Resource Locations
Mining veins, farmland, and rare material hotspots by region across Stoneholm's nations and Loot Zone.
Last verified: v2026.06 Relaunch
Stoneholm’s economy runs on what players pull from the ground. Coal fires the forges, limonite feeds early smithing, pyrite and magnetite arm the Loot Zone warriors, and quartz supports advanced crafting recipes from Glory quartermasters. This page maps where those materials live relative to the three nations—Ismir northwest, Midlander east, Sangmar south—and how the 70% non-loot versus 30% Loot Zone split reshapes every gathering route.
Gathering in Gloria Victis is never purely economic math. It is geography, PvP risk, profession leveling, tool durability, and guild coordination layered together. Cross-reference Resources & Materials for item properties, Material Farming for group vein mechanics, and Loot Zone Map for partial loot context before committing high-value kits to a mining trip.
Resource Geography Philosophy
The relaunch world designers distributed nodes to create progression gradients:
- Starter ores near capitals and tutorial roads (safe, non-loot)
- Mid-tier veins along nation mid-maps (non-loot PvP risk)
- High-tier clusters in Loot Zone borders and core (partial loot risk)
This mirrors the combat risk curve in World Map Overview. Crafters who refuse to enter the Loot Zone can still progress, but slowly; crafters who master escorted loot-zone mining capture outsized market share.
Mining Ores by Region
Coal
Coal is the universal starter fuel and smelting input. Deposits appear in shallow mines and surface outcrops across all nations, with notable density in Ismir’s northwest mining hamlets where Viking-era pit aesthetics cluster multiple nodes within short walking distance of a respawn point.
| Region | Coal Density | PvP Zone | Notes |
|---|---|---|---|
| Ismir northwest | High | Non-loot | Ideal for new miners |
| Midlander east | Medium | Non-loot | Along main trade roads |
| Sangmar south | Medium | Non-loot | Near furnace workshops |
| Loot Zone margins | Low | Mixed | Emergency fuel only |
Coal alone will not make you rich, but it teaches tool durability management per Tool Durability and feeds early Recipes Overview for basic metal goods.
Limonite
Limonite bridges starter and mid-tier smithing. It appears in hill country between capitals and mid-map forts, often paired with clay and stone for construction loops.
- Ismir: Limonite lines mountain transition zones toward the center.
- Midlander: Deposits flank eastern farmland terraces.
- Sangmar: Southern canyon walls expose limonite streaks.
Limonite farming suits solo players in non-loot lands during off-peak hours. Sell surplus on the player market per Depot & Economy.
Pyrite
Pyrite introduces meaningful PvP tension. Quality pyrite veins increasingly appear near Loot Zone borders where gankers patrol known miner timers.
| Pyrite Tier | Typical Location | Escort Recommended |
|---|---|---|
| Common pyrite | Nation mid-maps | Optional |
| Rich pyrite | Borderlands | Yes |
| Dense pyrite pockets | Loot Zone interior | Strongly yes |
Group mining bonuses make pyrite excursions profitable for guilds that rotate guard duty. See Material Farming for vein bonus numbers.
Magnetite
Magnetite is the prestige ore of Stoneholm’s military economy. High-tier weapons and armor recipes from Glory quartermasters frequently demand magnetite inputs. Nodes concentrate in the Loot Zone core, sometimes within sight of castle walls where Logistician traffic creates unpredictable PvP spikes.
Mining magnetite without allies is a learning exercise in humility. Treat every session as a Combat & PvP encounter that happens to include a pickaxe. Equip throwaway gear per Armor & Shields guidance.
Quartz
Quartz supports glass, alchemical, and fine crafting chains. Premium quartz clusters spawn in crystal caverns and highland ridges—geographically scattered but statistically leaning central and Sangmar-adjacent southern highlands.
Quartz gatherers should memorize multiple exit routes to non-loot lands. Partial loot death losing a gathering tool can end a night’s profitability.
Ore Summary Table
| Ore | Primary Use | Best Regions | Risk Tier |
|---|---|---|---|
| Coal | Fuel, basic smelt | Ismir NW, all capitals | Low |
| Limonite | Mid smithing | Hill zones all nations | Low–medium |
| Pyrite | Advanced metals | Borders, Loot Zone | Medium–high |
| Magnetite | Top-tier gear | Loot Zone core | High |
| Quartz | Fine crafting | Central highlands, caverns | Medium–high |
Wood, Stone, and Construction Materials
Not every gatherable is metallic. Timber forests ring Ismir coasts and Midlander river valleys. Stone quarries support walls, workshops, and future free-building systems from the State of War roadmap. These materials populate non-loot zones heavily, enabling crafters to build infrastructure without risking equipment.
Construction gatherers compete less violently than ore farmers but still suffer ganks on valuable wagon runs. Use guild escorts for bulk transport to bastion events per Bastion Logistics.
Farmland and Food Ingredients
Hunger mechanics tie gathering to combat performance. Food buffs from cooked meals affect stamina recovery and long-term efficiency—see Consumables & Food.
| Ingredient Class | Where to Farm |
|---|---|
| Grain & vegetables | Midlander eastern farms |
| Herbs & spices | Scattered meadows all nations |
| Livestock products | Pastures near Sangmar and Midlander villages |
| Fish & coastal goods | Ismir shoreline |
Agricultural zones are overwhelmingly non-loot PvP, making them popular among pacifist crafters and cook profession specialists. However, market couriers carrying expensive spice stacks remain gank targets—risk is never zero.
Animal Products and Hunting Grounds
Wolves, boars, deer, and exotic regional creatures supply hides, meat, and specialty drops. Hunting grounds transition from safe tutorial wilderness to contested mid-map forests. Butchers and cooks transform products into buff food; armorers use hides for leather kits per Armor & Shields.
Rare and Event Materials
Beyond static nodes, events and bastion fulfillment cycles inject temporary material hotspots. Greatest Need rotations can spike demand for specific ores or food goods overnight, effectively redrawing the economic map without moving physical nodes. Active traders watch event announcements closer than static wiki maps.
Group Mining and Vein Bonuses
When multiple miners strike the same vein concurrently, bonus yield rules apply (detailed in Material Farming). Optimal group size balances yield against visibility—large groups attract large ambushes in the Loot Zone.
Recommended squad composition for loot-zone mining:
| Role | Task |
|---|---|
| Miners (2–4) | Extract ore on rotation |
| Scouts (1–2) | Watch approach paths |
| Fighter (1–2) | Dissuade or delay gankers |
| Logistician (0–1) | Post-haul teleport if cooldown ready |
Tool and Profession Requirements
Higher nodes demand higher mining skill and better pickaxes. Low-skill attempts on magnetite waste durability for minimal returns. Level professions systematically via Professions Guide and maintain tools per Tool Durability.
Workshop proximity matters for processing: raw ore to ingot conversions often happen at nation workshops per Workshops Guide.
Server Population and Competition
Resource locations are fixed; competition density is not. High-population servers see camped pyrite veins and magnetite stakeouts. Low-population servers offer quieter farms at the cost of thinner markets. Adapt schedules—early morning or late night shifts—or rotate to secondary nodes with lower yield but lower bloodshed.
Planning a Farming Route
Example daily loop for a mid-level crafter-miner:
- Morning: Coal and limonite in non-loot Ismir or Midlander zones (safe inventory fill).
- Midday: Process ingots at capital workshop; list goods on market.
- Evening guild window: Escorted pyrite or quartz run on Loot Zone border with PvP escort.
- Night: Cook buff foods from morning farm ingredients before next combat session.
Adjust per your nation’s geography using Nations & Territories.
Related Pages
- World Map Overview — Macro map context
- Loot Zone Map — Partial loot boundaries
- Fast Travel — Reaching distant nodes quickly
- Resources & Materials — Item reference
- Recipes Overview — What to craft with gathered goods
The ground beneath Stoneholm is generous and cruel in equal measure. Mark your veins, watch the horizon, and never confuse a quiet mining pick for permission to lower your guard.
Frequently Asked Questions
Where is coal found in Gloria Victis?
Coal deposits appear throughout Stoneholm's non-loot countryside, with reliable clusters near Ismir's northwest mining districts and scattered nodes along Midlander eastern roads.
What is the rarest ore in the Loot Zone?
Magnetite is among the most sought-after high-tier ores, concentrated in the central Loot Zone where partial loot PvP raises the stakes for miners.
Do mining nodes respawn?
Yes. Resource veins respawn on timers after depletion. Group mining bonuses apply when multiple players work the same vein, accelerating yield per the Material Farming guide.
Are resource locations the same in non-loot and loot zones?
Common ores like coal and basic limonite skew toward the 70% non-loot lands. Higher-tier ores including quality pyrite, magnetite, and premium quartz cluster toward the 30% Loot Zone and borderlands.
How do I find farmland for food ingredients?
Agricultural regions sit near Midlander eastern villages, Sangmar southern oases, and Ismir coastal settlements. Herbs, grain, and livestock products feed the hunger and food buff system.