Gloria Victis Crafting, Professions & Economy — Full Guide
Crafting is the whole progression engine — here's every lever, with the real numbers.
Crafting is the whole progression engine. There are no runes or enchants — every weapon and piece of armour on the battlefield was made by a player, and gear power is purely tier × quality, both crafted. MMORPG.com: territory control ↗
The 7 professions
Weapon Forging
All melee + ranged weapons (swords, axes, maces/picks, spears, bardiches, daggers, bows).
Armoursmithing
Medium & heavy armour + shields (helmets, gloves, greaves, shoulders).
Tailoring & Leatherworking
Light & medium armour, cloth/leather goods, bags.
Cooking & Herbalism (Alchemy)
Food buffs, potions/elixirs/tinctures, beer, bandages, reagents.
Engineering
Tools (pickaxes/axes/sickles/shovels/rods), building materials, siege machines.
Mining & Metallurgy
Gathers ore + smelts it: Iron → Steel → Dziwer → Bulat.
Forestry & Farming
Gathers wood, crops, and fish (fishing grants Cooking XP).
Jewelry/Artificing was announced but never implemented. There's no cap on how many skills one character can level.
Gathering — mining tiers
Each pickaxe tier unlocks both higher tools and access to higher resource tiers. Group gathering = +15% yield. Metals are smelted, not gathered (Limonite→Iron, Pyrite→Steel):
| Pickaxe tier | Ore / minerals unlocked |
|---|---|
| T1 — Novice's pickaxe | Limonite, Granite, Gneiss, Building Stones |
| T2 — Apprentice's | Limestone, Salt, Pyrite |
| T3 — Journeyman's | Siderite, Coal, Sulfur |
| T4 — Craftsman's | Magnetite, Calcite, Nitre |
| T5 — Master's | Tektite, Quartz |
The quality system (+0 → +7)
- Quality is an integer +0 to +7. Crafting only produces +0 to +6; +7 is reinforcing-only.
- You can't pick quality — it rolls within a band set by your Crafting Chance (driven by recipe level, your skill, workshop level, Bastion efficiency, Mentor Points, the nation's Deadly-Harvest buff, territory, and consumables).
- Read the chance table: 100% rows are your guaranteed floor; the first sub-100% row is your effective ceiling.
- Visual tags: +5 blue · +6 purple · +7 orange. Workshop caps: nation +3, guild province +4; higher needs stacked Bastion + Mentor + buffs.
- Since there are no runes, gear power = tier × quality — both crafted. That's why crafting is the whole progression engine.
Refining ratios (confirmed)
There's no flat '2 ore = 1 ingot' — it's a stochastic ore→lump→grivna→ingot pyramid, yielding 1–2 per action:
| Output | Inputs | Yield |
|---|---|---|
| Iron Lump | 1 Limonite + 10 Charcoal (or 30 Billets / 3 Coal) | 1–2 |
| Steel Bar | 1 Pyrite + 1 Iron Lump + 3 Charcoal (Bloomery+) | 1–2 |
| Iron Grivna | 10 Small Lumps (or 1 Lump + 20 Coal) | bar |
| Hard Steel Ingot | 1 Iron Grivna + 30 Charcoal | bar |
| Charcoal | 1 Log | 5–18 |
Reinforcing — the path to +6/+7
- 3 kits: Common (5 silver / daily), Decent (15 / weekly), Master (50 / monthly). No workshop needed.
- Success = +1 quality (does not repair). Failure permanently DESTROYS the item (and a fail on +4-or-higher also drops a quality level).
- +7 has a 'very, very low' success chance even optimized (Master kit + 1,000+ Mentor Points + max craft level — people make a dozen+ attempts).
- Meteoric Reinforcement = +1 quality + full repair on success, and does NOT destroy on failure — the safe way to push high quality (needs Meteoric Iron, which falls in the loot zone a few times/day).
Durability & repair
- Items lose their stats below 50% durability. Each death = 1% durability loss to all equipped gear.
- NPC repair restores 50% of the (Max − Current) gap AND permanently lowers the Maximum to that level (the shrinking-bar repair).
- Renovation Kit restores +20% of Base per use back up to Base (undoes the shrinkage); needs rare Meteoric Iron.
Leveling a profession fast
Armoursmithing (0–84)
Disassemble T1 gear (or town-guard Clervelliers 3–16) to ~lvl 1 → Kite Shield (11–24) → Light Deserter Shields (20–33) → leather/heavy Deserter / Clan / Scout shields. Disassemble after every craft.
Weapon Forging (0–84)
0–11 disassemble T1 gear → mid-game bows → Hersir Reflex Bow (46–60) → Martian-Arms Longbow (56–66) → Master Axe (74–80). Disassemble everything for materials back.
Cooking & Herbalism (11–80)
Porridge (12–21) → Bread (21–30) → Broth (30–34, makes next step easier) → Lentil Soup (33–41) → Mushroom Soup (41–53) → Knight's Kettle (53–57) → Moonshine (57–66, use green-tier beer) → Roasted Boar (66–80 — feed them to bastions for max XP to 80).
Tailoring / Leatherworking & Engineering
Same pattern — disassemble T1, craft the cheap mass-produced components (sacks/bags, billets, mortar, tools) per band, disassemble for returns. (Exact band items were partly illegible in the community sheet — verify in-game recipe levels.)
Consumable buffs (alchemy)
Buffs come in three slots — Tinctures (Herbal), Alcohol (Common), and Potions/Elixirs. Most carry a toxicity cost: the more toxicity you stack, the stronger the eventual debuff.
Tinctures (Herbal)
- +combat XP (90 min)
- −stamina cost / −20% shield-endurance cost (6 h)
- +stamina regen (5 h)
- +175% crafting chance (2 h)
- received-bleed / steel-damage mods — each with 10–15 min toxicity
Pro trick: buy full doses minus 1 of a stack for the ULTIMATE buff — e.g. 7 Protectant Tincture + 6 Mineral Brew.
Alcohol (Common)
- +stamina / +stamina regen (5–10 min)
- cheap and stackable
- causes the Drunk debuff
Potions / Elixirs
- +Stamina, +10% stam regen, +50 HP (20–240 min)
- +gathered resources, +25% gathering XP
- −20% received bleed damage
- on-use-while-attacking effects
- the more toxicity, the stronger the debuff
Where to buy recipes & gear — merchant map
| Location | Merchant(s) | Sells (community-mapped, costs in copper) |
|---|---|---|
| Norfolk | Kurt the Merchant | 18 recipes (mostly Engineering tools + building mats), materials, 7 tools, bags. E.g. Apprentice's Pickaxe/Sickle ~41,380 · Journeyman's Shovel ~112,180 · Lime Mortar 2,240. |
| Norfolk | Weaponsmith | 50 ready-made weapons + 10 Weaponforging recipes + tools. |
| Norfolk | Tailor / Leatherworker / Armoursmith | Ready armour + Tailoring/Leatherworking recipes (e.g. Small Sack 1,180). |
| Pilgrim's Rock | Quartermaster + Champions Guild Officer | 16+ recipes, weapons, armour, food, silk-thread bags. |
| Ironwolf Hold | Meggy | 18 recipes + materials + 7 tools (mirrors Kurt — a second crafting hub). |
| Fort Mereley | Glory Bladesmith / Weaponsmith / Armoursmith | Glory-currency recipes: 12 + 16 + 28 recipes (the end-game recipe shop). |
| Lord's Wrath Abbey / Wilderness | Brotherhood Quartermaster · Frontier Guard Commander | Faction recipes + loot cases. |
Recipes available from Ismir vendors, by profession:
| Profession | Recipes for sale (Ismir sample) |
|---|---|
| Weapon Forging | 40 |
| Tailoring & Leatherworking | 33 |
| Engineering | 32 |
| Armoursmithing | 29 |
| Cooking & Herbalism | 9 |
| Mining & Metallurgy | 2 |
| Forestry & Farming | 1 |
The economy in one breath
Gold can't be looted — it's the safest thing to hold. Loot on death is partial (max 10 points; you can never lose two armour pieces in one death). The Market is global and fixed-price (not an auction); player stalls are fee-free. Best earners: crafting & selling gear, gathering logistics mats (clay/granite/iron/high-grade wood), and events. Full money guide: making gold.