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Currencies & Reputation

Reputation & the Traitor System

Standing with your nation — how reputation is earned and lost, the three ranks and their real stat bonuses, and the traitor system that punishes turning on your own.

~1 min read

Reputation measures your standing with your nation. Unlike a title, it carries real stat bonuses — and the way you lose it carries real penalties.

Earning & losing it

  • Earned by taking part in events and killing enemy players and NPCs.
  • Lost by attacking and killing members of your own nation.
  • Reputation maxes at 10,000, and the experience you can gain from it is capped at 1,500 per day. Check it in your inventory (I).

The three ranks

RankBonus
Honoured+5% experience
Legend+5% experience, +5% loot chance
Lord+5% experience, +5% loot chance, −5s respawn time

The wiki doesn't publish the exact reputation thresholds for each rank, only the three names and their effects — so climb steadily and watch the rank flip rather than chasing a specific number.

The traitor system

Crimes against your own nation push reputation negative and can trigger traitor status — a punishment, not a playstyle. There is no viable nation-less life in Gloria Victis; betraying your nation just locks you out of it.

  • Traitors are sent to Traitor Island on death and must grind penal-work quests to climb back.
  • The debuff lasts hours to days depending on how far you fell, and does not decay while you're offline — you have to burn it off in-game.
  • While a traitor you can't capture flags, use tents, teleport via a logistician, access depots or markets, or enter guild provinces — and you're kill-on-sight to your own nation and its guards.

Reaching Lord rank (10,000 reputation) also shortens how long you can be looted after death — one of the small edges that stack up across the Looting system.