Skip to content

HOLYGRAIL

Mustering the host…0%
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.

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.