Uncategorized Guide

Dokkodo: Reputation, Karma, Bounty and Castle Raids Explained

How Reputation, Karma, Bounty and Castle raids work in the Roblox samurai game Dokkodo, from quest discounts and awakenings to Tansu loot and Kokura Castle.

How Reputation, Karma, Bounty and Castle raids work in the Roblox samurai game Dokkodo, from quest discounts and awakenings to Tansu loot and Kokura Castle.

In the Roblox samurai game Dokkodo, four progression and PvP systems shape how you grow and who you fight: Reputation rewards questing with equipment discounts, Karma is the currency you spend to unlock awakenings, Bounty marks you as a target after you execute other players, and the Castle system turns map control into clan leaderboard points. Each is earned a different way and pays out differently, so knowing what feeds what helps you decide whether to grind quests, hunt players, run dojos, or storm a castle with your clan.

Reputation

Reputation is now exclusively earned through quests. Events, bosses, and dojos no longer grant reputation, so questing is the only route to building it. Quests are repeatable and reward reputation on every completion, and your reputation tops out at a maximum of 25.

The reason to keep stacking it is the discount it grants on equipment. Reputation gives a discount on all equipment purchases at a rate of 1% per point, reaching up to 25% off at max reputation. That discount is what gives players a real reason to engage with quests beyond just loot.


Karma

You obtain karma by executing anyone, but how much you gain depends on the target. Executing NPCs reduces their karma gain every time you kill them, while roaming NPCs provide fixed amounts that never diminish. Hunting players is the most ideal way of getting karma, because you steal their karma up to 25, and you get a bonus +5 karma if they have equal or more awakenings than you.

Karma matters because it is required to unlock awakenings for each spirit, making it the currency that ties your kills directly to your character’s progression.


Dojo Experience

You gain Dojo experience by sparing students and storming dojo. The gain is based on the modifiers you are going to use, and the following modifiers are available.

No Dashing

A modifier you can apply when sparing students or storming dojo to influence your Dojo experience gain.

No Guarding

A modifier you can apply when sparing students or storming dojo to influence your Dojo experience gain.

1 HP

A modifier you can apply when sparing students or storming dojo to influence your Dojo experience gain.

Double Student HP

A modifier you can apply when sparing students or storming dojo to influence your Dojo experience gain.


Bounty System

The bounty system has been reworked. Bounty is now tracked as its own persistent data per player slot, replacing the old reputation-based system. It increases when you execute a player, scaling with relative combat experience, and your Karma is also shown alongside it. The exact bounty you gain per kill depends on how your victim’s Combat experience compares to your own.

Kill conditionBounty gained
Base, per kill+1
Victim’s Combat experience within 5 of yours+2
Victim’s Combat experience equal to or higher than yours+3

Wanted levels now use Japanese-themed tiers with color-coded danger indicators. As your total bounty climbs, you move up through the tiers below, each signalling how much of a threat you are to the rest of the server.

TierBounty rangeThreat level
Nusubito1–4 bountyCommon threat
Ronin5–14 bountyModerate threat
Akuto15–29 bountyDangerous
Kaizetsu30–49 bountyHighly dangerous
Oni50+ bountyExtreme threat

Claiming someone’s bounty pays out differently than it used to. Completing a bounty no longer rewards Mon directly; instead, a Tansu loot box spawns at your feet, with its rarity and item count scaling with the target’s wanted level. Once the target is captured, their bounty resets to 0.


Castle Raids, Buying a Castle, Leaderboard and Ranking

The castle system was made for clans to compete in the leaderboard. Each time a clan buys or overtakes the castle, they start getting 1 point per minute, which can make them go higher up. You can buy the castle if it isn’t claimed for 10k, and each minute you’ll get paid 150 back. The leaderboard is located next to the boat to Kokura Castle.

A castle is more than a points generator. It can also be used as storage and as training grounds for spars between your clanmates and allies. Every time someone starts attacking the gates in the castle, a siege begins where you have to protect or destroy the inkeep door within a time of 10 minutes. If the siege fails, the path to the castle for enemy clans is locked for the next 20 minutes before they can re-try again.

The only available castle currently is Kokura Castle.


Together these systems pull you toward different playstyles: quests build Reputation for cheaper gear, executions feed Karma toward awakenings while raising your Bounty into the Japanese-themed wanted tiers, dojo runs reward bolder modifier choices, and holding Kokura Castle turns clan dominance into steady points on the leaderboard.