Game
Main Page
Game Time
World
World Map
Settlements
Districts
Creatures
Player
Dynasties
Characters
Classes
Skills
Items
Resources
Equipment
Setting
Setting
Account
Account
Spirit Shards
TOS

Resources

Spirit Land is based on a vast resource system that allows players to collect various stuff from the environment, sell to cities and buy finished products that have been refined with time.
Resource prices are set by tier, rarity and availability, so that a city with surplus will buy and sell at lower prices, while a city in need of something will buy and sell it at higher prices.
Resources span from raw to refined, from food to build and craft materials and can be obtained in different tiers that represent their quality level, with no planned cap to how high they can get.
The higher the tier the stronger the effects on resources and produced items, but also the higher the cost at which they can be bought and sold.
Equipment tier will directly affect combat power and inside a tier there are also quality levels, to give more variability to said power.

Resources
Raw Food Fish - Fruit - Meat - Vegetables
Prepared Food Basic Meal - Complete Meal - Tasty Meal - Superb Meal
Raw Building and Production Materials Fiber Raw - Gem Raw - Leather Raw - Metal Raw - Precious Metal Raw - Stone Raw - Wood Raw
Refined Building and Production Materials Fiber Cloth - Gem Cut - Leather Roll - Metal Bar - Precious Metal Rod - Stone Block - Wood Plank

Equipment
Hand Equipment Melee Weapons - Ranged Weapons - Offhand Items
Armor Light Armor - Medium Armor - Heavy Armor
Equipment Enchantments Elemental Gems - Dimensional Runes - Aligned Vials

Tech Data

Rarity

Each terrain type will have three possible resources, with different spawn rates in the ratio of 3:2:1.
Some terrains are more frequent than others, thus they are weighted so that we calculate the amount of resources they can generate compared to others.
The following table will list the relevant frequency of different terrain types and their three resource types, giving them a weight derived from the product of the two.
Terrain Frequency x3 Resource x2 Resource x1 Resource
Forest 20x Wood (60) Fruit (40) Meat (20)
Hills 20x Fruit (60) Wood (40) Leather (20)
Plains 20x Vegetables (60) Fruit (40) Fiber (20)
Mountains 10x Stone (30) Metal (20) Precious (10)
Sea Coast 5x Fish (15) Stone (10) Meat (5)
Desert 1x Stone (3) Leather (2) Gem (1)
Lake Coast 1x Fish (3) Fiber (2) Leather (1)
River 1x Fish (3) Vegetables (2) Precious (1)
Swamp 1x Vegetables (3) Metal (2) Fiber (1)
Tundra 1x Wood (3) Gem (2) Metal (1)
Now summing up all the resource occurrences in various territories we get the following:
This way we note that foods have different rarities, with Fruit being by large the more common food that can be found.
Relevant equipment resources, such as Fiber, Leather and Metal, have the same ratio.
Wood is another equipment resource, but it's also building material, so it clearly have more abundance.
Precious metal and gems are really uncommon though.