Scav Karma (Fence Reputation): Every Gain, Loss, and Threshold
The reputation system that quietly controls scav cooldowns, prices, and AI behavior.

The decision first
Fence reputation is your Scav karma.
- Fence reputation is your Scav karma.
- Co-op and vehicle extractions can raise reputation.
- Check target identity before shooting as a Scav.
- Killing innocent player Scavs costs reputation.
- Fence’s special loyalty tier requires 6.00 karma.
- Karma affects services, cooldowns, and AI behavior.
Scav karma: the practical route to better Fence reputation
Scav karma is your reputation with Fence. To raise it consistently, combine peaceful Scav extractions with paid vehicle exits on your PMC, then take cooperative exits and suitable Fence assignments when the opportunity makes sense. The biggest improvement for most players is learning when to leave the trigger alone: one mistaken friendly kill can cancel several successful raids, and the consequences become much harsher once your reputation reaches the top reward bracket.
Treat reputation as a long-term supply investment. A good Scav session brings home useful equipment while improving the conditions for future runs. Chasing a questionable kill for one backpack can undermine that return. Before deploying, decide whether this run is for income, a specific assignment, or reputation; that decision should determine how much danger you accept and how quickly you head for extraction.
This guide was reviewed on September 17, 2026, with official changes through Patch 1.1.5.0 checked against Battlestate's announcements. The numeric karma tables below are community-documented baselines, not fresh in-game measurements. Temporary events, seasonal modifiers, skills, and subsequent updates can change the result. Use the actual reward, extraction prompt, and post-raid reputation breakdown on your selected profile when they differ.
Action checklist
- Check your current Fence standing and choose the next milestone you need.
- Bring roubles on PMC raids that could finish at a paid vehicle exit.
- On Scav runs, identify the target before deciding to fight.
- Have a normal extraction available if a car or cooperative exit falls through.
- Check the raid's reputation changes before repeating an unfamiliar tactic.
Find the right counter: Fence standing, loyalty, and hidden karma
Open Fence in the trading interface and inspect his reputation or standing. That visible number is the counter discussed throughout this guide. Your PMC can contribute to it through eligible actions, so Scav karma is not progression you can earn only while controlling a Scav. Record the starting value before a session if you want to distinguish extraction income from task rewards and combat penalties.
Fence's loyalty works differently from the usual trader progression. The community trader reference lists his special Loyalty Level 4 access at 6.00 standing. Buying his stock or selling him a stash full of equipment is not a way to purchase karma. A trade can help your finances, but raising the counter requires an action or task that actually awards Fence reputation.
There is also a separate hidden karma system associated with behavior such as prolonged concealment and with Partisan. Its notifications should not be confused with the visible Fence counter. If someone says their karma dropped, establish which system they mean before applying advice. For this guide's purposes, the relevant evidence is the Fence value and the reputation changes reported for your raid or task.
What higher reputation actually buys you
The documented benefits cover Scav availability, starting equipment, extraction options, AI cooperation, Scav Case turnaround, transport charges and delivery capacity, and Fence's buying prices. Think about which benefit you will use. A player who alternates PMC quests with supply runs has a different reason to value karma from someone who rarely selects a Scav but frequently uses vehicle exits.
Shorter waits are most useful when you can turn the extra opportunities into successful returns. Better starting equipment remains a probability-based benefit, not a promise that every loadout will contain an expensive key or a strong weapon. Judge the change over a series of runs. One poor kit at high reputation, or one excellent kit at low reputation, does not establish that the system is broken.
At the documented 6.00 threshold, Fence offers an additional sales tab with a 30 percent discount. Inspect the actual stock before valuing the unlock: a discount does not guarantee desirable items. Old descriptions about buying uninsured equipment lost by other players are not a dependable shopping plan; the Fence reference itself questions whether that advertised stock behavior is working.
The community baseline also places ordinary Scav-boss alliance and stronger AI support at 6 or higher. This does not protect you from player betrayal or make Raiders and Rogues allies. At the opposite extreme, around -5, the reference describes ordinary AI Scavs attacking on sight and the BTR Driver refusing services. Staying out of that hostile bracket is a practical recovery priority.
Do not estimate your whole economy from a single cooldown screenshot. Hideout upgrades and other bonuses can also affect timers or service costs. Compare your own before-and-after values under similar conditions, and value the time you actually save rather than assigning an invented rouble return to each reputation point.
Reputation gains: which actions count
The following values summarize the English Scavs reference. Vehicle and cooperative extraction bonuses diminish with repeated use on the same map; they are not flat payments forever. Combat rewards also depend on the target's recorded actions. A PMC being an enemy does not automatically mean that eliminating that PMC produces the listed positive karma.
Use these numbers to compare opportunities rather than to script an exact raid outcome. A normal extraction is easy to incorporate into a supply run. A cooperative exit needs the correct factions together. A combat reward requires both a qualifying target and a fight you can win. The largest advertised number is not necessarily the best return for your available time.
| Action | Documented gain | Condition |
|---|---|---|
| Extract or transit as a Scav | +0.01 | Complete the qualifying departure |
| Use a paid vehicle extraction as a PMC | +0.20 initially | Repeated use diminishes separately by map |
| Use a cooperative extraction | +0.25 initially | PMC and Scav together; repeated use diminishes by map |
| Complete a Fence Scav assignment | +0.01 to +0.05 | The offered task reward is authoritative |
| Kill a qualifying PMC as a Scav | +0.02 or +0.03 | PMC previously killed one Scav, or at least two respectively |
| Kill a traitor Scav as a Scav | +0.03 | Target must qualify as a traitor |
| Receive an eligible assistance reward | +0.01 to +0.05 | Depends on whether you helped a Scav, guard, or boss |
Friendly-fire penalties and the real cost of a mistake
These are the community reference's ordinary kill penalties while playing as a Scav. They are starting points, not maximum losses. High-standing rules can make the deduction substantially larger, and multiple victims can produce multiple penalties. Elite Charisma is also documented as reducing Fence standing penalties, so two players need not see identical totals for apparently similar incidents.
At the baseline extraction reward, a loss of 0.10 represents ten successful departures' worth of reputation. That comparison excludes matchmaking, travel, deaths, and missed opportunities. It explains why shooting a neutral player for a modest weapon is usually a poor trade when your objective is to improve Fence standing. Think about the future runs needed to repair the damage before valuing the immediate loot.
Grenades deserve particular care around mixed groups. You may identify a legitimate enemy but fail to notice a friendly Scav beside them or behind the doorway. When visibility is incomplete, reposition for a clearer engagement or leave. The game evaluates whom you harmed, not the target you intended to hit.
| Victim while playing as a Scav | Ordinary documented penalty |
|---|---|
| Non-traitor AI Scav | -0.03 to -0.05 |
| Non-traitor player Scav | -0.10 |
| Scav boss guard | -0.05 |
| Scav boss | -0.20; check named exceptions separately |
Understand diminishing returns before farming extracts
The English community reference currently describes each reward as its first-use value divided by the number of uses, including the present extraction. For vehicles, that is 0.20 divided by the use count; for cooperative exits, 0.25 divided by the use count. It records independent counts by location. Older guides often describe different starting rewards or repeated halving, so do not mix their arithmetic with this baseline.
The table shows the calculation for the first four uses, with repeating decimals shortened to four places. The game display can round the result differently. Keep a simple map-by-map log if you are actively planning a push: extraction type, successful use count, and observed gain are enough. Do not assume that waiting until tomorrow restores a first-use bonus; this plan makes no allowance for an unverified daily reset.
A fresh map can offer a larger increment than another trip to an exhausted favorite. However, unfamiliar navigation, a long queue, or a costly PMC death can consume that advantage. Rotate among maps you can extract from reliably, then add a new route when you have learned its landmarks. A theoretically efficient rotation is only useful if you finish it.
| Use on that map | Vehicle reward | Cooperative reward |
|---|---|---|
| First | +0.2000 | +0.2500 |
| Second | +0.1000 | +0.1250 |
| Third | +0.0667 approximately | +0.0833 approximately |
| Fourth | +0.0500 | +0.0625 |
Use PMC vehicle exits as part of a normal raid
Paid vehicle extracts are especially useful because you can pursue them without finding a cooperative stranger. Bring sufficient roubles before deploying, check the required fare at the vehicle, and verify that the exit is actually available. Your reputation affects the price, so copying a friend's exact cash allowance can leave you short. Carry a margin rather than budgeting to an old guide's minimum.
Plan the approach and the departure separately. First reach the area without sacrificing your kit to a predictable sightline. Then pay, confirm that the countdown applies to you, and position yourself so you can satisfy the extraction conditions when it finishes. A squadmate's payment is not evidence that your own place is secured. Check the prompt for your character.
If the car is missing, already used, or too dangerous to approach, use the backup exit. Waiting in an exposed position does not make an unavailable vehicle return. Likewise, do not cross a map boundary to hide behind the car: several vehicle exits sit beside border-sniper zones. Completing another objective and extracting normally is better than turning a failed bonus attempt into an unnecessary equipment loss.
Once your first few uses are done, attach later car exits to quests or loot routes that already pass nearby. That keeps the remaining reputation gain useful without making every raid revolve around a smaller payment.
Learn a small set of vehicle and cooperative exits
Start with a few named exits instead of memorizing every location at once. The examples below come from the corresponding community map pages. They identify opportunities, not guaranteed availability for every spawn or profile. Check the raid's extraction list and the local conditions before committing. A nearby exit remembered from a different character may not work for the character you are controlling.
Ground Zero is useful for learning the difference between a paid car and a cooperative exit. Customs lets an established dorms route feed into a vehicle attempt, but that does not make the dorms approach quiet. Woods rewards clear landmark navigation; allow extra travel time until you recognize the route without checking a map at every turn. On Interchange, decide whether a trip outside the mall still leaves time for your fallback.
Reserve offers another recognizable cooperation option at Scav Lands. Its mixture of regular Scavs, Raiders, and Glukhar's group also makes target identification important. For reputation work, knowing how to bypass a fight is at least as valuable as knowing where valuable equipment might be found.
| Map | Vehicle example | Cooperative example |
|---|---|---|
| Ground Zero | Police Cordon V-Ex | Scav Checkpoint |
| Customs | Dorms V-Ex | Boiler Room Basement |
| Woods | Bridge V-Ex | Friendship Bridge |
| Interchange | Power Station V-Ex | Scav Camp |
Make cooperative extraction a clear, limited agreement
A cooperative exit requires the appropriate PMC-and-Scav combination. Two friendly Scavs standing in the zone do not replace the PMC requirement. In PvP, use VOIP from cover to propose a specific destination: state your faction, name the exit, and explain that you want to leave together. A concrete proposal gives the other player something practical to accept.
Keep the negotiation brief. Agree who moves first and where you will meet, then avoid sweeping your weapon across the other player. A wiggle or a voice line can communicate intent but provides no mechanical protection. You also cannot know who else is listening. If the conversation turns into demands to surrender everything or walk into an exposed room, disengage while you still have cover.
Set a departure deadline before waiting for a partner. Base it on the time needed to reach your regular extraction while injured or slowed by loot. If nobody arrives by that deadline, leave. Standing at an empty co-op point until the final minute converts a possible bonus into a predictable failure.
When the attempt succeeds, confirm your own countdown and complete the departure. Treat any additional Fence delivery as a bonus to inspect afterward, not a guaranteed valuable payout. Your dependable benefit is the completed extraction and whatever reputation the game awards.
Self-defense: being threatened is not the same as being hit
The documented protection for fighting another player Scav applies when that player has hit you first or already qualifies as a traitor. A shot passing beside your head is not proof that the system registered an attack against you. Some players deliberately fire nearby to provoke a retaliatory hit. If your goal is reputation, do not let noise alone decide who you shoot.
Your first response to an uncertain threat should be movement toward solid cover. Check your condition, locate the attacker, and separate them from nearby bystanders. If you can leave safely, you do not need to prove that retaliation would be allowed. Choosing to preserve your reputation can mean losing the current Scav's equipment; decide whether that sacrifice serves your objective rather than treating every encounter as a mandatory duel.
A fight involving somebody else is harder to interpret. Seeing one Scav shoot another does not tell you whether the victim was already a traitor. Hearing a friend shout that they were attacked does not identify which member of an opposing group dealt the damage. Do not assume that one person's aggression makes every nearby player a valid target.
After a messy encounter, review the actual result before drawing a rule from it. Your memory of who fired first, the target's existing status, and what the server registered can differ. Boss aggression also follows different rules, covered below.
Identify the faction before you identify the loot
Equipment is a weak way to classify a living target. A player Scav can pick up a helmet, plate carrier, large backpack, and modified rifle from a dead PMC. An expensive silhouette therefore does not prove that you are looking at a PMC or Raider. Clothing, voice, movement, location, and the surrounding fight provide additional clues, but no single cue justifies a blind shot.
Consider three common situations. A heavily equipped player is searching a body and has not attacked you: leave room for the possibility that they are a friendly Scav. A stranger fires into the wall beside you: move to cover rather than accepting the bait. An armed group patrols near a boss location: find another route until you can distinguish regular Scavs, guards, and any exempt enemy faction.
Control the angle before making the decision. Looking through a narrow doorway can hide a second person behind your intended target; firing through foliage can make both faction and hit confirmation unreliable. A few steps to another window may reveal the scene clearly enough to avoid a costly mistake. If it does not, you still have the option to withdraw.
This approach also improves your looting discipline. You can give up a disputed container without giving up the whole run. Move to another building, finish your objective, and preserve a clean extraction instead of turning a small disagreement into a reputation loss.
Bosses, guards, Raiders, and other exceptions
Ordinary Scav bosses and their guards are dangerous to approach below the high-reputation alliance threshold. Crucially, a boss opening fire does not grant the same penalty protection as a hostile player Scav hitting you. If you kill a penalized boss or guard in self-defense, you can still lose karma. Give warnings and aggressive movement room to resolve by backing away.
Raiders are a separate case: their faction reference explicitly states that killing them as a Scav does not reduce karma. That does not make them friendly or easy to defeat. On Reserve, confusing Glukhar's guards with Raiders is the dangerous error. Similar weapons and armor do not make the two groups interchangeable for reputation purposes.
The Scavs reference also lists Rogues, Rogue bosses such as the Goons, and Cultists as penalty-free categories. The Cultists and Zryachiy pages separately document their karma exemptions. Do not generalize that into permission to kill every named boss, and do not confuse a karma exemption with safe access to Lightkeeper's area or freedom from other progression consequences.
Use current location information when avoiding these groups. Official Patch 1.1.5.0 notes moved Lighthouse's Rogues from the water treatment plant to the mountain chalets. A farming video filmed before that rework can direct you toward the wrong threat area even if its faction explanation was once accurate.
Choose Fence assignments that fit your Scav runs
The community references identify construction of the Intelligence Center as the unlock for Fence's daily Scav assignments. Read the objective and displayed reward carefully. These assignments are meant to be completed with your Scav; do not spend PMC raids pursuing a condition that the task will not count. Pay attention to map restrictions, required item categories, and any requirement to finish multiple objectives within one raid.
Favor objectives that match something you can already do reliably. A collection task may fit a familiar container route, while a difficult combat request could require several failed attempts. Compare the whole reward with the likely time investment. Passing on one assignment can be sensible when attempting it would repeatedly expose you to ambiguous targets or poor extraction odds.
Replacement is not automatically an improvement. The references describe euro costs and possible standing costs for rerolls, so inspect the actual confirmation before accepting it. Spending reputation to chase a slightly better reputation reward can move you backward. At the end of the session, check whether the completed task still needs to be submitted and its reward claimed.
Build a repeatable Scav reputation routine
Pick a map where you can name your exit and describe the route from several spawns. On arrival, check the remaining time, your available extractions, medical supplies, and carrying capacity. Then select a short route that ends near a usable departure. The purpose of this routine is to make successful runs repeatable, not to chase every high-value room on the map.
Factory can suit players who already know its compact layout, but close encounters and boss activity can make it unforgiving. A longer run on a map you understand may give you a better completion rate. Measure the entire attempt, including matching and inventory transfer, rather than comparing only the seconds spent running to an exit.
Set an early stopping condition. Finding a needed task item, filling your bag with useful supplies, or suffering an injury that you cannot treat should shorten the route. You do not gain anything from dying beside a final optional container. On the other hand, do not mistake a transit for a return to your stash: it continues your journey into another location.
Finish the transfer screen deliberately, then switch to a PMC objective or hideout task while waiting for another Scav opportunity. A varied session makes incremental karma progress easier to sustain and reduces the temptation to force combat simply because a quiet run felt uneventful.
A worked plan from your current standing toward 6.0
Begin with your actual reputation, not an assumed starting value. Subtract it from your target to find the gap. For example, moving from 0.20 to 6.00 requires 5.80 reputation. At 0.01 per ordinary Scav departure, that would represent 580 qualifying departures if you earned nothing else and incurred no losses. This is arithmetic for planning, not a prediction of how many raids your account must play.
Now add the larger opportunities you can realistically complete. Under the documented diminishing-return formula, four vehicle exits on one fresh map total about 0.4167. Repeating those first four uses across four fresh maps would provide about 1.6667. Eighty ordinary Scav departures add 0.80. Starting at 0.20, those actions would put the example account near 2.6667 before other gains, rounding, modifiers, or penalties.
This illustrates why a car rotation helps but does not instantly deliver maximum benefits. The remaining progress can come from continued extraction, suitable assignments, occasional cooperation, and verified quest rewards. Do not budget for killing a qualifying PMC every run or finding a cooperative partner on demand. Those are opportunities to evaluate when they appear.
Track progress in manageable stages: stabilize above zero, reach any currently displayed quest requirement, and then pursue the 6.00 unlock if its benefits matter to you. Recalculate after each stage. A plan built around your observed results is more useful than an exact completion date based on perfect raids.
Recover negative karma without repeating the same loss
First identify why the counter is falling. New Scav players often carry over the PMC habit of shooting every armed silhouette. Others retaliate against near misses, confuse guards with Raiders, or accept task replacements without reading the standing cost. Remove that cause before starting a recovery grind. More raids will not repair a behavior that loses reputation faster than extraction restores it.
A small deficit is manageable through normal play. From -0.20, twenty baseline Scav departures would reach zero if there were no other changes. A fresh vehicle extraction on your PMC offers another route to a meaningful increment. At deeply negative standing, where AI hostility makes Scav survival difficult, PMC activities can be a more practical recovery tool than repeatedly spawning into fights you cannot avoid.
Check Fence for recovery assignments that your profile actually qualifies for. The community page for Compensation for Damage - Wergild lists a -3 karma requirement, a 1,000,000-rouble handover, and a +1 Fence reward. Treat that as a specific quest to look for, not a universal shop service or a promise that every negative account can buy its way back immediately. Verify the active task before reserving the money.
Recover in stages and preserve enough equipment to keep playing your PMC. Spending your entire bankroll on a repair plan can create pressure to take desperate Scav fights again. The aim is a sustainable positive trend, with fewer preventable losses each session.
Protect 6.0: extra reputation is not a safe allowance for betrayal
The high-standing penalty rule is easy to miss. The Scavs reference describes penalties between +6 and +8 as being calculated from +6; above +8, it describes an additional two-point deduction. Its example takes a player at +7 who kills an innocent player Scav down to +5.9. The ordinary -0.10 table therefore does not describe the full loss for that player.
Do not interpret a large surplus as permission to kill a boss for its equipment or settle a dispute with another Scav. One incident can remove the unlock you spent many sessions reaching. The Charisma reference documents an elite penalty reduction, but a mitigation is still not a reason to treat the loss as harmless or to assume your character has that bonus.
Once you reach your target, change the objective from rapid accumulation to preserving reliable benefits. Avoid crowded crossfire, give uncertain groups more space, and decline fights whose main attraction is a backpack you do not need. If standing unexpectedly drops below the threshold, inspect the breakdown and recover through clear, low-ambiguity actions before returning to risky encounters.
PMC raids, PvE, and the Mark of The Unheard exception
Normal PMC combat is not governed by the same friendly-Scav kill rules as playing a Scav. You can still improve Fence standing on your PMC through eligible exits and rewards. This distinction matters when planning quests: do not attempt a PMC Scav-elimination objective on your Scav because you assume the two characters share every task condition.
There is a documented equipment exception in PvE and PvE co-op. The Mark of The Unheard reference states that wearing the device can cause a -0.05 Scav karma penalty for killing Scavs without being shot first, and describes a PMC kill as a way to negate that penalty. Read the current item behavior before equipping it. If preserving karma is your priority and you do not need its effects, leaving it unequipped avoids planning your raid around that tradeoff.
Do not expect PvP cooperation advice to transfer directly into PvE. An AI PMC will not negotiate a VOIP agreement. Tactics that try to lure hostile AI into a co-op zone are much less dependable than a willing human partner and should not underpin your reputation forecast.
Also check which character profile is selected before comparing results. Battlestate's season announcement describes seasonal characters as independent from PvP Zone and PvE Zone characters. A reputation value observed on one profile is not a reason to expect the same number when you switch to another.
Quest requirements: use the current objective, especially for Lightkeeper
Fence standing can be a requirement to unlock or complete a quest as well as a reward for finishing one. These are different things. A task that requires 4.0 standing does not award four reputation points. When reading a walkthrough, distinguish the starting requirement, any requirement to maintain standing, and the actual reward panel.
The community page for The Ticket lists a 4.0 Fence condition within the relevant ending branch and an instruction to keep standing above 4.0. If you are following that branch, keep a buffer and check the active objective before taking reputation risks. Do not assume that reaching the number once protects you if later actions push the counter below it.
Lightkeeper guidance requires particular care after Patch 1.1.5.0. Battlestate says the access chain was completely reworked into To the Light. Its published starting conditions are access to Lighthouse through Tour, Loyalty Level 3 with every trader except Fence and Ref, and speaking to Mechanic about working with Lightkeeper. Those official notes do not list a separate 2.0 Fence gate for starting the chain.
Consequently, do not use an old Network Provider checklist as the current unlock path or grind to 2.0 solely because an older guide promises access. Follow Mechanic's current dialogue and the requirements shown by your active tasks. Reputation remains useful, but it should serve the progression route your profile actually has.
Troubleshoot unexpected gains and losses
When the result looks wrong, reconstruct one raid at a time. Write down the starting standing, character used, extraction type, targets killed, tasks submitted, and final value. A screenshot of the raid's reputation breakdown is more useful than remembering only the final total. Several positive and negative actions can combine into a number that looks unrelated to any single event.
If a car paid less than expected, check your previous uses on that map and remember display rounding. If a PMC kill gave no combat bonus, consider whether the required prior Scav kills were satisfied. If a supposedly justified Scav kill caused a loss, revisit whether you were actually hit, whether you shot the correct person, and whether the victim belonged to a boss group.
For a surprisingly large deduction, check high-standing penalty rules and whether more than one friendly died. For a loss during a PvE PMC raid, inspect the Mark of The Unheard and any task choices. For a mismatch after changing modes, verify the selected profile before assuming progression vanished.
Finally, check current event instructions and developer announcements before relying on a temporary exception. If a reproducible result still contradicts the documented rules, retain the raid details and report it through the launcher. Until it is resolved, stop repeating the action that costs standing and return to methods whose results you can verify.
Avoid these mistakes
- Treating bosses as free Scav kills.
- Confusing Raider exceptions with ordinary Scavs.
- Ignoring diminishing returns when planning extracts.
Source ledger
- Escape from Tarkov official websiteOfficial
Official game and developer entry point. Numeric karma values in this article are attributed to the community references below, not to the homepage.
- Battlestate Games announcements on Steam: patches 1.1.5.0 and 1.1.0.0Reference
Developer-authored September 8 and August 3, 2026 announcements: To the Light starting requirements, the Lighthouse Rogue relocation, independent seasonal profiles, and changes to trader progression. The 1.1.5.0 starting-condition list does not specify 2.0 Fence reputation.
- Scavs - Escape from Tarkov WikiReference
Community baseline for extraction and combat gains, per-map diminishing-return formulas, ordinary penalties, high-standing penalty rules, player-Scav self-defense, daily tasks, and service effects. These figures were reference-checked, not independently tested in the current client.
- Fence - Escape from Tarkov WikiReference
The 6.00 standing requirement for the special LL4 shop, 30 percent discount tab, Intelligence Center assignment unlock, and uncertainty about advertised uninsured-player stock.
- Karma - Escape from Tarkov WikiReference
Distinguishes hidden behavioral karma and Partisan interactions from visible Scav karma represented by Fence standing.
- Ground Zero - Escape from Tarkov WikiReference
Police Cordon V-Ex and Scav Checkpoint cooperative extraction names, faction requirements, and the border-sniper warning beyond the vehicle.
- Customs - Escape from Tarkov WikiReference
Dorms V-Ex and Boiler Room Basement cooperative extraction, including the car's PMC restriction and the co-op faction combination.
- Woods - Escape from Tarkov WikiReference
Bridge V-Ex, Friendship Bridge cooperative extraction, and the vehicle-area border-sniper warning.
- Interchange - Escape from Tarkov WikiReference
Power Station V-Ex and Scav Camp cooperative extraction names and faction conditions.
- Reserve - Escape from Tarkov WikiReference
Scav Lands cooperative extraction and the presence of regular Scavs, Raiders, and Glukhar with guards on the same map.
- Scav Raiders - Escape from Tarkov WikiReference
Explicit Raider karma exemption and potentially hostile behavior toward player Scavs.
- Cultists - Escape from Tarkov WikiReference
Documents the Cultist karma exemption without extending it to ordinary Scav bosses.
- Zryachiy - Escape from Tarkov WikiReference
Named boss karma exemption and separate Lighthouse access and transmitter consequences associated with attacking his group.
- Charisma - Escape from Tarkov WikiReference
Elite Fence-standing penalty reduction, including its application at high Scav karma; explains why baseline deductions need not match every profile.
- Compensation for Damage - Wergild - Escape from Tarkov WikiReference
Community-listed -3 karma requirement, 1,000,000-rouble handover, and +1 Fence reward for this specific recovery quest.
- Mark of The Unheard - Escape from Tarkov WikiReference
Device-specific PvE and PvE co-op standing penalty for unprovoked Scav kills and the documented PMC-kill negation condition.
- The Ticket - Escape from Tarkov WikiReference
Fence standing requirements within the relevant ending branch, including reaching 4.0 and maintaining standing above it; these are conditions rather than reputation rewards.
Frequently asked questions
How do I check my Scav karma?
Open Fence in the trading interface and read his reputation or standing. That visible counter is Scav karma; it is separate from the hidden karma system associated with Partisan.
What is the fastest practical way to raise Fence reputation?
Use the first few paid vehicle extractions on maps you can navigate as a PMC, keep completing clean Scav runs, and add achievable Fence assignments. Cooperative exits offer larger early gains but require the right partner. Compare completed runs rather than assuming every attempt succeeds.
Does buying from Fence or selling items to him increase karma?
No. Ordinary trading does not buy Fence standing. You need an eligible action or a reward that explicitly grants Fence reputation.
Can I shoot a player Scav who fires near me?
Near misses alone do not establish the documented self-defense condition. Get behind cover. Protection applies to a player Scav who hit you first or already qualifies as a traitor; do not extend that permission to the rest of a group.
Do all PMC kills give positive karma when I play as a Scav?
No. The community baseline ties the combat reward to PMCs who have already killed Scavs. An enemy being a PMC is not sufficient to guarantee a positive reputation payment.
Can I kill Raiders without losing Scav karma?
The Raider faction reference documents no karma penalty for killing Raiders as a Scav. Confirm the identity first: boss guards, especially on Reserve, can look similarly equipped and follow different rules.
If a boss attacks first, can I kill it without a penalty?
Do not assume so. Ordinary Scav bosses and guards can still cost reputation when killed in self-defense. Specific exempt factions and named bosses must be checked separately.
What happens at 6.0 Fence reputation?
The community references list the special Fence LL4 sales tab and high-karma Scav AI benefits at this threshold. It does not make other human players friendly or every elite enemy harmless, and a penalized kill can remove much more than its ordinary base deduction.
Why did I lose Scav karma while playing my PMC in PvE?
Check whether you equipped the Mark of The Unheard. Its documented PvE behavior includes a standing penalty for killing Scavs without being shot first. Also inspect task choices and the raid breakdown instead of assuming all PMC actions are karma-neutral.
Does Lightkeeper still require the old Network Provider route and 2.0 Fence standing?
Patch 1.1.5.0 replaced the access chain with To the Light. The official starting conditions name Lighthouse access through Tour, LL3 with traders other than Fence and Ref, and a conversation with Mechanic. They do not list a separate 2.0 Fence starting requirement; follow your current task UI.