§ 04Progression
Reputation
The one number that unlocks the market: the tiers, what each kill pays, which actions pay, and what it gates.
Reputation is one number, earned from every trader alike. It sets which tier of the market you can buy from and gates the bigger secure containers. It is never lost on death — the server punishes the raid, not the account — and there is no ceiling.
The ladder#
Every item on the market has a rarity, and each rarity opens at a reputation step:
- LL1Poor0from the start
- LL2Uncommon25,000reputation
- LL3Rare50,000reputation
- LL4Epic75,000reputation
- LL5Legendary100,000reputation
- LL6Mythic200,000reputation
- LL7Exotic300,000reputation
The gate is on buying only. You can sell anything to any trader from the moment you arrive.
Where it comes from#
Tasks are the ladder. Every task pays reputation as well as roubles, and the story chains at the traders are worth far more than anything else on this page. Task Board.
Kills pay too:
| Kill | Reputation |
|---|---|
| Player | 250 |
| AI fighters (bandits, boss guards, scavs) | 100 |
| Bear | 50 |
| Polar bear | 50 |
| NBC infected (grey) | 50 |
| NBC infected (yellow) | 50 |
| Military infected | 50 |
| Infected | 50 |
| Other animals | 5 |
| Chicken | 5 |
Playing pays a little. Over 130 ordinary actions carry reputation — bandaging, stitching, splinting, defibrillating, giving blood, CPR and cutting a restrained player loose pay the most of anything in the game; building and repairing, crafting, gathering, farming, fuelling a vehicle and disarming somebody else's mine or charge all pay; even eating and drinking pay a little. Action reputation is capped at 300 an hour, so it's a reward for playing rather than a route to the top shelf. Tearing down somebody's base pays nothing, and neither does restraining a player.
What it gates#
The big-ticket items ask for standing, not just a bank balance:
| What | Tier needed (reputation) |
|---|---|
| Cars and trucks | Rare · 50,000 to Legendary · 100,000 |
| Armoured vehicles | Mythic · 200,000 |
| Helicopters | Exotic · 300,000 |
| Lab access keycard | Uncommon · 25,000 |
| Cases and containers | Common to Mythic · 200,000 |
Vehicle parts, base building, storage and repair gear are deliberately not gated — gating a wheel would brick a car somebody already owns.
The bigger secure containers are gated by tasks that carry their own reputation requirement. Secure containers.
What it doesn't do#
It doesn't change what drops, how much damage you take or how much you can carry. Those are skills, and they're a separate ladder.