Family Notoriety measures reputation earned through applicable PvP and war rewards. It is a shared family resource, not your personal cash or character XP.
The spendable Notoriety balance pays for territory claims and applicable higher-level technology upgrades. All-time earned Notoriety is recorded separately and shown publicly as prestige.
Spending the balance does not erase that earned history. A stake refund restores spendable funds without counting as new prestige.
Fight rewards use relative combat challenge. The calculation compares damage-exchange strength rather than simply rewarding attack volume or player level.
Outside wars, a winning attack can earn up to 3 base Notoriety. Attacking an extremely weaker opponent can instead cost 2; some weaker targets award zero. Normal attack losses and stalemates do not earn positive Notoriety.
During applicable Family or Zone Wars, the base winning-attack curve runs from 2 to 20 before additional modifiers. War losses and stalemates award zero. Family War bracket multipliers can raise the per-attack reward; Zone Wars do not use that bracket multiplier.
For applicable war Notoriety, Leave retains the full calculated gain, Mug awards 80% and Hospitalize awards 50%. The longer hospital choice can help control an opponent's activity, but carries a reputation trade-off.
This choice adjustment applies to war Notoriety. It does not reduce an already-recorded Family War score or redefine the normal non-war reward curve. Rounding and applicable family modifiers affect the final recorded amount.
Territory costs 100,000 Notoriety per claim or declaration, so casual wins are only one contribution to a longer goal. War participation and end-of-war rewards can help the family build its balance. Discuss spending priorities before committing it to technology or territory.
Mechanics checked against the game code on 17 September 2026.