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ProgressionReputation

/progression/reputation

Reputation is the long-running score that drives ranks, gates PVP, and feeds the PVE leaderboard. Every PVE and PVP action either pays or charges reputation; jail also charges it. The numbers below come from the contracts and can be inspected on chain.

How reputation is earned

The PVE deal pays reputation on win and on tie:

  • A win pays repWinBonus, scaled by your current rank tier and your active boost. The base formula is (tier.winBonus × stakeValue / repStakeDivisor) × repMultiplier / 100, clamped to repCap. Stake value is amount × drug price for the trade you actually made — bigger trades earn more rep, with diminishing returns at the per-action cap.
  • A tie pays a smaller repTieBonus, scaled the same way.

A PVP win as the attacker pays a flat repWinBonus × repMultiplier / 100. PVP payout is not scaled by matchup — the matchup (threat, armor, rep delta) only affects your win odds, not the size of the reward. A defender who survives an attack picks up a small defenderRepBonus (currently 2 rep).

Some achievements grant a one-time reputation bump on claim. See /progression/achievements for the catalogue. Use /achievements in the 📟 pager to see your live list.

How reputation is lost

Three sources subtract reputation:

  • PVE losses. Pay repLossPenalty per loss, drawn from your current rank tier. The penalty is the same per loss — there is no streak modifier.
  • PVP losses. As the attacker, you take your tier’s repLossPenalty. As a defender who got hit, the same. Like PVP wins, PVP losses do not scale with matchup.
  • Jail. Going to jail subtracts (reputation × jailRepPenaltyPercent) / 100, capped at jailRepPenaltyCap. The current values are 10% of current reputation, capped at 50 rep absolute. Jail also confiscates 3% of one random drug from your stash. These numbers are read from the core config and move with rebalances.

What reputation unlocks

  • Rank. Your title on the STASH tab is read from the rank ladder against your current reputation total, updating in real time as you cross thresholds. See /progression/ranks.
  • PVP. Until you cross pvpMinReputation (currently 200 rep), the PVP tab is read-only — you can browse and scout but cannot commit attacks.
  • Leaderboard. Reputation is the sort key for /leaderboard pve. Infamy is the sort key for the separate /leaderboard pvp. The two boards stand on their own; reputation is not a tiebreaker for the PVP board and infamy is not a tiebreaker for the PVE board.

Reputation vs infamy

The two scores are deliberately different. Reputation is the broad, slow score that drives ranks and PVE leaderboard position. Infamy is the PVP-specific score that controls loot drop quality and adds an extra arrest-roll bonus when you attack. A pure-PVE dealer climbs rank fast and stays at low infamy. A pure-PVP dealer climbs rank more slowly (gated by daily attacks and available targets) but stacks infamy and exotic loot. See /the-game/pvp for the infamy mechanics.

For current values on your own dealer, use /info dealer in the 📟 tab. For the underlying mechanics, /info pve and /info pvp show how each loop resolves.