiant Heart, enter the wedding hall despite failing to convince the bride's brother that you are the bride's friend. Another (-1 Rep), for killing the bride afterwards.
*(-2) Accept the ransom when you find the kidnappers who buried Tirdir (Buried Alive).
*(-2) Kill Saerk's daughter in Anomen's companion quest.
*(-4) In recruiting Jan Jansen, goad Trax to summon the Amnian Guard. 
====Throne of Bhaal==== 
;Gain reputation (+)
*(+1) In Saradush, raise or resurrect a boy's father who died due to the siege. (Near the right fountain.)
*(+1) ×3; Releasing each prisoner in Castle Saradush Basement gains you 1 point. There are 3 prisoners in total so you can gain 3 points.The door of the prison cell near the enemy mage is open. Close the door before fighting the mage, otherwise the prisoner inside the cell might be accidentally killed by AoE spells.
*(+1) Save merchant Karthis al-Hezzar from Yaga-Shura's soldiers and do not demand a reward when talking to him.
*(+1) In Amkethran, donate 1,000 gold to a priest of Waukeen after helping him in his fight against a heartless monk.
*(+1) Outside the tavern in Amkethran, rescue the mayor's daughter who stole money to feed the poor and is about to be executed for theft.
*(+1) Help restore Malla's soul in the Graveyard Lich quest.
;Lose reputation (-)
*(-1) In Saradush, scare or refuse to resurrect a boy's father who died due to the siege. (Near the right fountain.)
*(-1) In Saradush, refuge for the Elves quest. (optional reward)
*(-1) In Saradush, Lazarus's missing spellbook quest. (optional reward if you don't warn Hectan before he will use a teleportation scroll)
==Notes==
==Gallery==
UN Tavern Slave Explodes.png|Reputation penalty for paying 100 gold to watch a slave explode in the Ust Natha Tavern. A curious entertainment indeed.
OG Despised 1.png|Gorion's Ward has a "Despised" reputation - and as he encounters Hareishan the vampire in the Athkatla Docks, the situation is made worse when a Most Noble Order of the Radiant Heart enforcement group arrives on scene to kill the bhaalspawn.
==Achievements==
===Hero BG1===
Acquire Heroic reputation during Baldur's Gate: Enhanced Edition or Baldur's Gate: Siege of Dragonspear.
===Villain BG1===
Acquire Despised reputation during Baldur's Gate: Enhanced Edition or Baldur's Gate: Siege of Dragonspear.
===Hero BG2===
Acquire Heroic reputation during Baldur's Gate II: Enhanced Edition.
===Villain BG2===
Acquire Despised reputation during Baldur's Gate II: Enhanced Edition.
==Mod content==
===Mods:===
Sword Coast Stratagems mod gives an option to install a component that can do the following:
Decrease the rate at which reputation improves 
*In general, if you're playing a half-way honorable character, your reputation fairly rapidly reaches 20 and stays there. The idea of this component is to slow down the rate at which you gain reputation: you can choose the degree of slowdown.
*In more detail: any time you would have gained 2 or more reputation points, you gain one fewer point than you should have. Any time you would have gained one, it's decided at random whether you actually do gain it, according to the probability you choose at install time.
Category:Game mechanics