Reputation API (Retail — Patch 12.0.0)
Comprehensive reference for reputation, faction, major factions, paragon, and neighborhood initiative APIs.
Source: https://warcraft.wiki.gg/wiki/World_of_Warcraft_API Current as of: Patch 12.0.0 (Build 65655) — January 28, 2026 Scope: Retail only.
Scope
- C_Reputation — Faction info, standings, watched faction, headers
- C_MajorFactions — Renown factions (Dragonflight+)
- Friendship Reputations — Friendship-style rep (Tillers, etc.)
- Paragon — Paragon reputation (post-max)
- C_NeighborhoodInitiative — Housing neighborhood rep (12.0.0)
C_Reputation — Core Reputation System
Faction Info
| Function | Returns | Description |
|---|
C_Reputation.GetNumFactions() | numFactions | Number of factions in list |
C_Reputation.GetFactionDataByIndex(index) | factionData | Faction data at index |
C_Reputation.GetFactionDataByID(factionID) | factionData | Faction data by ID |
C_Reputation.IsFactionActive(factionID) | isActive | Is faction active? |
C_Reputation.IsMajorFaction(factionID) | isMajor | Is major faction? |
C_Reputation.IsAccountWideReputation(factionID) | isAccountWide | Account-wide rep? |
C_Reputation.GetFactionParagonInfo(factionID) | currentValue, threshold, questID, hasRewardPending, tooLowLevelForParagon | Paragon info |
C_Reputation.IsFactionParagon(factionID) | isParagon | Has paragon? |
C_Reputation.RequestFactionParagonPreloadRewardData(factionID) | — | Preload paragon data |
Faction Data Fields
The factionData table contains:
factionID — Unique faction IDname — Faction namedescription — Description textreaction — Standing index (1=Hated to 8=Exalted)currentReactionThreshold — Min rep for current standingnextReactionThreshold — Rep needed for next standingcurrentStanding — Current rep valueatWarWith — At war? (PvP hostile)canToggleAtWar — Can toggle at war?isChild — Is sub-faction?isHeader — Is a header row?isHeaderWithRep — Header that has rep?isCollapsed — Is header collapsed?isWatched — Is watched faction?hasBonusRepGain — Has rep bonus?canSetInactive — Can set inactive?
Watched Faction
| Function | Returns | Description |
|---|
C_Reputation.GetWatchedFactionData() | factionData | Watched faction info |
C_Reputation.SetWatchedFactionByIndex(index) | — | Set watched by index |
Faction List Management
| Function | Returns | Description |
|---|
C_Reputation.ExpandFactionHeader(index) | — | Expand header |
C_Reputation.CollapseFactionHeader(index) | — | Collapse header |
C_Reputation.SetFactionActive(index) | — | Set faction active |
C_Reputation.SetFactionInactive(index) | — | Set faction inactive |
C_Reputation.ToggleAtWar(index) | — | Toggle at war |
Standing Names
| Index | Standing |
|---|
| 1 | Hated |
| 2 | Hostile |
| 3 | Unfriendly |
| 4 | Neutral |
| 5 | Friendly |
| 6 | Honored |
| 7 | Revered |
| 8 | Exalted |
C_MajorFactions — Renown System
Major factions use renown levels instead of traditional reputation standings.
| Function | Returns | Description |
|---|
C_MajorFactions.GetMajorFactionData(factionID) | majorFactionData | Major faction info |
C_MajorFactions.GetMajorFactionIDs(expansionID) | factionIDs | Major factions for expansion |
C_MajorFactions.GetCurrentRenownLevel(factionID) | renownLevel | Current renown level |
C_MajorFactions.GetRenownLevels(factionID) | levels | All renown levels |
C_MajorFactions.GetRenownRewardsForLevel(factionID, renownLevel) | rewards | Rewards at level |
C_MajorFactions.HasMaximumRenown(factionID) | hasMax | At max renown? |
C_MajorFactions.IsWeeklyRenownCapped(factionID) | isCapped | Weekly cap reached? |
C_MajorFactions.GetMajorFactionRenownInfo(factionID) | renownInfo | Renown progress info |
Major Faction Data Fields
factionID — Faction IDname — Faction namecelebrationSoundKit — Sound on level uprenownLevel — Current renown levelrenownReputationEarned — Rep earned toward next levelrenownLevelThreshold — Rep needed for next leveltextureKit — UI texture kitexpansionID — Which expansionisUnlocked — Is faction unlocked?unlockDescription — How to unlock
Friendship Reputations
Some factions use friendship instead of traditional reputation.
| Function | Returns | Description |
|---|
C_Reputation.GetFriendshipReputation(factionID) | friendshipData | Friendship rep info |
C_Reputation.IsFactionFriendship(factionID) | isFriendship | Uses friendship? |
Friendship Data Fields
friendshipFactionID — Faction IDstanding — Current standing text (e.g., "Good Friend")maxRep — Max rep for current tierreputation — Current rep valuenextThreshold — Next tier thresholdtext — Standing descriptiontexture — Standing iconreaction — Reaction indexreversedColor — Reverse progress bar color?
C_NeighborhoodInitiative — Housing Neighborhood (12.0.0)
New in 12.0.0 for the player housing system.
| Function | Returns | Description |
|---|
C_NeighborhoodInitiative.GetCurrentInitiative() | initiativeInfo | Current initiative |
C_NeighborhoodInitiative.GetInitiativeProgress() | progress | Progress info |
C_NeighborhoodInitiative.GetInitiativeRewards() | rewards | Initiative rewards |
Common Patterns
List All Factions with Standing
local numFactions = C_Reputation.GetNumFactions()
for i = 1, numFactions do
local data = C_Reputation.GetFactionDataByIndex(i)
if data and not data.isHeader then
local standingNames = {"Hated","Hostile","Unfriendly","Neutral","Friendly","Honored","Revered","Exalted"}
local standing = standingNames[data.reaction] or "Unknown"
print(data.name, standing, data.currentStanding)
end
end
Check Renown Level
local function GetRenownProgress(factionID)
if C_Reputation.IsMajorFaction(factionID) then
local data = C_MajorFactions.GetMajorFactionData(factionID)
if data then
print(data.name, "Renown:", data.renownLevel)
print("Progress:", data.renownReputationEarned, "/", data.renownLevelThreshold)
return data.renownLevel
end
end
return nil
end
Check Paragon Reward
local function CheckParagonReward(factionID)
if C_Reputation.IsFactionParagon(factionID) then
local currentValue, threshold, questID, hasReward =
C_Reputation.GetFactionParagonInfo(factionID)
if hasReward then
print("Paragon reward available for faction", factionID)
end
return hasReward
end
return false
end
Key Events
| Event | Payload | Description |
|---|
UPDATE_FACTION | — | Reputation changed |
QUEST_LOG_UPDATE | — | Quest/rep update (shared) |
MAJOR_FACTION_RENOWN_LEVEL_CHANGED | factionID, newRenownLevel, oldRenownLevel | Renown level up |
MAJOR_FACTION_UNLOCKED | factionID | Major faction unlocked |
UPDATE_EXPANSION_LEVEL | — | Expansion level changed |
Gotchas & Restrictions
- Headers in faction list —
C_Reputation.GetFactionDataByIndex() returns headers. Check isHeader to skip. - Major factions vs traditional — Check
C_Reputation.IsMajorFaction() to determine which API to use. - Paragon is post-exalted —
GetFactionParagonInfo() only works for factions at Exalted (or max renown for major factions). - Friendship rep display — Friendship factions show custom standing names. Use
GetFriendshipReputation() for proper display text. - Account-wide rep — Some 12.0.0 reps are account-wide. Check
IsAccountWideReputation(). - Collapsed headers — Collapsed headers hide child factions from the indexed list. Expand before iterating.
- Faction IDs are stable — Unlike indices, factionIDs are stable and can be persisted in SavedVariables.
- Neighborhood initiative — New 12.0.0 system; APIs may evolve.