Gloria Victis Codex
Unofficial fan guide · info gathered June 2026 · facts are sourced and dated — how we know. Not affiliated with Black Eye Games or gamigo.
Home › Gloria Victis Crafting, Professions & Economy — Full Guide

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 tierOre / minerals unlocked
T1 — Novice's pickaxeLimonite, Granite, Gneiss, Building Stones
T2 — Apprentice'sLimestone, Salt, Pyrite
T3 — Journeyman'sSiderite, Coal, Sulfur
T4 — Craftsman'sMagnetite, Calcite, Nitre
T5 — Master'sTektite, Quartz

The quality system (+0 → +7)

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:

OutputInputsYield
Iron Lump1 Limonite + 10 Charcoal (or 30 Billets / 3 Coal)1–2
Steel Bar1 Pyrite + 1 Iron Lump + 3 Charcoal (Bloomery+)1–2
Iron Grivna10 Small Lumps (or 1 Lump + 20 Coal)bar
Hard Steel Ingot1 Iron Grivna + 30 Charcoalbar
Charcoal1 Log5–18

Reinforcing — the path to +6/+7

Reinforcing can permanently destroy your item on failure. Use the safe Meteoric route for high-value gear.

Durability & repair

Leveling a profession fast

The universal method: disassemble Tier-1 gear to start each craft tree, then craft the cheapest 80%+ chance item in each band, disassemble everything you make to recover ~60% of materials, always use the correct workshop (far more XP), and feed Roasted Boar to bastions for max XP at the top end.

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

Community-mapped from the Ismir nation (locations/costs are Ismir-specific and version-sensitive; costs are in copper). Other nations have equivalent vendors. Attribute Point cards are NOT sold here — they drop from the Kargald Champion or trade on the Market.
LocationMerchant(s)Sells (community-mapped, costs in copper)
NorfolkKurt the Merchant18 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.
NorfolkWeaponsmith50 ready-made weapons + 10 Weaponforging recipes + tools.
NorfolkTailor / Leatherworker / ArmoursmithReady armour + Tailoring/Leatherworking recipes (e.g. Small Sack 1,180).
Pilgrim's RockQuartermaster + Champions Guild Officer16+ recipes, weapons, armour, food, silk-thread bags.
Ironwolf HoldMeggy18 recipes + materials + 7 tools (mirrors Kurt — a second crafting hub).
Fort MereleyGlory Bladesmith / Weaponsmith / ArmoursmithGlory-currency recipes: 12 + 16 + 28 recipes (the end-game recipe shop).
Lord's Wrath Abbey / WildernessBrotherhood Quartermaster · Frontier Guard CommanderFaction recipes + loot cases.

Recipes available from Ismir vendors, by profession:

ProfessionRecipes for sale (Ismir sample)
Weapon Forging40
Tailoring & Leatherworking33
Engineering32
Armoursmithing29
Cooking & Herbalism9
Mining & Metallurgy2
Forestry & Farming1

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.