Miracle

Miracle whitepaper

A practical guide to the game economy

Miracle is a seasonal card strategy game where cards mine resources, players improve systems, compete through guilds and PvP, and earn rewards from transparent pools.

8 resourcesSeasonal progressGuilds and PvPServer-authoritative economy

Overview

What the whitepaper explains

This version is organized around the actual game interface. Each core page has its own section explaining what it does, how the player uses it, and why the action matters for progression, competition, or rewards.

Start

The first player path

A player should understand the game by moving through a few concrete actions: get cards, mine resources, improve production, join shared systems, and decide where to compete.

01Enter the game

Connect a wallet, open the main interface, and review available pages and balances.

02Build production

Use mining cards and upgrades to create stable resource income.

03Spend with intent

Invest resources into progress, city systems, heroes, guilds, boosters, and PvP preparation.

04Compete and claim

Use season, guild, PvP, and reward systems to turn progress into measurable outcomes.

Core loop

Collect, produce, upgrade, compete

The economy works because every page feeds the next one. Production gives resources, resources open upgrades, upgrades create stronger participation, and competition defines rewards.

01Collect

Cards, heroes, gear, gems, boosters, and guild bonuses form the player's toolkit.

02Produce

Mining and bonuses generate the resources needed for most actions.

03Improve

Cards, gems, heroes, guild buildings, and city upgrades increase efficiency.

04Compete

Season points, guild war, expeditions, and PvP convert preparation into ranking and payouts.

Resources

The eight-resource economy

Resources are the connective tissue of Miracle. They are earned through mining and rewards, then spent across upgrades, city contributions, guild activity, boosters, and paid attempts.

Nebryth

Base magical fuel for early growth.

Mining and dropsKeeps starter upgrades moving.

Solaryn

Solar resource for production and city paths.

Mining and eventsSupports steady account scaling.

Voidrix

Void material for deeper upgrades.

Mining and rare rewardsPushes midgame decisions.

Astrell

Stellar resource tied to advanced systems.

Mining and rewardsFunds higher-value progress.

Zilox

Technical catalyst for labs and boosts.

Mining and utility rewardsImproves build flexibility.

Kvantel

Precision resource for riskier upgrades.

Mining and competitive rewardsEnables stronger optimization.

Umbran

Shadow resource for late-system choices.

Mining and guild activitySupports specialized strategies.

Chronoflux

Time resource for high-end progression.

Mining and top rewardsAnchors endgame upgrades.

Progress

How account progress is read

Progress is not a single number. The game looks at production, upgrades, inventory quality, guild participation, PvP readiness, and seasonal contribution.

Level and unlocksAccount growth opens new pages and gives players more ways to spend resources.
Production powerThe stronger the mining setup, the easier it is to participate every day.
Collection depthCards, heroes, gear, and gems create options rather than one fixed build.
Season valueSeasonal rankings and snapshots turn activity into reward eligibility.

Game pages

Every major interface page

Each game page should answer three questions: what it controls, how the player uses it, and why the action exists in the economy.

Production page

Mining

What this page controls

Controls card placement, resource production, mining slots, and production bonuses.

How to use it

Place mining cards, compare yield, fill available slots, and upgrade the setup when income becomes a bottleneck.

Why it matters

Mining is the primary source of routine resources and the foundation for every other action.

Strategic value

A better mining layout lowers the cost of experimentation across the whole game.

Key decisions
  • Which cards to run
  • When to buy or unlock slots
  • Which resource income is missing
Connected systems

Cards, gems, boosters, resources

Crafting and conversion

Laboratory

What this page controls

Handles recipe progression, hero gear rolls, gem work, and controlled conversion systems.

How to use it

Choose a lab action, review inputs and outputs, then run attempts when the expected result supports your build.

Why it matters

The lab gives players a way to transform surplus resources into targeted progression.

Strategic value

It reduces randomness by letting players pursue specific categories of improvement.

Key decisions
  • Which recipe to unlock
  • When to craft gear
  • Whether to spend resources on gem progress
Connected systems

Cards, heroes, gems, payments

Drop acquisition

Gacha

What this page controls

Lets players roll for cards or items under visible limits and costs.

How to use it

Select the gacha type, choose roll count, verify price, and review recent drops or inventory changes.

Why it matters

Gacha is the main acquisition page for new build pieces and collection expansion.

Strategic value

It creates excitement while still feeding practical account decisions.

Key decisions
  • Which pool to roll
  • How many rolls to send
  • Whether to save for upgrades instead
Connected systems

Inventory, mining, laboratory, payments

Network growth

Referrals

What this page controls

Tracks invited players and the reward logic connected to their activity.

How to use it

Share the referral link, monitor qualified activity, and claim eligible referral rewards.

Why it matters

Referrals grow the player base while rewarding players who bring useful activity into the ecosystem.

Strategic value

Healthy referral design supports acquisition without replacing gameplay progress.

Key decisions
  • Who to invite
  • Whether referral rewards support the current build
Connected systems

Rewards, public pages, safety

Duel competition

PvP Area

What this page controls

Creates and joins duel lobbies, locks stakes, resolves matches, and shows PvP history.

How to use it

Choose a lobby or create one, verify stake and mode, enter the duel, and wait for server-authoritative settlement.

Why it matters

PvP gives players a direct competitive outlet separate from pure seasonal production.

Strategic value

It rewards preparation, risk control, and tactical participation.

Key decisions
  • Which stake is acceptable
  • When to duel
  • Whether the current build is ready
Connected systems

Heroes, boosters, payments, safety, rewards

Onboarding path

Starter quests

What this page controls

Guides new players through first actions and confirms that the core loop is understood.

How to use it

Complete the listed tasks in order, claim rewards, and use them to unlock the next practical step.

Why it matters

Starter quests reduce confusion and turn the first session into a guided progression route.

Strategic value

They make the economy easier to learn without removing player choice.

Key decisions
  • Which reward to spend first
  • When to leave onboarding and specialize
Connected systems

Progress, resources, rewards

Central seasonal page

Miracle

What this page controls

Shows the main seasonal objective and the shared miracle progress.

How to use it

Open it to see the current target, contribute when requirements are met, and track how close the server is to the next milestone.

Why it matters

It gives the season a visible shared goal instead of leaving progress hidden in separate menus.

Strategic value

Players understand whether their resources should go into personal growth or collective contribution.

Key decisions
  • When to contribute
  • Which resource pressure matters now
  • Whether to push the season objective or upgrade first
Connected systems

Resources, progress, rewards, payments

Routine activity

Daily quests

What this page controls

Lists repeatable daily objectives that keep the account active and reward consistent play.

How to use it

Check the daily list, complete tasks that match your plan, and claim rewards before reset.

Why it matters

Daily quests create rhythm and keep production, upgrades, and competition moving.

Strategic value

A consistent player gets more value from the same account than an inactive one.

Key decisions
  • Which tasks are worth time today
  • Whether to spend resources to finish a daily
Connected systems

Resources, progress, rewards

Qyraxis-9 development

City

What this page controls

Shows city buildings and shared infrastructure that improve account and guild-scale systems.

How to use it

Choose a building, review its effect, contribute the required resources, and follow unlock conditions.

Why it matters

The city creates long-term goals that make resource spending more strategic than instant upgrades only.

Strategic value

City investments can unlock efficiency, access, and identity for different player paths.

Key decisions
  • Which building matters first
  • Whether to invest now or save
  • Which unlock helps the current season
Connected systems

Miracle, resources, heroes, guilds

Temporary modifiers

Boosters

What this page controls

Stores and activates time-limited bonuses for resources, buildings, guild activity, or account systems.

How to use it

Review booster scope, duration, and strength, then activate it when the matching activity is ready.

Why it matters

Boosters reward timing and planning instead of passive ownership only.

Strategic value

Correct timing can turn the same action into a much stronger result.

Key decisions
  • When to activate
  • Which activity deserves a booster
  • Whether to stack with guild plans
Connected systems

Mining, guilds, city, rewards

Character roster

Heroes

What this page controls

Manages heroes, their classes, power, equipment, and expedition readiness.

How to use it

Recruit or review heroes, equip gear, compare power, and send eligible heroes into activities.

Why it matters

Heroes turn the economy from card-only mining into a broader strategy layer.

Strategic value

Higher-level equipment improves expedition results.

Key decisions
  • Which hero to build
  • Which gear to equip
  • Whether to optimize class or raw power
Connected systems

Laboratory, guild expeditions, gear, rewards

Collective progression

Guild

What this page controls

Combines members, buildings, expeditions, war, boosters, and guild shop systems.

How to use it

Join or create a guild, contribute to buildings, register for expeditions or war, and coordinate with members.

Why it matters

Guilds turn individual accounts into coordinated seasonal teams.

Strategic value

The guild page creates social strategy, shared bonuses, and group reward paths.

Key decisions
  • Which guild to join
  • Which building to fund
  • When to enter expedition or war
Connected systems

City, heroes, boosters, PvP, rewards

Upgrade and risk page

Enhance

What this page controls

Improves card or item performance through paid attempts with success and failure rules.

How to use it

Select an eligible item, check the success chance and failure outcome, then decide whether the upgrade is worth the cost.

Why it matters

Enhancement creates meaningful risk, resource sinks, and progression spikes.

Strategic value

Players can push key assets beyond baseline power instead of relying only on new drops.

Key decisions
  • Which asset deserves risk
  • When to stop upgrading
  • How much budget to reserve
Connected systems

Mining, inventory, payments, exact mechanics

Socket optimization

Gems

What this page controls

Manages gems that add bonuses to compatible cards or miners.

How to use it

Inspect sockets, place gems, combine or improve gems, and tune bonuses for the resource plan.

Why it matters

Gems make the same card behave differently depending on the player's current goal.

Strategic value

Small bonus choices become important when multiplied by long mining sessions.

Key decisions
  • Which card gets sockets
  • Which gem rarity to keep
  • Whether to upgrade or spread bonuses
Connected systems

Mining, laboratory, inventory

Adventures

Scouting

Scouting is a one-hour maze run through cosmic ruins. The goal is to reach the exit on depth 50, collect first-visit rewards on the route, and claim the final chest before the run expires.

Field and run rules

UnlockScouting opens with Adventures at Recipe Book level 11.
Field sizeThe generated field spans X -10 to X 10 and Y 0 to Y 50: 21 columns by 51 rows.
Start and exitEvery run starts at X 0 / Y 0. The finish is an exit terrain on Y 50.
Maze shapeThe server creates one valid solution to the exit plus many dead-end branches, so choosing the route matters.
VisibilityThe current cell reveals a cross: center, up, down, left, and right. The full map is never sent to the client.
LimitsA run lasts 60 minutes, allows up to 300 moves, and has a server-enforced 3-second cooldown between moves.
Daily accessPlayers get 3 daily starts. Scouting Tickets add extra starts.
PaymentsStarting costs 500,000 lamports. Claiming final rewards costs 5,000 lamports. Mark-shop purchases cost 5,000 lamports plus Marks.

Terrain generation

ExitThe final passable cell on Y 50 becomes the exit terrain and pays the final chest when claimed.
ArmoryFrom Y 16 onward, each passable cell has a 0.05% chance to become an armory terrain before normal terrain is rolled.
RoadCells whose generated event is empty tracks are displayed as road terrain so safe branches read as paths.
Common terrain weightsNormal terrain uses weights, not flat percentages: plain 18-depth*4, ruins 16+depth*5, vein 13, camp 11-depth*2, rift 9+depth*3, beast trail 10+|X|*0.5, archive 10+depth*5, sanctum 7+max(0,Y-30)*0.6.

Event weights

How chances are readFor a passable non-exit cell, event chance equals its weight divided by the total weight of all events available on that cell.
Resourcesresource cache has weight 12, plus +3 on veins and +1.5 on plains. Resource rewards use the player's total mining snapshot, then split the result across randomly chosen resource types with equal resource weight.
Gemsgem cache has weight 4.8 plus +1.6 on veins and +depth. Gem size weights are small 3000, medium 5000, large 2000, epic 100.
MarksMarks have weight 6+|X|*0.25. Enhancement-cache misses also pay Marks instead of a voucher.
Vouchersvoucher cache has weight 5 plus +1.4 on archives, then rolls miner or gear voucher 50/50.
Secret hintsecret hint weight is (3 plus +2 on archives) divided by 48.
Enhance voucher cacheThis event cannot appear before Y 21. Its weight is 1.1 from Y 21, 2.4 from Y 31, and 4.3 from Y 41, with archive/sanctum bonuses by depth.
Danger eventstrap, ambush, and empty tracks can appear. Empty tracks give no reward and display as road terrain.

Reward outcomes

Final chestThe exit chest guarantees resources, 25 Marks, 1 Secret hint voucher, and 1 Enhance voucher.
Final bonus rollsThe final chest has a 20% chance for a Gear voucher and a 5% chance for one hero item.
Hero item terrainArmories give one hero item. Slot and resource are equal-weight random; rarity is rolled from the hero-item R/E/M drop table; level matches the player's max hero-item level snapshot.
Enhance cache full hitA cache becomes a real Enhance voucher only from Y 31: 6% from Y 31, 11% from Y 41, 16% from Y 45, +2% on archive or +4% on sanctum, capped at 22%.
Marks shopMarks can buy Miner voucher 90, Gear voucher 120, Enhance voucher 280, and Secret hint voucher 350.

Inventory

Where owned assets become a strategy

Inventory is the player-readable record of usable assets. It should make ownership, rarity, level, limits, and next actions clear.

CardsMining cards define production identity and are the first assets most players optimize.
Heroes and gearHero inventory supports expeditions, guild value, and future combat systems.
Gems and boostersUtility assets let players tune timing, yield, and short-term priorities.
Capacity limitsCaps and expansion costs keep asset growth readable and economically controlled.

Rewards

What players can earn

Rewards are designed around participation, contribution, risk, and competition. The whitepaper keeps rewards clear without promising fixed financial outcomes.

Season rewardsBased on seasonal contribution, ranking, and snapshot rules.
Guild rewardsDriven by guild expedition, buildings, war, and coordinated activity.
PvP rewardsSettled from duel stakes and match outcome under server rules.
Utility rewardsCards, vouchers, boosters, gear, gems, and resources that feed future play.

Security

Server-authoritative safety model

The client presents actions, but the server validates balances, inventory, cooldowns, probabilities, and settlement. This keeps visual UI changes from becoming economy changes.

Validated inputsEvery paid or reward-bearing action is checked against server state.
IdempotencyPayment and settlement paths are built to avoid duplicate reward claims.
Rate limitsRepeated sensitive actions are limited to reduce abuse and accidental spam.
Auditable recordsImportant actions leave records that support support, review, and future audits.

Payments

How SOL enters and leaves game actions

Payments are split by action type. Regular actions fund shared systems and paid attempts, while PvP stakes are locked and settled according to duel outcome.

Regular game actionsEnhancement, lab actions, gacha, expeditions, slots, and other paid attempts.
PvP escrowDuel stakes are tracked separately from routine action fees.
Reward poolsShared reward systems distribute only through explicit settlement rules.

Regular payments

Enhancement attemptPaid risk action
Consumes feeApplies success/failure rules
Gacha rollAcquisition action
Consumes roll priceReturns eligible drop
Lab actionConversion action
Consumes inputsReturns configured output
Guild expeditionGroup action
Registers participationSettles after duration

PvP payments

Create lobbyStake setup
Locks stakeWaits for opponent
Join lobbyStake match
Locks matching stakeStarts duel
Resolve duelServer settlement
Applies outcomeReleases payout
RequestThe client sends an intended action.
ValidationThe server checks wallet, balances, limits, and current state.
ExecutionThe action changes inventory, progress, or escrow only after validation.
RecordThe result is stored for UI display, history, and auditability.

Public pages

Pages outside the signed-in game

Public pages explain the project, attract new players, and give search engines stable information without exposing private account state.

HomePresents Miracle, the core fantasy, and the first route into the product.
ArticlesExplains systems, updates, and evergreen game knowledge.
WhitepaperActs as the structured reference for mechanics, economy, rewards, safety, and payments.
Locale pagesKeep the same structure across languages so translation work stays predictable.

Exact rules

Chances, limits, and where each action happens.

These tables mirror the current live constants: card rarity rolls, Gem Lab odds, enhancement risk, hero-item drops, booster rules, expedition rewards, and paid-action limits.

GachaOpen the Gacha tab, choose roll count, pay resources by Recipe Book tier, and receive mining cards if inventory has room.
Recipe LabOpen Laboratory, fill recipe rows with eligible cards, then submit one or many attempts. The server checks the hidden multiset recipe.
Gem LabOpen Gems, mix exactly five miner cards for a gem chance, upgrade three same-size gems, then socket gems into eligible Rare+ cards.
EnhanceOpen the Gems/Enhance tab, choose card and attempt count. Each attempt pays the fixed SOL action fee; materials can raise success to 100%.
HeroesOpen City and Heroes: start expeditions, claim rewards, roll hero gear with vouchers, fuse four equal-level items, and equip sets.
GuildsOpen Guild: join/create, contribute to projects, register for guild expeditions, activate guild boosters, and contribute to Guild War zones.

Gacha cost and batch limits

ItemValueRule
Book 1100per roll
Book 5506per roll
Book 103844per roll
Book 20221684per roll
Book 3597073974per roll
Formularound(100 * 1.5^(bookTier - 1))resource payment
Request cap100max rolls per server request
Send cap425max payment rows in one send
One action cap42500hard batch ceiling

Card rarity chances

OutcomeChanceMultiplierRule
Normal (N)62.13%×1.10weight 10000000
Uncommon (U)20.71%×1.30weight 3333333
Rare (R)8.88%×1.70weight 1428571
Epic (E)5.18%×2.20weight 833333
Mythic (M)3.11%×3.00weight 500000

Gem creation chances

ScoreChanceSmallMediumLarge
5-911.67%96% conditional after creation4% conditional after creation0% conditional after creation
10-1515%88% conditional after creation11% conditional after creation1% conditional after creation
16-2419.33%76% conditional after creation21% conditional after creation3% conditional after creation
25-3923.33%62% conditional after creation32% conditional after creation6% conditional after creation
40-6327.33%46% conditional after creation42% conditional after creation12% conditional after creation
64+30.67%30% conditional after creation50% conditional after creation20% conditional after creation

Gem sockets and upgrades

ItemValueRule
Mix input5 miner cardsrarity score: N=1, U=2, R=4, E=8, M=16
ScoreN=1, U=2, R=4, E=8, M=16used for Gem Lab creation tiers
Socket limitN: 0, U: 0, R: 1, E: 2, M: 3N/U cannot socket gems
Small gem5%mining bonus
Medium gem10%mining bonus
Large gem15%mining bonus
Small gem → Medium gem3 small35%
Medium gem → Large gem3 medium20%
Large gem → Epic gem3 large5%

Card enhancement

StepSuccessBurn on failureBonusMaterials for 100%
+0 → +195%none1%5 (+1% each)
+1 → +285%none2%15 (+1% each)
+2 → +370%none3%30 (+1% each)
+3 → +455%2%4%45 (+1% each)
+4 → +540%4%5%60 (+1% each)
+5 → +628%8%7%72 (+1% each)
+6 → +718%14%9%82 (+1% each)
+7 → +810%20%12%90 (+1% each)
+8 → +96%28%16%94 (+1% each)
+9 → +103%40%25%97 (+1% each)

Hero item drops and bonuses

RarityChanceMultiplierRule
Normal (N)55%×1.00slots 8, classes 3
Uncommon (U)27%×1.35slots 8, classes 3
Rare (R)12%×1.85slots 8, classes 3
Epic (E)5%×2.60slots 8, classes 3
Mythic (M)1%×3.75slots 8, classes 3

Hero item fuse

LevelInputsSuccessBonus
1 → 24 items100%0.32%
2 → 34 items95%0.48%
3 → 44 items90%0.68%
4 → 54 items82%0.92%
5 → 64 items74%1.20%
6 → 74 items66%1.52%
7 → 84 items58%1.88%
8 → 94 items50%2.28%
9 → 104 items42%2.72%
10 → 114 items34%3.20%
11 → 124 items26%3.75%
4-piece setequipped same hero/resource setguaranteed10%
5-piece setequipped same hero/resource setguaranteed13%
6-piece setequipped same hero/resource setguaranteed17%
7-piece setequipped same hero/resource setguaranteed21%
8-piece setequipped same hero/resource setguaranteed25%

Boosters

ItemScopeBonusDurationWhere
Player yield / standardone resource / all resources2%2hquests, rewards, inventory
Player yield / refinedone resource / all resources3%4hquests, rewards, inventory
Player yield / exaltedone resource / all resources5%6hquests, rewards, inventory
Player instant / standardall resourcesinstant5m incomebooster inventory
Player instant / refinedall resourcesinstant15m incomebooster inventory
Player instant / exaltedall resourcesinstant1h incomebooster inventory
Guild booster / standardresource / buildings3%2hguild shop or expedition drop
Guild booster / refinedresource / buildings6%4hguild shop or expedition drop
Guild booster / exaltedresource / buildings9%6hguild shop or expedition drop
Player booster reward weightsqualitystandard 80 / refined 15 / exalted 5rewarddaily quests and reward rolls
Guild expedition booster qualityqualitystandard 80 / refined 17 / exalted 3rewardguild expedition reward roll
Guild expedition booster scopeScoperesource 72 / buildings 20 / all 8rewardguild expedition reward roll
Guild all-resource shop costall resources×5 base scope costsame duration by qualityguild booster shop

Expeditions and vouchers

ActionValueRequirement
Short Patrol2hbooster 2%/h, gear 1.50%/h, miner 1%/h
Deep Route6hbooster 7%/h, gear 5%/h, miner 3.50%/h
Ancient Survey12hbooster 16%/h, gear 12%/h, miner 8%/h
Hero expedition capsper hour after multiplierbooster 45%, gear 35%, miner 25%, hint 20%
Voucher output100 rollsgear/miner gacha voucher
Guild expedition6h30m registration, min 1
Guild reward multiplier cap×2.75avg member level + avg power + participation
Guild booster drop4% base30% cap

Inventory and paid action limits

ItemValueRule
Paid action fee5000 lamportsenhance, lab/gem/hero attempts, expeditions, guild war and other SOL-pool actions
Mining slots6extra rig slot price 0.05 SOL
NFT inventory500max 42500
Inventory bundle+2000.01 SOL, max purchases 210
Hero item inventory20000fuse batch rows max 1000
Hero item max level12fuse stops at max level

Server-authoritative actions validate ownership, season scope, balances, inventory room, request id, and SOL payment before writing rewards.

Questions

Short answers

Is this a finished economy?The whitepaper describes the live structure and should be updated when mechanics change.
Are rewards guaranteed?No. Rewards depend on rules, availability, contribution, competition, and settlement state.
Why does every page have its own section?Players should be able to match whitepaper text to the interface they actually use.
Where are exact numbers kept?Exact mechanics remain in the appendix and should be generated from shared constants when possible.

This whitepaper is an informational game-design document. It is not financial advice and does not guarantee profit, token value, or fixed rewards.

Glossary

Terms

ResourceA spendable game material produced or earned by the player.
ContributionA resource or action committed to a shared goal.
SettlementThe server-side step that finalizes a payment, reward, duel, or action outcome.
BoosterA temporary modifier with a defined scope and duration.
SnapshotA recorded state used to determine eligibility or ranking.
EscrowA tracked stake or balance held until an action resolves.