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Infamy is the opposite of Fame, and is similarly found in the miscellaneous statistics menu. Infamy starts at zero for a new game. It represents a character's notoriety for less than heroic deeds amongst the general population of Cyrodiil.
[edit] What Infamy Affects
- Infamy affects the disposition of characters you meet. The exact effect depends upon the NPC's responsibility. NPCs with high responsibility will dislike you because of your infamy. At a responsibility of 100, an NPC's disposition will decrease 1 point for every 2 infamy points. At lower responsibility, disposition decreases less rapidly with infamy. For NPCs with a responsibility of about 10 or less, their disposition will actually increase as you gain infamy. Disposition will be modified by at most 20 points due to infamy (i.e., at most a 20 point loss for "good" NPCs, at most a 20 point gain for "bad" NPCs). This modifier is calculated independently of the Fame disposition modifier.
- Infamy limits your ability to use altars to the Nine Divines. If your Infamy exceeds your Fame, trying to use any chapel altar fails, with the message "Repent your crimes, wicked one!" This means that you cannot receive the altars' blessings or the powerful healing that accompanies the blessings.
- To regain use of the altars, you must increase your fame (do more "good" quests). Or, if you have installed Knights of the Nine official mod, you can complete the Pilgrimage to reset your infamy to 0 (see notes).
- The Vile Lair official mod adds a Shrine of Sithis that provides healing for "evil" characters: you can only receive its blessing if your Infamy exceeds your Fame. The shrine's blessing also provides additional benefits as your Infamy increases.
- You can continue to use wayshrines outside of chapels regardless of your Infamy and Fame levels.
- Infamy (and also Fame) grants the ability to activate additional Heaven Stones, providing your character with new unique Greater Powers. Each Heaven Stone can only be activated once your character has reached that stone's required renown (requirement is between 10-70).
- With the Knights of the Nine official mod, if your Infamy is greater than 1 you will not be able to wear any of the Crusader's Relics gear.
[edit] Infamy Points
- Most of the Thieves Guild quests award you with 1 Infamy point upon completion. The exceptions are Finding the Thieves Guild (0 points), May the Best Thief Win (1 or 2 points, depending upon how you complete the quest), and The Ultimate Heist (10 points). In addition, you receive 1 Infamy point each time you advance in the ongoing "Independent Thievery" quest. Therefore, after completing all of the Thieves Guild quests, you will have gained 29 Infamy points total (or 30 if you completed May the Best Thief Win by stealing Rohssan's sword).
- Completing Dark Brotherhood quests mostly result in gaining 1 Infamy for each. (Honor Thy Mother gives you 10.) This makes being a murderer in Tamriel only half as notorious as being a burglar, as long as you don't get caught. If you work for the Dark Brotherhood after completing the Thieves' Guild, you can avoid all subsequent Infamy (assuming you weren't compromised during the crime) by wearing the Gray Cowl of Nocturnal when you report back to your superior upon contract completion. The Infamy is then given to your "Gray Fox" persona instead of your main persona.
[edit] Other Infamy Points
- Choosing negative options during gameplay, such as completing quests that are immoral/illegal or choosing the immoral/illegal path, will result in Infamy. Also, being caught doing illegal things will often give you Infamy. However, the Infamy gained from negative quests is much lower if you simply don't get caught. Also, every bounty of 1000 gives you a single infamy point, such as a murder Bounty = 1000 then Infamy = +1
- As long as your bounty is less than 500[verification needed -- see talk page], you can walk around and not be confronted by a guard (unless the guard himself was alerted by a witness to your crime).
- Wearing the Gray Cowl of Nocturnal makes others see you as the Gray Fox, not as your character's main persona. Donning the Cowl results in an immediate increase in Infamy (100 points) and a bounty of 500 Septims. Any Infamy, Fame, or bounties you earn while wearing the Cowl will be attributed to the Gray Fox. Thus you can hew an innocent citizen down in broad daylight with no effect on your personal standing as long as you are wearing the Cowl during the crime and subsequent escape from the Guard. If you remove the Cowl before the Guard begins his dialog, he will run up and begin with his normal dialog (where you can ask for directions, etc) even if you took the Cowl off right in front of him.
- Be mindful that whatever Infamy you earn for being caught committing crimes while fulfilling contracts for the Dark Brotherhood will be added to the Infamy awarded for completing the quest. The less you are seen and caught, the less additional Infamy you will gain.
- If, for some reason, you want to earn infamy, just kill off random citizens/guards that aren't related to a quest. Save beforehand, as a quest character who likes you may fight the guards with you and die.