God's Miracle/Players

Players can access the game anywhere and anytime with a gaming helmet. The game synchronizes by scanning the players' brainwaves and biometrics and matches it to one's individual account. There is no need to input a password to log in.

Before the game had launched, the officials had wanted to help the players understand each profession clearer and released introductions of skills attainable for each profession. The game's website including the functions and effects of skills, as well as the method of attaining said skills. However, the officials had kept quiet regarding skills attainable through hidden quests, allowing the players to figure out a way themselves.

## Classes

There is six classes and for every class, there would be a choice from two specialization.

### Class Positions:

#### Melee:

* Guardian
* Berserker
* Defender
* Templar
* Bandit
* Assassin

#### Range:

* Beastmaster
* Sniper
* Cryomancer
* Pyromancer
* Priest
* Sacret Knight?

#### Tank

Tank class types have aggro-building skills to keep an NPC’s attacks focused on themselves, while certain classes may have aggro-clearing skills to prevent NPCs from targeting them. A tank has to be able to defend attacks in addition to withstanding a monster’s aggro. Otherwise, the boss would be able to wipe out all the other players.

* Guardian
* Defender

#### Damage

Role is to deal damage to enemies.

* Berserker
* Templar
* Beastmaster
* Sniper
* Bandit
* Assassin
* Cryomancer
* Pyromancer

#### Support

Give others support. Healing and Buffing Allies. De-buffing Enemies.

* *Priest*

* *Sacred Knight*

### **Cleric**

#### *Priest*

**Ranged Support**

AoE Healer

#### *Sacred Knight*

**Ranged Support**

Single person Healer

#### *Beastman*

**Ranged Damage**

Possess pet that is cabable of attacking while player fights from back. they posses good dungeon raiding ability, decent damage output, and an overpowered skill called <Fake Death>’. It is an aggro-clearing skill.

### **Knight**

#### *Defender*

**Melee Tank**

Normally, have more AoE attacking skills, making them suitable for fields where there were many smaller monsters. His spell-immunity skill was better too, giving him an advantage when faced with a magic-type boss. (Compared to Guardian)

### **Spellcaster**

#### *Cryomancer*

**Ranged Damage**

Spellcaster that uses ice magic.

#### *Pyromancer*

**Ranged Damage**

Spellcaster that uses fire magic.

### **Thief**

Thieves rely on the Dexterity attribute.

Thieves are the only class that has poison. (excluding the fact that every player can buy 1 bottle of poison from beginner village)

### **Warrior**

Only Guardians and Defenders could wield a shield in the game

#### *Guardian*

**Melee Tank**

had a stronger single-target aggro pulling ability, suitable for dealing with single physical-type bosses.

## Profession

A player can only have 2 professions at a single time.

### **Crafting**

Crafting level could be categorized into Beginner, Amateur, Advanced, Professional, Specialist, Master and Grandmaster. Each level up required 1000 crafting points.

## Statistics

### **Attributes**

Dexterity, Intelligence, Spirit, Strength, and Vitality are the 5 basic player attributes.

Every new character would have a total of 5 points that had been automatically assigned to their basic attributes. Every level player can assign 5 attribute points into basic stats and every basic stat rises by 1.

(5+([Level-1]\*10) = basic stat points)

A special attribute cannot be increased through equipment bonuses, only as a reward for completing certain main quests or high-difficulty hidden quests.

#### *Basic*

* Dexterity: Increases a character’s movement speed and its physical attack’s critical rate. Additionally, for Thieves and Hunters, it will increase skill damage. Dexterity determines Movement Speed and the Critical Rate!
* Intelligence: Increases a character’s spell damage, Max MP and its spell’s critical rate. 10MP and a certain amount of damage will be added for every point invested.
* Spirit: Reduces a character’s casting time and increases its MP regeneration speed.
* Strength**:** Increases a character’s physical damage. A certain amount of damage will be added for every 2 points invested.
* Vitality: Increases a character’s Max HP. 10 HP will be added for every point invested.

#### *Special*

* Luck: a special attribute that cannot be increased through equipment bonuses. It could be obtained as a reward for completing certain main quests or high-difficulty hidden quests. This attribute had many uses, such as potentially allowing the player to deal a triple-damage strike, called <Lucky Strike>.

### **Evasion Rate System**

In ‘God's Miracle', there is no Evasion Rate system. The system entrusted this capability to the player, allowing them to make their own decisions. If the player's reaction was quick enough, the Evasion Rate would also rise proportionately. However, reaction speed alone does not determine the Evasion Rate of a player. The other factor that contributed to increasing the evasion rate would be Movement Speed, which is subsequently affected by the Dexterity of the player. The higher the Dexterity, the faster the Movement Speed.

## Reputation

If a player’s reputation level in a specific race is lower than Neutral, he would induce attacks from that specific race whenever he entered their territory; if the reputation level had reached Friendly or higher, the player would be able to purchase items corresponding to their reputation level. Basically, the higher the reputation of a person towards that specific faction, the better the quality of items one would be able to purchase!

**Hostile**

* red
* meant that they were aggressive, as soon as you entered their aggro range, you will be attacked.

**Unfriendly**

* pale-red
* These monsters would not initiate their attacks on the players. However, if the players were battling these monsters, it would attract any nearby monsters of the same type, if there was any, to gang up on the players.
* From Unfriendly to Neutral requires 3,000 reputation points

**Neutral**

* Yellow
* Neutral monsters also would not initiate their attacks on players. In fact, if players attacked these type of monsters, it would not attract aggro even though there were the same type of the monsters passing by around the place.
* From Neutral to Friendly requires 3,000 reputation points

**Friendly**

* Green
* Unless a player switched on the indifferent attack option, they would not be able to attack green-named monsters.
* However, green-named monsters were usually an NPC of a main city. Once players attack their kind, it was highly possible that the players would suffer the banishment from the main cities, which would only mean loss and detrimental to one self.
* From Friendly to Respect required 6,000 reputation points.

**Respect**

* Green
* Unless a player switched on the indifferent attack option, they would not be able to attack green-named monsters.
* However, green-named monsters were usually an NPC of a main city. Once players attack their kind, it was highly possible that the players would suffer the banishment from the main cities, which would only mean loss and detrimental to one self.
* From Respect to Admire required 12,000 reputation points.

**Admire**

* Green
* Unless a player switched on the indifferent attack option, they would not be able to attack green-named monsters.
* However, green-named monsters were usually an NPC of a main city. Once players attack their kind, it was highly possible that the players would suffer the banishment from the main cities, which would only mean loss and detrimental to one self.
* From Admire to Worship required 21,000 reputation points.

**Worship**

* Green
* Unless a player switched on the indifferent attack option, they would not be able to attack green-named monsters.
* However, green-named monsters were usually an NPC of a main city. Once players attack their kind, it was highly possible that the players would suffer the banishment from the main cities, which would only mean loss and detrimental to one self.

## Leveling

The key to leveling fast was the duration spent online or having strong support at your back. If guild had been willing to sacrifice the interest of a portion of its players, it could easily boost the level of one or more players. Rich players could also hire others to push their levels faster. If a guild could cultivate a high-level player who could enter the rankings, it would be advantageous to the guild’s image, achieving effective advertisement.

## Equipment

In 'God's Miracle', a character may equip the following equipment: Helmet, Necklace, Cape, Body Armor, Gloves, Pants, Boots, 2 Rings, Weapon, and 2 Accessories.

Weapon and Accessories were special.

Weapons could be categorized to one-handed weapon, shield, two-handed weapon, staff, and ranged weapon. A character may equip two pieces of one-handed weapon at the same time, but only one piece of two-handed weapon, staff, and ranged weapon. A Thief for example, could equip a one-handed weapon as his primary weapon slot and a shield as his secondary weapon, just like a Guardian and Defender. Only 1 Two-handed weapon, staff, and ranged weapon could only be equipped at a time.

Accessories were special. Accessory does not provide any bonus attribution, such as Dexterity, Strength, Vitality, and so on, but it does contain a special effect.

Active Accessory. The player would have to manually activate the skills that the accessory provided. Merely putting it on or off would not have any effects on the character.

Passive Accessory, such as the effect, "Equip-Effect: Increase all attack or Healing effect by 5%".

Accessories were equipment that would only appear in the late-game period. They were extremely rare. Level 40 accessories should be the game's lowest and easiest accessory. There were a majority of players would still be wearing a Level 40 accessories when they reached Level 200 because of the rarity. Accessories were only dropped by field raiding bosses such as the Underground Tower with 13th floors or the Cave of Bones.

 Leather Armor
 Cloth Armor
* Cleric

### Equipment Types

**High attribute points**

helmets

chest plates

shin guards

**Low attribute points**

Gloves

boots

capes

**special effect attribute**

necklaces

rings

**A weapon**

would only increase physical or magical damage and would not possess any attributes, though some high-grade weapon would have special effects.

### Equipment Grade

1. White-Wood
	* no special effects
	* Level 0
2. Black-Steel
	* no special effects
	* Level 10
3. Green-Copper
	* Special effects
	* Level 10
4. Gray-Silver
	* Level 20
	* Level 1 Gem slot
		+ 10% setting failure rate
5. Yellow-Gold
	* Level 50
	* Level 2 Gem slot
		+ 20% setting failure rate
6. Violet-Platinum
	* Level 3 Gem slot
		+ 30% setting failure rate
7. Mythical
	* Level 4 Gem slot
		+ 40% setting failure rate
8. Ethereal
	* Level 5 Gem slot
		+ 50% setting failure rate
9. Holy
	* Level 170
	* Level 6 Gem slot
		+ 60% setting failure rate
	* Sanctified Equipment
10. Ascended
	* Level 200
	* Level 7 Gem slot
		+ 70% setting failure rate
	* Sanctified Equipment
11. Celestial
	* Level 8 Gem slot
		+ 90% setting failure rate

## Weapons

Attack Interval determined the frequency or rate of attacks. After performing a normal attack, the period before another attack could be initiated would be the Attack Interval.

Dagger weapons

* Daggers
* Fist Glow

one-handed weapons

* One-Handed Sword
* One-Handed axe
* One-Handed Hammer

ranged weapons

* Bow
* Crossbow

two-handed weapons

* Two-Handed Sword
* Two-Handed Axe
* Two-Handed Hammer
* Two-Handed Spear

## Inheritances

Inheiritance Patch

One for each class

## Titles

> "The titles themselves were useless, as they do not possess any addition to the Attributes nor provide any special effects. However, to have a rare title hanging over your head could attract quite some attention." ~Ch. 27
>
>

* Crypt Slaughterer title could only be obtained by players who obtained the First Clear achievement. Naturally, it is extremely rare