Gameplay Elements

Reputation

Reputation tracks how far you've leaned into being a Hero or a Villain. Heroes carry positive Reputation, Villains carry negative — the further from zero, the higher your Rank, and Rank is what actually matters: it sets your title and adds a real combat bonus through equipped Relics.

How You Gain It

Only winning moves your Reputation — losing never costs you any, and there's no daily decay to outpace either. Four real sources, in order of how much they actually matter:

  • Combat (PvP wins) — the main engine, and it matters who you beat:
    • Beat someone on the opposite side (Hero beats Villain, or Villain beats Hero) — a real gain, reinforcing your own alignment. Bigger effect against a more heavily-ranked target.
    • Beat someone on your own side (Hero beats Hero, or Villain beats Villain) — you lose Reputation instead. Turning on your own kind costs you standing either way — there's no exception for either alignment.
    When it's a gain, the size scales with how much Reputation your target has — taking down a heavily-ranked player is worth a lot more than a nobody, with diminishing returns so it doesn't spiral (roughly the target's Reputation raised to the 0.386 power).
  • Arena (NPC wins) — a smaller, steadier source. Each win scales with the NPC's level (up to level 440) on a steeper diminishing curve than PvP, so it's a reliable trickle rather than PvP's occasional big score. MCC Champion status adds +10% on top.
  • Exploring — a small rare event, +1 to +4 Reputation per hit, roughly 10% of moves.
  • The Streets — a small automatic nudge toward your alignment every run, no ceiling. Same relationship Arena has to PvP Combat: a real, uncapped source of Reputation, just a much slower one.

Boosting Your Gains

Two real multipliers stack on top of a Combat win's base Reputation gain:

  • Alignment War enrollment — winners enrolled in the Alignment War get +20% Reputation from that fight.
  • Police K9 — if it's your active pet and you win, its passive adds another +10%.

Both can apply to the same win, and both stack with MCC Champion's own +10% combat bonus.

No Decay — Ever

Reputation is meant to be something you grind toward and hold onto: bragging rights, not a maintenance chore. There's no daily loss, no upkeep, nothing draining in the background. Once you've earned it, it just sits there until you act — take a week off and come back to the exact same Reputation you left with.

Ranks & Titles

16 Ranks, based on your Reputation's distance from zero — same title tier structure whether you're a Hero or Villain, but with different names for each side:

RankReputationHero TitleVillain TitleRelic Bonus
00 – 4,999CivilianCivilian+0
15,000 – 9,999BystanderTroublemaker+50
210,000 – 19,999Concerned CitizenPickpocket+100
320,000 – 39,999Neighborhood WatchStreet Thug+150
440,000 – 79,999VigilanteGang Member+200
580,000 – 159,999Street GuardianShot Caller+250
6160,000 – 319,999City ProtectorCrime Lord+300
7320,000 – 639,999Hero of the PeopleUnderboss+350
8640,000 – 999,999Urban LegendSyndicate Boss+400
91,000,000 – 1,599,999City DefenderThe Architect+450
101,600,000 – 2,799,999The ShieldThe Phantom+500
112,800,000 – 3,999,999Dark KnightShadow King+550
124,000,000 – 5,999,999Masked AvengerThe Puppeteer+600
136,000,000 – 7,999,999SentinelRuin+650
148,000,000 – 9,999,999The ImmortalThe Reaper+700
1510,000,000+LegendGod of Ruin+750

Top 3 Titles

Above the 16-rank ladder sit three special titles per alignment, reserved for whoever currently holds the literal #1, #2, or #3 spot on their side's live Reputation leaderboard — not a fixed Reputation threshold like every other rank. They update automatically as the leaderboard shifts, with no reset or opt-in required.

RankHero TitleVillain TitleBonus
#3The BeaconThe Devastator+50
#2The ParagonWorld-Ender+50
#1The City's ChosenThe Undoing+100

The title always shows regardless of gear. The bonus is added on top of whatever your actual Rank already grants — not a replacement — and like every other Rank bonus, it only does anything through an equipped Relic. Holding #1 doesn't require being anywhere near Rank 15: on a smaller or younger server, the #1 spot on one side could sit at a much lower Rank and still hold the title.

What Reputation Actually Does

Your Rank's bonus (the rightmost column above) stacks directly onto any Relic you have equipped — a higher Rank makes every Relic you own stronger, on top of the Relic's own fixed bonus. That's the entire mechanical payoff right now: no other system currently reads your Reputation or Rank.

Tips

  • Combat is where real Reputation growth happens — Exploring and the Streets barely move the needle once you're past the first Rank or two.
  • Watch who you're attacking — beating someone on your own side always costs Reputation, Hero or Villain. Stick to opposite-alignment targets if you're trying to grow it.
  • Bigger targets are worth more per win, so if you're grinding Reputation specifically, don't waste hits on players sitting near zero.
  • There's no penalty for taking a break — Reputation doesn't decay, so there's no "maintenance" pressure like some similar games have.