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.
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.
Connect a wallet, open the main interface, and review available pages and balances.
Use mining cards and upgrades to create stable resource income.
Invest resources into progress, city systems, heroes, guilds, boosters, and PvP preparation.
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.
Cards, heroes, gear, gems, boosters, and guild bonuses form the player's toolkit.
Mining and bonuses generate the resources needed for most actions.
Cards, gems, heroes, guild buildings, and city upgrades increase efficiency.
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.
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
Controls card placement, resource production, mining slots, and production bonuses.
Place mining cards, compare yield, fill available slots, and upgrade the setup when income becomes a bottleneck.
Mining is the primary source of routine resources and the foundation for every other action.
A better mining layout lowers the cost of experimentation across the whole game.
- Which cards to run
- When to buy or unlock slots
- Which resource income is missing
Cards, gems, boosters, resources
Crafting and conversion
Laboratory
Handles recipe progression, hero gear rolls, gem work, and controlled conversion systems.
Choose a lab action, review inputs and outputs, then run attempts when the expected result supports your build.
The lab gives players a way to transform surplus resources into targeted progression.
It reduces randomness by letting players pursue specific categories of improvement.
- Which recipe to unlock
- When to craft gear
- Whether to spend resources on gem progress
Cards, heroes, gems, payments
Drop acquisition
Gacha
Lets players roll for cards or items under visible limits and costs.
Select the gacha type, choose roll count, verify price, and review recent drops or inventory changes.
Gacha is the main acquisition page for new build pieces and collection expansion.
It creates excitement while still feeding practical account decisions.
- Which pool to roll
- How many rolls to send
- Whether to save for upgrades instead
Inventory, mining, laboratory, payments
Network growth
Referrals
Tracks invited players and the reward logic connected to their activity.
Share the referral link, monitor qualified activity, and claim eligible referral rewards.
Referrals grow the player base while rewarding players who bring useful activity into the ecosystem.
Healthy referral design supports acquisition without replacing gameplay progress.
- Who to invite
- Whether referral rewards support the current build
Rewards, public pages, safety
Duel competition
PvP Area
Creates and joins duel lobbies, locks stakes, resolves matches, and shows PvP history.
Choose a lobby or create one, verify stake and mode, enter the duel, and wait for server-authoritative settlement.
PvP gives players a direct competitive outlet separate from pure seasonal production.
It rewards preparation, risk control, and tactical participation.
- Which stake is acceptable
- When to duel
- Whether the current build is ready
Heroes, boosters, payments, safety, rewards
Onboarding path
Starter quests
Guides new players through first actions and confirms that the core loop is understood.
Complete the listed tasks in order, claim rewards, and use them to unlock the next practical step.
Starter quests reduce confusion and turn the first session into a guided progression route.
They make the economy easier to learn without removing player choice.
- Which reward to spend first
- When to leave onboarding and specialize
Progress, resources, rewards
Central seasonal page
Miracle
Shows the main seasonal objective and the shared miracle progress.
Open it to see the current target, contribute when requirements are met, and track how close the server is to the next milestone.
It gives the season a visible shared goal instead of leaving progress hidden in separate menus.
Players understand whether their resources should go into personal growth or collective contribution.
- When to contribute
- Which resource pressure matters now
- Whether to push the season objective or upgrade first
Resources, progress, rewards, payments
Routine activity
Daily quests
Lists repeatable daily objectives that keep the account active and reward consistent play.
Check the daily list, complete tasks that match your plan, and claim rewards before reset.
Daily quests create rhythm and keep production, upgrades, and competition moving.
A consistent player gets more value from the same account than an inactive one.
- Which tasks are worth time today
- Whether to spend resources to finish a daily
Resources, progress, rewards
Qyraxis-9 development
City
Shows city buildings and shared infrastructure that improve account and guild-scale systems.
Choose a building, review its effect, contribute the required resources, and follow unlock conditions.
The city creates long-term goals that make resource spending more strategic than instant upgrades only.
City investments can unlock efficiency, access, and identity for different player paths.
- Which building matters first
- Whether to invest now or save
- Which unlock helps the current season
Miracle, resources, heroes, guilds
Temporary modifiers
Boosters
Stores and activates time-limited bonuses for resources, buildings, guild activity, or account systems.
Review booster scope, duration, and strength, then activate it when the matching activity is ready.
Boosters reward timing and planning instead of passive ownership only.
Correct timing can turn the same action into a much stronger result.
- When to activate
- Which activity deserves a booster
- Whether to stack with guild plans
Mining, guilds, city, rewards
Character roster
Heroes
Manages heroes, their classes, power, equipment, and expedition readiness.
Recruit or review heroes, equip gear, compare power, and send eligible heroes into activities.
Heroes turn the economy from card-only mining into a broader strategy layer.
Higher-level equipment improves expedition results.
- Which hero to build
- Which gear to equip
- Whether to optimize class or raw power
Laboratory, guild expeditions, gear, rewards
Collective progression
Guild
Combines members, buildings, expeditions, war, boosters, and guild shop systems.
Join or create a guild, contribute to buildings, register for expeditions or war, and coordinate with members.
Guilds turn individual accounts into coordinated seasonal teams.
The guild page creates social strategy, shared bonuses, and group reward paths.
- Which guild to join
- Which building to fund
- When to enter expedition or war
City, heroes, boosters, PvP, rewards
Upgrade and risk page
Enhance
Improves card or item performance through paid attempts with success and failure rules.
Select an eligible item, check the success chance and failure outcome, then decide whether the upgrade is worth the cost.
Enhancement creates meaningful risk, resource sinks, and progression spikes.
Players can push key assets beyond baseline power instead of relying only on new drops.
- Which asset deserves risk
- When to stop upgrading
- How much budget to reserve
Mining, inventory, payments, exact mechanics
Socket optimization
Gems
Manages gems that add bonuses to compatible cards or miners.
Inspect sockets, place gems, combine or improve gems, and tune bonuses for the resource plan.
Gems make the same card behave differently depending on the player's current goal.
Small bonus choices become important when multiplied by long mining sessions.
- Which card gets sockets
- Which gem rarity to keep
- Whether to upgrade or spread bonuses
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
Terrain generation
Event weights
Reward outcomes
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.


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


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 payments
PvP payments
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.
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.
Gacha cost and batch limits
| Item | Value | Rule |
|---|---|---|
| Book 1 | 100 | per roll |
| Book 5 | 506 | per roll |
| Book 10 | 3844 | per roll |
| Book 20 | 221684 | per roll |
| Book 35 | 97073974 | per roll |
| Formula | round(100 * 1.5^(bookTier - 1)) | resource payment |
| Request cap | 100 | max rolls per server request |
| Send cap | 425 | max payment rows in one send |
| One action cap | 42500 | hard batch ceiling |
Card rarity chances
| Outcome | Chance | Multiplier | Rule |
|---|---|---|---|
| Normal (N) | 62.13% | ×1.10 | weight 10000000 |
| Uncommon (U) | 20.71% | ×1.30 | weight 3333333 |
| Rare (R) | 8.88% | ×1.70 | weight 1428571 |
| Epic (E) | 5.18% | ×2.20 | weight 833333 |
| Mythic (M) | 3.11% | ×3.00 | weight 500000 |
Gem creation chances
| Score | Chance | Small | Medium | Large |
|---|---|---|---|---|
| 5-9 | 11.67% | 96% conditional after creation | 4% conditional after creation | 0% conditional after creation |
| 10-15 | 15% | 88% conditional after creation | 11% conditional after creation | 1% conditional after creation |
| 16-24 | 19.33% | 76% conditional after creation | 21% conditional after creation | 3% conditional after creation |
| 25-39 | 23.33% | 62% conditional after creation | 32% conditional after creation | 6% conditional after creation |
| 40-63 | 27.33% | 46% conditional after creation | 42% conditional after creation | 12% conditional after creation |
| 64+ | 30.67% | 30% conditional after creation | 50% conditional after creation | 20% conditional after creation |
Gem sockets and upgrades
| Item | Value | Rule |
|---|---|---|
| Mix input | 5 miner cards | rarity score: N=1, U=2, R=4, E=8, M=16 |
| Score | N=1, U=2, R=4, E=8, M=16 | used for Gem Lab creation tiers |
| Socket limit | N: 0, U: 0, R: 1, E: 2, M: 3 | N/U cannot socket gems |
| Small gem | 5% | mining bonus |
| Medium gem | 10% | mining bonus |
| Large gem | 15% | mining bonus |
| Small gem → Medium gem | 3 small | 35% |
| Medium gem → Large gem | 3 medium | 20% |
| Large gem → Epic gem | 3 large | 5% |
Card enhancement
| Step | Success | Burn on failure | Bonus | Materials for 100% |
|---|---|---|---|---|
| +0 → +1 | 95% | none | 1% | 5 (+1% each) |
| +1 → +2 | 85% | none | 2% | 15 (+1% each) |
| +2 → +3 | 70% | none | 3% | 30 (+1% each) |
| +3 → +4 | 55% | 2% | 4% | 45 (+1% each) |
| +4 → +5 | 40% | 4% | 5% | 60 (+1% each) |
| +5 → +6 | 28% | 8% | 7% | 72 (+1% each) |
| +6 → +7 | 18% | 14% | 9% | 82 (+1% each) |
| +7 → +8 | 10% | 20% | 12% | 90 (+1% each) |
| +8 → +9 | 6% | 28% | 16% | 94 (+1% each) |
| +9 → +10 | 3% | 40% | 25% | 97 (+1% each) |
Hero item drops and bonuses
| Rarity | Chance | Multiplier | Rule |
|---|---|---|---|
| Normal (N) | 55% | ×1.00 | slots 8, classes 3 |
| Uncommon (U) | 27% | ×1.35 | slots 8, classes 3 |
| Rare (R) | 12% | ×1.85 | slots 8, classes 3 |
| Epic (E) | 5% | ×2.60 | slots 8, classes 3 |
| Mythic (M) | 1% | ×3.75 | slots 8, classes 3 |
Hero item fuse
| Level | Inputs | Success | Bonus |
|---|---|---|---|
| 1 → 2 | 4 items | 100% | 0.32% |
| 2 → 3 | 4 items | 95% | 0.48% |
| 3 → 4 | 4 items | 90% | 0.68% |
| 4 → 5 | 4 items | 82% | 0.92% |
| 5 → 6 | 4 items | 74% | 1.20% |
| 6 → 7 | 4 items | 66% | 1.52% |
| 7 → 8 | 4 items | 58% | 1.88% |
| 8 → 9 | 4 items | 50% | 2.28% |
| 9 → 10 | 4 items | 42% | 2.72% |
| 10 → 11 | 4 items | 34% | 3.20% |
| 11 → 12 | 4 items | 26% | 3.75% |
| 4-piece set | equipped same hero/resource set | guaranteed | 10% |
| 5-piece set | equipped same hero/resource set | guaranteed | 13% |
| 6-piece set | equipped same hero/resource set | guaranteed | 17% |
| 7-piece set | equipped same hero/resource set | guaranteed | 21% |
| 8-piece set | equipped same hero/resource set | guaranteed | 25% |
Boosters
| Item | Scope | Bonus | Duration | Where |
|---|---|---|---|---|
| Player yield / standard | one resource / all resources | 2% | 2h | quests, rewards, inventory |
| Player yield / refined | one resource / all resources | 3% | 4h | quests, rewards, inventory |
| Player yield / exalted | one resource / all resources | 5% | 6h | quests, rewards, inventory |
| Player instant / standard | all resources | instant | 5m income | booster inventory |
| Player instant / refined | all resources | instant | 15m income | booster inventory |
| Player instant / exalted | all resources | instant | 1h income | booster inventory |
| Guild booster / standard | resource / buildings | 3% | 2h | guild shop or expedition drop |
| Guild booster / refined | resource / buildings | 6% | 4h | guild shop or expedition drop |
| Guild booster / exalted | resource / buildings | 9% | 6h | guild shop or expedition drop |
| Player booster reward weights | quality | standard 80 / refined 15 / exalted 5 | reward | daily quests and reward rolls |
| Guild expedition booster quality | quality | standard 80 / refined 17 / exalted 3 | reward | guild expedition reward roll |
| Guild expedition booster scope | Scope | resource 72 / buildings 20 / all 8 | reward | guild expedition reward roll |
| Guild all-resource shop cost | all resources | ×5 base scope cost | same duration by quality | guild booster shop |
Expeditions and vouchers
| Action | Value | Requirement |
|---|---|---|
| Short Patrol | 2h | booster 2%/h, gear 1.50%/h, miner 1%/h |
| Deep Route | 6h | booster 7%/h, gear 5%/h, miner 3.50%/h |
| Ancient Survey | 12h | booster 16%/h, gear 12%/h, miner 8%/h |
| Hero expedition caps | per hour after multiplier | booster 45%, gear 35%, miner 25%, hint 20% |
| Voucher output | 100 rolls | gear/miner gacha voucher |
| Guild expedition | 6h | 30m registration, min 1 |
| Guild reward multiplier cap | ×2.75 | avg member level + avg power + participation |
| Guild booster drop | 4% base | 30% cap |
Inventory and paid action limits
| Item | Value | Rule |
|---|---|---|
| Paid action fee | 5000 lamports | enhance, lab/gem/hero attempts, expeditions, guild war and other SOL-pool actions |
| Mining slots | 6 | extra rig slot price 0.05 SOL |
| NFT inventory | 500 | max 42500 |
| Inventory bundle | +200 | 0.01 SOL, max purchases 210 |
| Hero item inventory | 20000 | fuse batch rows max 1000 |
| Hero item max level | 12 | fuse 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
This whitepaper is an informational game-design document. It is not financial advice and does not guarantee profit, token value, or fixed rewards.
Glossary


