With such a complex system like that it would probably be beneficial to actually build the parts you care about and take advantage of libraries handling the querying of Data like ECS and rendering with bevy. Otherwise you'll run into the risk of being limited by the library in one way or another.
Define a bunch of structs that you can use compositionally in bevy's ECS. Create specific systems that react to components being added, removed, or changed. Set conditions like Burnability, Durability, Temperature.. etc. React to those conditions or thresholds being met. Your reaction could even be a component. Damage(5), IgnoreArmorDamage(3), CurrencyUpdate(-5), GiveItem(Item::Sword(Stats {..}))
It basically gives you a foundation that feels like scripting but with the power of compile time safety for virtually everything. You get to "model" the data how you want instead of being limited or overwhelmed. And with ECS it really helps make things feel like Lego blocks that you can easily reuse across the entire project.
As a wise person once told the Internet, don't worry about picking the best one. But if you really had to pick one just start with the rust book. https://doc.rust-lang.org/book/ I would suggest to just dive in with a specific need you want to solve and instead of using your language of choice just use rust and look up stuff as you go. Hands on learning is usually the best learning. The only thing you need to "learn" is how to follow the ownership/borrowing paradigm that rust brings to the table.