Resources & Materials
Ores, wood, animal products, and crafting material reference for Gloria Victis professions and recipes.
Last verified: v2026.06 Relaunch
Every sword swung in the Loot Zone, every castle wall repaired before a Logistician wave arrives, and every food buff swallowed before a Sangmar spear push begins as raw material pulled from Stoneholm’s ground. Resources and materials are the silent language of Gloria Victis economy—coal and limonite whisper starter ambition; magnetite and fine quartz scream endgame risk. This reference catalogs gatherable inputs, processing chains, and how materials flow from Resource Locations through workshops into nearly 1000 recipes documented in Recipes Overview.
Materials exist inside a risk gradient matching World Map Overview: roughly 70% non-loot lands for safe bulk farming, 30% Loot Zone for premium yields at partial loot stakes per Loot Zone Map. Plan accordingly.
Material Categories
| Category | Examples | Primary Professions |
|---|---|---|
| Ores & metals | Coal, limonite, pyrite, magnetite | Mining, smelting |
| Stone & clay | Quarry stone, brick clay | Mining, construction |
| Wood | Logs, hardwood, resin | Forestry |
| Animal products | Hides, meat, tallow | Hunting, butchery |
| Agricultural | Grain, herbs, spices | Farming, cooking |
| Rare specials | Event tokens, bastion goods | Events, logistics |
Ores and Metals
Coal
Coal is the universal fuel—smelting starter ingots, firing workshops, feeding early Weapons and Armor & Shields recipes. Abundant in Ismir northwest and near all nation capitals in non-loot zones.
| Property | Value |
|---|---|
| Risk tier | Low |
| Market volume | High, low margin |
| Processing | Direct smelt at workshops |
Coal profits fund profession leveling per Professions Guide before you chase magnetite dreams.
Limonite
Limonite bridges tutorial smithing and mid-tier gear. Hill deposits flank nation mid-maps—see Nations & Territories for regional flavor.
Limonite ingots craft standard swords, mail pieces, and tool upgrades. Pair limonite mining with Tool Durability awareness—pickaxes decay faster on careless rotation.
Pyrite
Pyrite marks the inflection point where PvP risk becomes routine. Rich veins skew toward Loot Zone borders; escorted group mining per Material Farming maximizes vein bonuses.
| Property | Value |
|---|---|
| Risk tier | Medium–high |
| Market volume | Medium, solid margin |
| Processing | Smelt; may feed alloy recipes |
Pyrite weapons compete in non-loot duels while you train for magnetite graduation.
Magnetite
Magnetite is the prestige metal. Loot Zone core concentrations attract gankers like moths to torchlight. Magnetite ingots enable market listings that fund guild treasuries per Depot & Economy.
| Property | Value |
|---|---|
| Risk tier | High |
| Market volume | Low supply, high margin |
| Processing | Advanced smelt; often paired with rare flux reagents |
Never haul magnetite without scouting Combat & PvP escape paths.
Quartz
Quartz supports glasswork, fine components, and alchemical-adjacent recipes in the Glory catalog. Crystal caverns and highland ridges host premium clusters—geographically scattered but statistically central.
Quartz is less politically iconic than magnetite but equally critical for specific Recipes Overview gates.
Ore Processing Pipeline
[Surface / Mine Vein] --> [Raw Ore in Bag] --> [Workshop Smelt] --> [Ingot] --> [Crafting Station] --> [Finished Item]
Workshop alignment bonuses from Workshops Guide improve output quality on this pipeline’s final steps. Green quality procs sell at premiums on player markets.
Wood and Forestry Products
Timber fuels construction, shields, bows, and future free-building systems from State of War Roadmap. Forest belts ring Ismir coasts and Midlander river valleys—overwhelmingly non-loot territory.
| Wood Product | Use |
|---|---|
| Softwood logs | Basic construction, starter bows |
| Hardwood | Advanced ranged weapons, fort repairs |
| Resins / sap | Adhesives, specialty crafts |
Forestry competes less violently than magnetite mining but wagon convoys remain gank targets—escort economically valuable log stacks.
Stone and Clay
Quarried stone and clay pits enable walls, kilns, and workshop upgrades. These materials populate safe zones heavily, supporting crafters who avoid Loot Zone heartbeats entirely—viable lifestyle if market prices reward supply consistency.
Animal Products
Hunting grounds yield hides, meats, fats, and trophy components. Butchers convert carcasses into cooking and leatherworking inputs feeding Consumables & Food and light armor per Armor & Shields.
| Product | Downstream |
|---|---|
| Raw hide | Leather armor, straps |
| Meat | Food buffs, ration sales |
| Fat / tallow | Candles, soaps, niche crafts |
| Bones | Fertilizer loops, decor |
Hunting proficiency rises through volume; target species near your nation’s non-loot heartland before venturing into contested forests.
Agricultural Materials
Farms produce grains, vegetables, herbs, and spices—inputs for hunger management and combat buff foods. Midlander eastern agriculture is culturally prominent, but all nations maintain pastoral pockets.
Agricultural mats rarely justify solo ganking, but finished buff foods in courier bags attract predators. Travel in groups after major cooking sessions.
Rare and Event Materials
Bastion events per Bastion Logistics inject temporary demand spikes for specific materials—coal one week, beeswax another, bulat chains when Greatest Need rotates. Smart gatherers watch event calendars closer than static zone maps.
Event materials often trade at irrational premiums for narrow windows—economic opportunity for disciplined farmers.
Material Quality and Grades
Not all coal is equal in processing outcomes—internal quality grades affect crafting proc chances when paired with crafter skill and workshop bonuses.
| Factor | Effect on Output |
|---|---|
| Raw material grade | Ceiling for final item quality |
| Crafter profession level | Success and proc rates |
| Workshop bonus | Green quality likelihood |
| Recipe tier | Which materials are accepted |
Nearly 1000 Glory quartermaster recipes specify exact material grades—plan farms before rep grinding.
Inventory and Logistics
Materials bulk quickly. Depot storage per Depot & Economy secures wealth; bags carry operational sessions. Loot Zone rules strip one equipment piece, not entire inventories, but dying still strands materials on your corpse until recovery—treat body recovery as material defense.
Wheelbarrows and logistics tools from bastion gameplay assist bulk moves—coordinate guild hauls.
Group Gathering Bonuses
Material Farming documents vein bonuses when multiple miners cooperate. Material economics at guild scale beats solo efficiency:
| Group Size | Typical Use |
|---|---|
| Solo | Safe non-loot coal/limonite |
| Duo–trio | Border pyrite with mutual guard |
| Squad+ | Magnetite windows with PvP escort |
Tool Durability and Material Tax
Gathering tools decay per Tool Durability. Low-tier picks on magnetite waste durability for poor yields—false economy. Invest in tool upgrades synchronized with material tier targets.
Market Dynamics
| Material | Price Driver |
|---|---|
| Coal | Constant low floor |
| Limonite | Steady crafter demand |
| Pyrite | PvP season gear churn |
| Magnetite | Loot Zone politics + patch metas |
| Quartz | Niche recipe spikes |
| Food mats | Buff meta shifts |
Track Patch Notes Hub for recipe changes that suddenly revalue obscure mats overnight.
From Materials to Power
Materials alone do not win fights—they enable crafted Weapons and Armor & Shields wielded by players who understand Combat Controls. The pipeline is:
- Gather at appropriate risk tier
- Process at bonus workshops
- Craft via Recipes Overview
- Fight in correct zone per Loot Zone Map
- Lose or keep gear per Partial Loot System
Related Pages
- Resource Locations — Where to farm each material
- Material Farming — Group vein tactics
- Professions Guide — Who gathers what
- Consumables & Food — Agricultural end products
- Fast Travel — Moving materials to fronts
Stoneholm’s wealth is buried, growing, and walking. The pickaxe is as political as the sword—choose your vein knowing what it costs to bring ore home.
Frequently Asked Questions
What ores can be mined in Gloria Victis?
Core ores include coal, limonite, pyrite, magnetite, and quartz, plus supporting stone and clay deposits. Higher-tier ores concentrate toward the Loot Zone and borderlands.
How do ores become crafting materials?
Miners extract raw ore from veins, then smelters process ingots at workshops. Additional refining steps may apply for advanced recipes from Glory quartermasters.
Are materials lost on death?
Partial loot in the Loot Zone targets equipped gear, not entire inventories. However, carrying expensive unprocessed materials through PvP zones still risks indirect loss if you cannot escape with your bag intact.
What is magnetite used for?
Magnetite ingots feed top-tier weapons, armor, and advanced recipe components competitive in Loot Zone PvP and high-end market listings.
Where should I farm starter materials?
Coal and limonite are abundant in non-loot nation territories — especially Ismir northwest and Midlander eastern hills. See Resource Locations for regional maps.