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Chapter 1 of 100

Chapter 1

12 min read2,954 words

*The setting content is extensive, and readers who are not interested in data streams can ignore the various data in this article, as it will not affect your smooth reading experience.

*The "Miracle" is a large-scale, highly immersive virtual online game developed by the world's largest global media company over a period of seven years with a huge investment. The game's background is set in the Forgotten Realms of Faerûn, a famous Western fantasy story from several years ago. Its super server allows players worldwide to register and play simultaneously. The game's selling points include no GMs, high realism, high immersion, and an all-weather task evolution system.

*Each player's account is locked to their iris and brain waves, making it unique and non-transferable.

1. Basic Elements

- The time ratio between real life and the game is 1:6. Players will be forcibly logged out by the system after 10 consecutive hours of online play and can log back in after six hours.

- The months in the game have the following names:

1. Month of Severe Winter

2. Month of Ice Cold

3. Month of Sunset

4. Month of Storms

5. Month of Melting Snow

6. Month of Blooming Flowers

7. Month of Midsummer

8. Month of Bright Sun

9. Month of Decline (Harvest)

10. Month of Falling Leaves

11. Month of Rotting Leaves

12. End of the Year

- The in-game currency is: 1 Star Diamond = 100 Gold Coins = 1000 Silver Coins = 10000 Copper Coins

- There are six races in the game: Human, Dwarf, Barbarian, Elf, Halfling, and Gnome.

- The base classes are ten: Warrior, Mage, Warlock, Paladin, Thief, Druid, Priest, Monk, Bard, and Ranger.

- Special: Barbarians can only choose from the Warrior, Paladin, Druid, and Priest classes.

- Characters can change their class at level 20 and again at level 50. Advanced classes for each profession will be updated gradually as the story progresses. There are some hidden advanced classes in the game that offer significant advantages in certain areas.

- The experience required to level up increases by 30% per level. 100 experience points are needed to level up from level 1 to level 2.

- The recommended party sizes for adventures in "Miracle" are 6, 10, 20, 40, and 100 players (challenging dungeons with fewer players can result in higher rewards). Each dungeon has a normal mode and a challenge mode.

- Dungeons in "Miracle" are a supplement to outdoor adventures. They are less challenging and have lower drop rates compared to outdoor bosses of the same level, but they have fixed locations and fewer variations in gameplay. The first death in a dungeon does not result in experience loss, making them a good choice for players to grind experience and level up.

- When a character dies in the game, they lose one level. Death before level 10 does not result in experience loss, but the character's soul is isolated in a temple for 10 minutes, which is 60 minutes of game time.

- There is a 1% chance that items in the inventory and equipped items will drop upon death. Each non-red-named player killed increases the PK value by one point and the drop rate by 10%. When a player's PK value reaches 10 or more, they become red-named and are banned from entering non-evil faction-controlled main cities.

- A character's carrying capacity depends on their strength. The total carrying capacity is equal to the character's strength multiplied by 25. When the current carrying weight reaches 100% of the carrying capacity, the character's movement speed is ≤ normal speed. When the current carrying weight is ≥ 120% of the carrying capacity, the character's movement speed is reduced to 50% of the standard speed until the carrying weight is reduced. When the current carrying weight exceeds 150% of the maximum carrying capacity, the character loses the ability to move.

- Game terminology:

- MT: A tank who absorbs damage and draws aggro.

- DPS: The character's damage output.

- Buff: A beneficial status effect.

- Debuff: A detrimental status effect.

2. Basic Character Attributes:

- Strength: The character's absolute strength, affecting attack power, carrying capacity, the success rate and damage of certain skills (such as breaking down doors or destroying chests), and the types of armor and weapons that can be equipped.

- In "Miracle," weapons have upper and lower damage limits. The higher the strength value, the higher the chance of dealing maximum or even exceeding the maximum damage. If you dual-wield weapons without skills like Dexterous Hands or Off-Hand Weapon Proficiency, the bonus to the off-hand weapon is only half the normal value. When using two-handed weapons, the bonus is 1.5 times the normal value.

- Constitution: Increases maximum health and stamina. It reflects the character's physical robustness, resistance to damage, and certain negative effects (such as unconsciousness). It also affects the character's resistance to diseases and certain poisons.

- Dexterity: The character's agility. It affects the character's movement speed, the success rate of certain skills (such as hiding and sneaking), and hand-eye coordination.

- Intelligence: Affects the character's maximum mana and the power of certain spells. It also affects the number of spells, spell slots, and spell levels that spellcasters can learn. It is a key attribute for most spells.

- Wisdom: Affects the character's learning ability, observational skills in the game world, and the quality of environmental information received. It also affects the effectiveness of certain skills, such as perception, listening, and investigation. Wisdom is a key attribute for priests and druids, affecting the power of their spells.

- Charisma: Affects the effectiveness of certain spells for certain classes, such as a paladin's spells and auras, a druid's summoning and taming of animals, a warlock's spell power, and a bard's buff strength. It also moderately increases the character's persuasiveness, i.e., the probability of successful interactions with NPCs in the game.

- Each newly created character starts with 2 bonus points and ten dice rolls. Each roll results in six independent numbers ranging from 3 to 18. Players can assign these six numbers to the six attributes and distribute the 2 bonus points to the desired attributes, with a maximum value of 20 for each attribute. If you are unsatisfied with the dice rolls, you can reroll. However, if you still do not achieve the desired result after using all ten rolls, you will have to wait 24 hours to try again.

- Racial attribute bonuses and characteristics (Resistance: For example, +1 poison resistance means that all poison damage is reduced by 1%; +1 charm resistance means that the chance of being hit by a charm spell is reduced by 1%, and if hit, the chance of breaking free from the spell is increased by 1%, and the duration of the spell is reduced by 1%)

- Human: No attribute bonus.

- Due to their versatility, humans gain an additional 4 skill points at level 1 and an additional 1 skill point per level thereafter.

- Dwarf: +1 Constitution, +1 Strength, -2 Charisma

- +1 to weapon proficiency: Warhammer, Dwarven Heavy Axe

- Dwarves, who live underground, have the Darkvision skill, allowing them to see objects within 60 feet in complete darkness. The vision is in black and white.

- Dwarves have +2 poison resistance

- Dwarves have +2 spell resistance

- Dwarves have +1 to the appraisal of gemstones, metals, and crafted items (i.e., the appraisal skill is considered +1 when identifying valuable gemstones and metal items)

- Elf: +1 Dexterity, +1 Charisma, -2 Constitution

- +1 to weapon proficiency: Longsword

- Elves are born with the Darkvision skill: Low-light vision, allowing them to see twice as far as normal humans in low-light environments such as moonlight or torchlight.

- Elves have +2 resistance to sleep effects

- Elves are born with heightened senses, +1 to listening and investigation skills

- Gnome: +1 Constitution, +1 Dexterity, -2 Strength

- Due to their small size, gnomes gain +2 to their defense rating in melee combat

- Gnomes have the Darkvision skill: Low-light vision

- Gnomes have +2 resistance to sleep effects

- Halfling: +1 Dexterity, +1 Wisdom, -2 Strength

- Due to their size, halflings gain +1 to the silent movement skill

- +1 to all spell resistance

- +1 to defense rating

- Barbarian: +2 Strength, -1 Intelligence, -1 Charisma

- Barbarians have the Darkvision skill: Darkvision

- Warrior Bloodline: Barbarians can activate racial power weapons, which are more threatening in their hands at certain times

- Special: The meaning of the hit attribute in the game is: When your attack hits the target's effective area, if you and the target are of the same level,

- (1) If neither side has any attack or defense bonuses, the attack deals normal damage.

- (2) If the target has +1 defense rating, your attack has a 0.5% chance of being deflected, reducing the damage by 50%.

- Attacks made against a target who is unconscious will not be deflected.

- For every level higher than you, ordinary monsters and players are considered to have +1 defense rating, and for every level lower, they are considered to have -1 defense rating.

- Regarding movement speed: In the game, the average person has a Dexterity of 12, with a maximum movement speed of 20 feet per second. For every additional point of Dexterity, the movement speed increases by 2.5 feet per second.

- For example, if the protagonist is born with a Dexterity of 20, their maximum movement speed is 20 feet per second + (20 - 12) x 2.5 = 40 feet per second, which is approximately equivalent to a 100-meter sprint of 8.20 seconds.

- When a character's movement speed reaches 50 feet per second, Dexterity no longer increases movement speed, but it can still be enhanced by certain items and equipment that increase movement speed.

- The faster a character runs and the heavier their load, the faster their stamina is consumed.

3. Skills

- Intelligence Modifier: When a character's Intelligence reaches 14, 19, 25, and 34, they gain 2, 3, 4, and 5 skill points per level, respectively, known as the Intelligence Modifier. If the Intelligence is below 14, it is calculated as 14.

- Each class gains 4 x (Intelligence Modifier) skill points at level 1.

- The skill point modifier for each class is:

- Warrior, Priest, Paladin, Warlock: +3

- Druid, Ranger, Monk, Barbarian, Bard: +4

- Thief, Mage: +5

- For example, a human priest character with an Intelligence of 19 gains 4 (human innate) + 4 x 3 (Intelligence Modifier) = 16 skill points at level 1, and 1 (human innate) + 3 (Intelligence Modifier) + 3 (class modifier) = 7 skill points per level.

- Learning new skills requires skill points, and some advanced skills require skill books. When a skill's proficiency reaches its maximum, you can pay the corresponding skill points to upgrade it to a higher level. The required skill points = the current skill level + 1.

- For example, learning the 1st-level Longsword Proficiency skill requires 0 + 1 = 1 skill point, and upgrading it from 1st level to 2nd level requires 1 + 1 = 2 skill points.

- Exploration and gathering are common skills that can only be upgraded by increasing proficiency through repeated use and do not require skill points (gathering is different from mining and herbalism in alchemy).

- 1). List of general skills and corresponding key attributes in "Miracle":

- "Appraise (Intelligence)," "Bluff (Charisma)," "Craft (Intelligence) ," "Diplomacy (Charisma)," "Decipher Script (Intelligence)," "Disguise (Charisma)," "Spellcraft (Intelligence)," "Escape Artist (Dexterity)," "Gather Information (Charisma)," "Hide (Dexterity)," "Listen (Wisdom)," "Knowledge (all, must be selected individually, including magic, physics, history, religion, nature, nobility, geography, and the mysterious) (Intelligence)," "Move Silently (Dexterity)," "Profession (Wisdom)," "Sense Motive (Wisdom)," "Speak Language (Intelligence)," "Survival (Wisdom)," "Search (Wisdom)," "Swim (Strength)," "Concentration (Intelligence)," "Use Magic Device (Charisma)," "Perform (Charisma)," "Negotiate (Charisma)," "Ride (Dexterity)," "Intimidate (Charisma)," "Disable Device (Intelligence)," "Set Trap (Dexterity)," "Brew Poison (Intelligence)," "Rope Use (Dexterity)," "Open Lock (Dexterity)," "Lore (Intelligence)," "Appraise (Intelligence)," "Disarm Trap (Intelligence)," "Forgery (Intelligence)," "Direction Sense (Wisdom)," "Investigate (Wisdom)," "Tame (none)," "Craft Wondrous Item (Intelligence)"

- Note: The opposing skill for Stealth is Listen; the opposing skill for Hide is Investigate; the opposing skill for Disable Device is Use Magic Device; the opposing skill for Set Trap is Disarm Trap, etc.

- Note: Lore increases the success rate of appraising, and equipment dropped in dungeons does not require appraisal.

- Special:

- "Armor Penetration" is a unique attribute for physical damage classes.

- +1 Armor Penetration: When your physical attack hits the target's effective area and passes the hit check, the attack ignores 0.5% of the target's armor.

- "Spell Penetration" is a unique attribute for spellcasters.

- +1 Spell Penetration reduces the target's spell resistance by 1 point.

- +1 Initiative:

- Physical classes increase their attack speed by 1%.

- Spellcasters can apply one of the following "Initiative" effects to any spell they cast during a battle, including casting range (increases by 2 feet per level, or 1 foot for area spells), damage, healing, and buff effects (increases by 1.5% per level), duration (increases by 3.5% per level, effective only for duration effects), and a 5-minute cooldown.

- *Some high-level equipment has the "Reflex" attribute. Spells in the game, such as Fireball, move very fast, far exceeding the average person's reaction time. Reflex is a specialized attribute to counter certain spells.

- When a character has the +1 Reflex attribute, the system automatically adjusts the trajectory or generation speed of hostile spells (by speeding up or slowing down the projection of game data in the player's brain, similar to increasing the game time to real-time ratio), reducing the relative speed of the spell by 5% (observers will not notice any abnormality). With higher Reflex, players will gain a small amount of extra time to dodge some spells.

- *Initiative and proficiency complement each other. Proficiency can reduce the stiffness time caused by overexertion.

- *Generally, general skills are not limited to specific classes. However, even if a warrior adds the Concentration skill, it has no practical use, and without Dexterity support, a mage's Move Silently and Stealth skills are not very effective, although there are some mages who enjoy ambushing and are true tough guys.

- Moreover, players who want to learn skills outside their primary class must spend twice the number of points. For example, a mage who wants to learn the 1st-level Stealth skill needs to spend 2 skill points instead of the normal 1 point.

- However, there are exceptions. Druids who become Wilderness Kings will consider Stealth as a primary skill and can learn it with normal skill points. Similarly, Rogues who become Red Road Exiles can learn most of the Ranger's primary skills with normal skill points.

- 2). Each class has unique skills that require skill points to acquire and can be upgraded by increasing proficiency and spending skill points. All unique skills have attribute or level requirements for learning and upgrading.

- Overview of unique skills for each class (with minimum attribute requirements in parentheses) (updated as the story progresses):

- Mage: Quick Cast (Intelligence 18, requires +1 Intelligence per level), Familiar (level 10), Scroll Making (Intelligence 22, Craft Wondrous Item skill level 2+), Mana Amplification (level 25), Spell Precision, School Specialization (level 10) (divided into 8 schools, each elemental spell specialization must be learned separately), Silent Spell (Intelligence 25), Warmth (rapid MP recovery), Instant Cast (Intelligence 30)

- Warlock: Familiar (level 10), Mana Amplification, School Precision, Spell Penetration, Potion Brewing, Enhanced Summoning (Charisma 30), Warmth, Eye of Charisma, Various School Spells (the number of spells a Warlock can master is determined by their Charisma)

- Bard: Familiar (level 10), School Specialization, Warmth, Eye of Charisma, Magical Voice, Enhanced Healing, **Song (Charisma 25), Dispel (level 15, Charisma 20) (removes certain spell effects from enemies), Instrument Specialization (Charisma 22), Minor Healing, Various Buffs

- Priest: Deity (level 10), Domain (level 15), Divine Favor, Holy Healing (level 20), Transformation (level 15), Light of Courage (level 20, Wisdom 25), Divine Protection, Shield of Faith (Wisdom 21), Warmth, Enhanced Healing, Power of Decay (level 19), Enhanced Damage, Mind Control, Minor Healing, Major Healing (Wisdom 22), Turn Undead (Constitution 13, Wisdom 18)

- Warrior: Charge, Shield Bash, Uppercut (Strength 18, Dexterity 16), Wind Sense (Dexterity 16), Dodge, Block, Parry (Strength 15, higher Strength required for skill upgrades), Bloodlust (Strength 28, Constitution 20), Combat Casting (Intelligence 15), Stomp (Strength 17, Constitution 15), Whirlwind Throw (Strength 22), Weapon Specialization, Disarm, Weapon Defense, Dual Weapon Defense, Dual Weapon Specialization, Cleave (Strength 20, Dexterity 18), Piercing Arrow (Strength 21), Magic Arrow (Strength 24, Intelligence 15), Rapid Shot, Fearless Strike (Strength 30, level 25)

- Rogue: Groin Kick (Dexterity 24, Strength 16), Trap Sense, Burst (Dexterity 22), Master of All (Dexterity 30), Stealth (level 20), Mental Agility, Multi-Shot, Dodge, Sneak Attack, Backstab, Dual Weapon Proficiency (level 10), Shadow Step (Dexterity 24, Wisdom 17)

- Druid: Animal Companion, Wild Empathy, Move Silently (Dexterity 20), Stealth, Ambush (Dexterity 22), Shapechange, Flexible Summoning (level 22), Wild Shape (level 15, Wisdom 19, Dexterity 16), Immunity to Poison (Wisdom 22), Power of Nature (Wisdom 25), Blessing, Entangling Roots, Various Nature Spells, Ironwood (Wisdom 20)

- Monk: Wisdom to Strength, Stunning Fist (Strength 18, Dexterity 17), Pressure Points, Windmill Strike (Dexterity 25, level 25), Ki Strike, Perfect Body (level 20, Dexterity 22), Evasion (Dexterity 25), Transcendence (level 30), Armor-Piercing Strike (Dexterity 29)

- Paladin: Smite (Strength 18), Shield Bash, Detect Evil, Smite Evil (Charisma 20), Divine Favor, Holy Healing (level 25), Light of Courage (Constitution 15, Charisma 20), Turn Undead (Constitution 14, Charisma 18