Fallout 3 Karma

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For an overview of karma in the Fallout universe, see Karma.

Karma is the reflection of all good and evil choices you make during the game and how they are perceived by the inhabitants of the wasteland.

Karma levels

You begin the game with a value of zero, which increases or decreases based on the players actions. There are 5 levels of karma:

Value Karma Image
-1000 to -750 Very Evil Very Evil.png
-749 to -250 Evil Evil.png
-249 to +249 Neutral Neutral.png
+250 to +749 Good Good.png
+750 to +1000 Very Good Very Good.png

Karma titles

Your karma status is defined by a "karma title", depending of your karma points and on your level. Karma titles above level 20 can only be reached with the add-on Broken Steel.

Level Good karma Neutral karma Bad karma Achievement/Trophy
1 Vault Guardian Vault Dweller Vault Delinquent -
2 Vault Martyr Vault Renegade Vault Outlaw -
3 Sentinel Seeker Opportunist -
4 Defender Wanderer Plunderer -
5 Dignitary Citizen Fat Cat -
6 Peacekeeper Adventurer Marauder -
7 Ranger of the Wastes Vagabond of the Wastes Pirate of the Wastes -
8 Protector Mercenary Reaver 10G/bronze
9 Urban Avenger Urban Ranger Urban Invader -
10 Exemplar Observer Ne'er-do-well -
11 Capital Crusader Capital Councilor Capital Crimelord -
12 Paladin Keeper Defiler -
13 Vault Legend Vault Descendant Vault Boogeyman -
14 Ambassador of Peace Pinnacle of Survival Harbinger of War 20G/bronze
15 Urban Legend Urban Myth Urban Superstition -
16 Hero of the Wastes Strider of the Wastes Villain of the Wastes -
17 Paragon Beholder Fiend -
18 Wasteland Savior Wasteland Watcher Wasteland Destroyer -
19 Saint Super-Human Evil Incarnate -
20 Last, Best Hope of Humanity Paradigm of Humanity Scourge of Humanity 30G/silver
21 Restorer of Faith Soldier of Fortune Architect of Doom -
22 Model of Selflessness Profiteer Bringer of Sorrow -
23 Shepherd Egocentric Deceiver -
24 Friend of the People Loner Consort of Discord -
25 Champion of Justice Hero for Hire Stuff of Nightmares -
26 Symbol of Order Model of Apathy Agent of Chaos -
27 Herald of Tranquility Person of Refinement Instrument of Ruin -
28 Lightbringer Moneygrubber Soultaker -
29 Earthly Angel Gray Stranger Demon's Spawn -
30 Messiah True Mortal Devil 20G/bronze

Obtaining karma points



  • Taking the Karmic Rebalance perk in the Broken Steel add-on instantly sets your karma back to 0.


  • Devour a corpse (Cannibal perk required): -1 karma per corpse
  • Stealing from a non-evil character or faction: -5 karma per instance (note that when stealing from owned (red text) containers, such as cabinets or lockers, the karma change applies once per activation of that container. Meaning, if you open a container once and steal two items, you lose 5 karma, but if you open the same container twice, stealing one item each time, you will lose 5 karma each time, which means you lose 10 karma). Items can be replaced in owned containers after being stolen, and then stolen again and again with the same karma loss each time, making for a useful method by which console gamers can decrease their karma, although repeatedly hacking an owned terminal is a faster way of doing this.
  • Repeatedly hacking an owned (red text) terminal (Classifies as stealing, but can be done over and over again) -5 karma per hack attempt, NOTE, even accessing the terminal will result in negative karma
  • Selling ears taken from the corpses of good characters (you killed) to Daniel Littlehorn via the Contract Killer Perk: -10 karma per ear
  • Killing a good creature: -25 karma
  • Performing an evil action in a quest: At least -50 karma
  • Killing a non-evil character: -100 karma (although, this can be gotten around by shooting them once, making them hostile, then letting a follower kill them.)
  • Giving psycho to Paulie Cantelli in Rivet City: -100 karma each time so long as he's alive
  • Enslaving any character with the Mesmetron: -100 karma
  • Causing Mister Lopez to commit suicide (either by pushing him or insulting him): -500 karma
  • Letting the feral ghouls into Tenpenny Tower in the Tenpenny Tower quest: -600 karma
  • Blowing up Megaton in the Power of the Atom quest: -1000 karma
  • Infecting Project Purity with the modified FEV in the Quest Take it Back!: -1000 karma Broken SteelGametitle-FO3 BS.png
  • Blowing up the Citadel in the Who Dares Wins quest in the Broken Steel add-on : -1000 karma
  • Taking the Devil's Highway perk in the Broken Steel add-on: -2000 karma (essentially, it resets your karma to the minimum -1000)

Effects of karma levels

Good karma

Neutral karma

Bad karma

  • The Regulators will be after you.
  • Access to Clover and Jericho, good early-to-mid game followers.
  • A slaver in Paradise Falls will reward you for your wrong-doings with ammo and other random gifts.

Companions and Karma

In Fallout 3, some companions have a karma level requirement that must be met if the player wishes to enlist them:

  • Clover and Jericho need a bad karma to be recruited. After being hired, they will follow the player regardless of changes in karma level, although they will often mention how boring the player is, should he become good.
  • Butch DeLoria and Sergeant RL-3, both recruited with neutral karma, are similar to Clover and Jericho. They will not leave if your karma becomes good or evil, but unlike Clover, you can't get them back with a high or low karma level when the main story separates you.
  • Players with high karma may hire Fawkes or Star Paladin Cross. They are not slaves or servants like Clover and Charon: they will follow you of their own free will, without any cost, if you ask them and have good karma. Be aware, however, that being good characters, they will leave your side if you become evil after hiring them, and will refuse to follow you again until your karma is high enough.
  • Dogmeat will follow you regardless of what your karma level is.


Karma gain

Karma lose