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character_reputation Table

Reputation standing per faction for every character.


Schema Summary

Field Type Key Null Default Extra
guid int(11) unsigned PRI NO 0
faction int(11) unsigned PRI NO 0
standing int(11) NO 0
flags int(11) NO 0

Field Breakdown

  • guid - Primary Key. Character guid (from characters.guid).
  • faction - Primary Key. Reputation group id (faction.id).
  • standing - Numeric reputation points (-42000…42999).
  • flags - State bits (FactionFlags, ReputationMgr.h): 1 = visible, 2 = At War, 4 = hidden, 8 = invisibility forced by core, 16 = peace forced by core, 32 = marked inactive by the player, 64 = rival.

flags Values

Bit Meaning
1 Faction shown in the reputation pane
2 At War toggled for the faction
4 Faction hidden from the client reputation pane
8 Visibility forced by core (e.g. during events)
16 At-war/peace state forced by core
32 Faction marked inactive by player (XP gain off)
64 Rival faction (forced hostile)

Bits 8, 16 and 64 are core-managed but can appear in saved rows; bit 32 is explicitly restored from the DB at load.