Reputation

**Reputation** is your player controlled Sect's "power level" as acknowledged by other Factions. It acts as a sort of difficulty slider, although reaching the 500 and 2,000 breakpoints improves the sect's power significantly and is often an early-game goal.

## Sect Size Level

The Sect Size levels affect your sect Population Cap and unlocks additional buildings and mechanics. There are three Sect Size levels:

* 0 - Fortress, the starting level, 12 Disciples cap
* 500 - Sect, unlocks additional buildings, 24 Disciples cap
* 2,000 - Paradise, unlocks Branches, 36 Disciples Cap

## Sect Power Level

The sect Power level affects the strength of Invaders. Certain levels are also related to Achievements in game. The reputation description is based on the current Enemy Power level:

## Reputation score

The total reputation score is the sum of the base reputation and the Evil and Good Alignments, each having a minimum of 0. The amount of Reputation and Alignment score gained during Adventures usually depends on the Reputation Multiplier Property, which ranges from a maximum of 250% to a minimum of 5%. This Property can be affected by the following:

* Stress debuffs from being a Sect or Branch Leader
* Being in the Foreign Affairs Branch
* Talisman of Invisibility

Moreover, a separate reputation multiplier, (additive with the Reputation Multiplier property) is applied depending on the level of the current NPC Title (if any):

 3
 2
 1
 0

### Base Reputation % Modification

Two events modify the sect's base reputation while being unaffected by the multipliers defined above:

* Incapacitating Invaders while fighting: +1% of current base Reputation
* Sect Inner incapacitated while fighting:

−

20

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{\displaystyle -\frac{20}{DiscipleCount}}

% base Reputation

These events are unreliable, as the fighting status is not correctly tracked.

## Reputation and Alignment modifications

The following are all affected by the multipliers defined above. As Reputation, Good and Evil alignment can't go below 0, it is possible to raise the total reputation through events appearing to have a neutral effect.

### Kills

Mostly triggered through Invasions or killing Monsters in Camps

### Adventures

Excluding Sect Visits, which have their own section.

## Other effects

* Increases NPCs' initial Favor in Social Minigame if you and their sect don't have opposite alignment (does not bypass the 30 smalltalk favor cap)
* 6,000 Reputation is needed for the Ancient Celeste Talisman Special Adventure
* 6,000 Reputation is also needed for the Thunderclap Cave Adventure
* Reputation affects the number of recruits during the Immortal Destiny Fair
* If the Reputation of the Sect is high, Invaders may randomly retreat.

This depends on the Invader Power Level. For every Power Level above 10, there is a 7% chance that the Invaders do not attack. At the maximum Power Level of 20, 70% of Invader events are cancelled due to Reputation.

## References

1. ↑ XiaWorld.Npc.OnLostAct
2. ↑ `XiaWorld.SchoolMgr.Instance.ChangeBaseScoreP`
3. ↑ The reputation gains from `XiaWorld.Npc.OnLostAct()` depends upon `base.FightBody.IsFighting` being true, however it seems this can be set to `False` by `XiaWorld.Fight.FightBody.FightEnd`() before.
4. ↑ `XiaWorld.GameEventMgr.RandomEvent`