Resources
Resources defines the canonical meaning of all mineable assets in PVERSE, including their tier framing, naming conventions, two-stage progression, kilogram-based handling, and stable presentation standards across the gameplay layer.
Overview
Resources are the canonical material objects that move through the playable systems of PVERSE. They begin as discoverable and mineable assets in raw form, pass through a single refinement stage, and persist as inventory-relevant records under a shared unit standard.
This page exists to stabilize meaning across the gameplay layer. It defines what each resource family is, how tiers should be understood, how naming stays consistent across UI and records, and how qualitative visibility should be communicated when exact balance values are intentionally not exposed here.
Scope
This page defines the stable conceptual layer for all mineable resources in the Game Systems section.
- resource identity, family structure, and two-stage progression
- canonical tier framing and UI color standards
- kilogram-based unit handling across gameplay and inventory
- qualitative visibility rules when exact numeric tuning is owned elsewhere
Core Model
The core model is that each resource has a fixed base identity, a fixed tier framing, and a fixed stage path. While live balancing may change rates or economy values over time, the conceptual meaning of a resource and the way it is named remain stable so the system stays understandable and auditable.
- resources are canonical gameplay objects with stable names and family rules
- tiers define presentation and progression framing rather than balance by themselves
- stages describe processing state and should remain unambiguous across systems
- all balance changes apply forward-only without rewriting the meaning of existing records
Core Definitions
- Resource: a mineable asset that can exist in inventory and move through the gameplay loop.
- Tier: a classification layer that standardizes rarity framing, progression expectation, and UI presentation.
- Stage: the processing state of a resource, limited to a raw input stage and a refined output stage.
- Unit: all resources are accounted for in kg (kilograms).
Tier System
Tiers define presentation and expectation. They help keep gameplay understanding consistent across discovery, mining, refining, and inventory surfaces without requiring every balance value to be disclosed on this page.
Tier Colors (Canonical UI Standard)
| Tier | Label | Primary | Shadow | UI guidance |
|---|---|---|---|---|
| Common | Stone Gray | #9E9E9E |
#7A7A7A |
Neutral baseline, onboarding loop |
| Uncommon | Deep Sapphire Blue | #1F3A5F |
#162A40 |
Mid-tier progression, stable growth |
| Rare | Muted Gold | #C9A24D |
#9E7C2F |
Milestone rarity and early prestige framing |
| Epic | Royal Purple | #8E44AD |
#6C3483 |
Long-term mastery arc begins |
| Legendary | Crimson Red | #B11226 |
#7F0C1A |
Endgame prestige and social proof |
Naming & Stage Mapping
Resource naming is canonical and consistent across UI, inventory, gameplay messaging, and record interpretation. Each resource family has a fixed base name and a fixed two-stage mapping that should not drift between systems.
Metals (Ore → Refined)
- Applies to: Iron, Copper, Silver, Gold, Platinum
- Stage names: {Name} Ore → {Name} Refined
Gem-Family Resources (Ore → Gem)
- Applies to: Emerald, Diamond, Taaffeite, Alexandrite, Benitoite, Grandidierite, Serendibite, Red Diamond, Painite
- Stage names: {Name} Ore → {Name} Gem
Resource Catalog (Canonical List)
This catalog is the authoritative naming reference for the resource layer. Other Game Systems pages can link here instead of duplicating naming rules.
| Base | Tier | UI Color | Stage 1 | Stage 2 |
|---|---|---|---|---|
| Iron | Common |
Stone Gray
#9E9E9E / #7A7A7A
|
Iron Ore | Iron Refined |
| Copper | Common |
Stone Gray
#9E9E9E / #7A7A7A
|
Copper Ore | Copper Refined |
| Silver | Common |
Stone Gray
#9E9E9E / #7A7A7A
|
Silver Ore | Silver Refined |
| Gold | Uncommon |
Deep Sapphire Blue
#1F3A5F / #162A40
|
Gold Ore | Gold Refined |
| Platinum | Uncommon |
Deep Sapphire Blue
#1F3A5F / #162A40
|
Platinum Ore | Platinum Refined |
| Emerald | Uncommon |
Deep Sapphire Blue
#1F3A5F / #162A40
|
Emerald Ore | Emerald Gem |
| Diamond | Uncommon |
Deep Sapphire Blue
#1F3A5F / #162A40
|
Diamond Ore | Diamond Gem |
| Taaffeite | Rare |
Muted Gold
#C9A24D / #9E7C2F
|
Taaffeite Ore | Taaffeite Gem |
| Alexandrite | Rare |
Muted Gold
#C9A24D / #9E7C2F
|
Alexandrite Ore | Alexandrite Gem |
| Benitoite | Rare |
Muted Gold
#C9A24D / #9E7C2F
|
Benitoite Ore | Benitoite Gem |
| Grandidierite | Epic |
Royal Purple
#8E44AD / #6C3483
|
Grandidierite Ore | Grandidierite Gem |
| Serendibite | Epic |
Royal Purple
#8E44AD / #6C3483
|
Serendibite Ore | Serendibite Gem |
| Red Diamond | Legendary |
Crimson Red
#B11226 / #7F0C1A
|
Red Diamond Ore | Red Diamond Gem |
| Painite | Legendary |
Crimson Red
#B11226 / #7F0C1A
|
Painite Ore | Painite Gem |
Operational Behavior
In gameplay terms, resources move through a simplified execution path. Discovery determines what may appear, mining produces ore-state outcomes, refining converts raw material into its processed state, and inventory persists both states under shared unit and naming standards.
Because the gameplay layer separates meaning from tuning, this page does not need to publish every current drop rate or success chance to remain authoritative. Its job is to stabilize interpretation so later balance changes do not create naming ambiguity or stage confusion.
Where Resources Are Used
- Discovery determines which resources may appear as eligible world outcomes.
- Mining realizes extractable outcomes and commonly produces Ore in kg.
- Refining consumes Ore and outputs Refined for metals or Gem for gem-family resources.
- Inventory stores all stages using the same kilogram-based standard and account capacity interpretation.
Visibility Policy
To preserve live-ops flexibility while keeping player understanding intact, PVERSE separates stable definitions from numeric tuning.
| Category | Public? | Notes |
|---|---|---|
| Resource names / tiers / stages / unit (kg) | Yes | Canonical definitions and stable long-term references for UI and docs. |
| Drop rates / chance tables | Qualitative | Where needed, expressed through standardized wording rather than a full tuning sheet. |
| Success rates, fees, distributions | By system page | May be disclosed selectively elsewhere; values remain SSOT-owned and forward-only. |
Qualitative Probability Scale
When exact rates are intentionally not disclosed, the UI uses standardized wording to preserve player understanding without locking this page to a live balance sheet.
- Very High — expected to occur frequently
- High — common with regular play
- Medium — noticeable but not reliable
- Low — infrequent and best treated as a bonus
- Very Low — rare-event tier
Constraints
- this page does not own final drop tables, success rates, fee schedules, or economy tuning values
- resource names and stage rules should remain stable across UI, gameplay logic, and records
- all stages must remain interpretable under the same kilogram-based unit standard
- balance changes apply forward-only and should not retroactively rewrite the meaning of prior resource records
Integrity Considerations
Resource integrity depends on clear separation between stable definitions and live tuning. Documentation explains what a resource is, SSOT controls changing numeric values, and code enforces stage transitions and record creation. This separation helps the game stay readable, auditable, and maintainable even as live balance evolves.
- resource names should remain canonical across all gameplay and settlement-adjacent surfaces
- stage transitions must be explicit rather than implied by UI wording alone
- qualitative messaging should never contradict authoritative naming or family structure
Future Expansion
As PVERSE expands, the Resources page may connect to richer taxonomy references, iconography standards, deeper material-family explanations, and separate balance-oriented references. The conceptual model should remain stable even if exact live values, distributions, or disclosure policy evolve over time.
Summary
- Resources defines the canonical meaning of all mineable assets in PVERSE.
- Tiers frame rarity and presentation, while stages define processing state.
- The resource model uses a simplified two-stage path: raw ore to processed output.
- All resource handling uses a shared kilogram-based unit standard.
- Stable definitions live here, while numeric tuning remains SSOT-owned and forward-only.
FAQ
Why is the input always “Ore”?
To prevent ambiguity across refining systems, UI, and inventory records, raw materials are always named {Name} Ore. This is a canonical standard across the gameplay layer.
What is the difference between “Refined” and “Gem”?
Metals output Refined as their processed stage, while gem-family resources output Gem. Both are stage-2 products, but the naming reflects the asset family and keeps the resource layer readable.
Why do some resources end with Gem instead of Refined?
The output naming is fixed by asset family. Metals end with Refined, while gem-family resources end with Gem. This keeps the simplified two-stage structure consistent without mixing material families together.
Why is everything measured in kg?
A single unit standard reduces ambiguity and helps keep mining, processing, inventory capacity, and settlement interpretation aligned. UI may simplify display, but the authoritative model remains kilogram-based.
Why don’t you publish exact drop rates here?
This page is a canonical definition reference, not a live tuning sheet. Exact rates and balance values belong to SSOT and may be disclosed elsewhere when operationally appropriate.