murimcraft-2.0.0-alpha.6+mc26.3.jar
Curse Maven Snippet
What's new
Murimcraft changelog
2.0.0-alpha.6 (2026-10-23)
Minecraft 26.3, NeoForge 26.3.0.92, Java 25. Old alpha.5 worlds are not migrated: start a new world for the sect seats, Longquan and the new structures.
Three manuals: method, art and weapon
Collect methods and switch freely. Every cultivation method you have read stays yours; I → Manuals → Gather switches between them anywhere, anytime. The active method sets your element. Plain methods slow down at depth: the common breathings to ×0.7 from First-Rate, ×0.4 from Transcendent and ×0.25 from Profound, most sect methods to ×0.85 from Profound.
Martial Art manuals. Each sect's moves are bound in one art (Plum Blossom Sword, Shaolin Fist and Palm, Taiji Sword, Azure Sky Sword, Golden Summit Sword, Pine Wind Sword, Snow Peak Sword, Bandit King's Cuts, the Heavenly Demon Divine Art). Members learn the pages their rank opens and are taught the next pages on promotion. Anyone holding another sect's book may read it and learns its art if the element fits their method. Pick your main art in I → Manuals → Move; it fills the slots and the wheel and wakes its domain at Harmony. An art cast on its own sect's method hits 10 % harder for 10 % less qi.
Weapon paths. Every weapon belongs to one of eleven paths (sword, saber, axe, fan, spear, trident, mace, staff, hand arts, bow, hidden weapons), each growing from Forms through Qi, Thread and Gang to Heart with path points, realm and a treatise of the right grade. Choose a main path and the paths you cultivate in I → Manuals → Release. Each stage adds damage, speed and cheaper moves, and every path has signature stats of its own. The path stage is now your intent tier (Sword Qi, Thread, Gang, Heart) in place of the old sword tiers.
Any art, any weapon. A move takes the form of the weapon it is released through (a blade, a thrust, an impact or a shot), keeps its school's motion and motif, and burns in your element's colours. Martial forms still need their own weapon, ultimates your main path. A refusal says what the hand lacks, and the skill wheel greys slots your weapon cannot release.
Four new weapons: the qiang, iron gauntlets (Shaolin's Arhat pair too), the meteor hammer (Green Forest has its own) and the rope dart. A badge beside the qi bar shows the path, stage and pips when you change weapon.
Treatises and the manual economy. Every path has a common, inner-hall and peerless treatise. Smiths sell common treatises; each sect's main-hall chest is its library (its art, its inner-hall treatise and, for some, a second path's); cultivator tombs are the only source of peerless treatises; the Cult's merit hall sells its art and the inner-hall saber treatise; the black market sells other sects' books; duels, hermits, festivals and named NPCs hand books over. A manual is an ordinary item: carrying off another sect's book is how you take its art.
Many styles. Members of other sects remember the schools they see you use. From the third school in half an hour each witnessing faction trusts you less, and a sect that sees its own art in an outsider's hands says so. The Cult never charges its own.
Cultivation
Reaching the Summit. The breakthrough to Life and Death now needs 6,000 comprehension points and your main weapon path at Gang. Its scene raises a column of gold light over you and the whole server hears of it. Bolts survived in a tribulation now teach 10 points each.
Four new qi sources: the land's qi (walking where feng shui runs strong), plunder (a slain cultivator's qi flows into you, once per victim in ten minutes), dual cultivation (two players meditating face to face) and beast cores through the method.
Eight new methods: Moonlit Jade Heart, Snowpeak Still Breath, Pine Wind Breath, Wandering Cloud Breath, Iron Bone Tempering, Beast Core Refining, Yin-Yang Harmony and the Star-Devouring Art.
The heart demon for everyone. Killing sprees, plunder, failed breakthroughs, lingering at a bottleneck, arts of the opposed school, losing to a weaker rival and fighting in many styles feed it. From 70, the breakthroughs into Transcendent, Profound and Life and Death raise a heart-demon apparition in your own shape that you must beat in 40 seconds. The Heavenly Demon Soul Art at Life and Death, or on the Heavenly Demon's seat, makes you immune.
The forge
Silver taels in your pocket: tael coins and a pouch. Villagers buy their trade's goods for silver, hunt orders pay in it, and a ruler can draw silver from the treasury's Purse (200 a day freely, up to 1,000 at a cost in loyalty).
Weapon grades: Common, Fine, Treasure, Famous and Divine, each with a quality and a capacity: releasing intent above it strains the blade, and Common or Fine steel can shatter. NPCs carry the grade of their rank. Smiths take commissions for Fine, Treasure and Famous work.
The player smithy: smithing hearth, murim anvil, quench trough, grindstone and the Smith's Hammer. Fold on the beat while the metal glows in its band, quench in water or oil, polish at the whetstone. Iron, bronze and folded steel; Form, Edge, Temper and Fittings modifiers on the Smith's Plan; salvage; smith ranks from Apprentice to Sword Saint of the Forge.
Rare metals and refining: cold iron, black iron, meteoric iron and ten-thousand-year cold iron; meteor craters; beast cores with an element; spirit fire in the hearth; qi refining, Famous awakenings, Core, Inscription and Shadow work and reforging.
Binding and spirits. Bind a Treasure or better piece with a drop of blood; in a stranger's hand it fights like a Common blade. Famous and Divine pieces grow a spirit with the path points you earn through them, up to a spirit that stands behind you once a fight.
Gear slots: an inner garment, a pendant and two rings (Curios-friendly), five robes, and armour weight that makes qinggong dearer.
Twenty Divine artifacts: Zhanlu, Chunjun, Juque, Tai'e and their demonic twins, and twelve more with pairs and twins, each with its own property and will. Longquan, the walled sword town, and the Armoury of Ten Calamities hold their racks; a lost Divine returns home after three days.
The convergence: eight conditions, the Canon of Ou Yezi, the Smith's Eye (crafted, or bought at Longquan), sacrifices, a forging night under heaven's jealousy and a Divine of your own, named by you. Ou Yezi himself drinks in a tavern somewhere, and may forge one for you.
Alchemy
Every herb now has a use: 32 furnace recipes, five of them Purple-Gold and four of them poisons, a timed step in every tier-2 and higher recipe, and a chat report at the end of each brew that says why the grade came out.
Batches (clay 1, bronze 2, Purple-Gold 4 sets) and rote brewing: a recipe brewed ten times with a best of Middling or better can brew itself unattended, one grade below your best.
Brew events and the fire ladder: each phase asks something (the pill condenses, the lid must be vented or fanned), soul fire and the Spirit Fire Brazier, and a gauge that shows the next band.
Adjunct herbs and natures: any other herb dropped in its window carries its nature into the pill as a trait; ranks open adjunct slots, never recipes or furnaces.
Poisons: four furnace poisons (Numbing Powder, Qi-Scattering Powder, Seven-Step Venom, Five-Poison Paste) that coat blades, needles and the rope dart for a number of strikes; a righteous eye that sees a poisoned hit costs standing. Eat a Low poison under an antidote to build the Hundred-Poison Body (poisons hold 25, 50 or 75 % shorter).
Pills for the sick: give a curing pill to a sick villager or disciple; the grade decides how deep an illness it reaches. The healer's pill cards want a Mid pill or better and grow stronger with the grade.
Pill scrolls you can read. Right-click a Pill Recipe scroll and it unrolls as a handscroll: the herbs beside their items, the heat of each phase, the furnace, what the pill does and the Divine pill its nine turns make. The tooltip only names the pill now.
Known Recipes and Known Forgings in the guide (J): every formula you know opens its scroll, the unknown ones are counted with where to find them; Known Forgings shows your smith rank, the metals, shapes and modifiers your hands can work, what the next rank opens and the Canon chapters you have read, with a Smith's Ledger for the details.
Nine turns and the Divine pill: turn three finished pills and a fresh main herb into two of the next grade, and as a Medicine King brew a Divine pill through a night of nine turns and pill lightning (Pill Mirror, Rootless Water, the Divine Farmer's Canon).
Pill economy: tael prices, commission slips, weekly infirmary orders, war medicine for the realm's store and an optional alchemist assessment.
Sect seats and territory
Main seats. Mount Hua, Shaolin, Wudang, Namgung, Emei, Qingcheng and Kunlun each have a walled seat on the summit of their own mountain, in the sect's colours: a library, alchemy pavilion, smithy, market street, training yard, quest hall, residences and farm terraces, with the master, two elders and two dozen disciples. The old halls are now branches. A seat is an Alliance city on the war table, with a Sect Steward giving errands.
Territory. Each sect's land follows the country round its seat and meets its neighbours along a border band. Vanilla villages inside it become the sect's village holdings, its patrols walk its roads and beats, and Green Forest bandits keep to the border bands and the wilds. JourneyMap shows the territories.
Emei, Qingcheng and Kunlun are full Alliance members now, like Mount Hua, Shaolin, Wudang and Namgung.
Roads now reach every seat.
Carts and convoys
- The armoured wagon takes up to four horses; the second pair keeps a loaded wagon fast.
- Guild caravans travel in a merchant wagon with a two-horse team. Take from it, break it or kill its team and it is robbed.
- Convoy errands from towns, cities and the palace: walk an armoured wagon to another holding, beat the bandit ambush past half way for half again the pay.
Fixes
- Sick villagers no longer wear an "Ill" mark on their name tag; the cough and the pale haze are the sign, and a physician reads the illness in the healing menu.
- An army's deploy line no longer pulls apart when its men pick sworn foes (#629).
- The Armoury of Ten Calamities is no longer pitch dark at night: a grey floor with a red runner, shroomlights over the nave, soul torches on the pillars, and every home rack glows faintly.
- A pill's birth at the end of a Divine night no longer washes the ground lavender; heaven's shaft keeps its storm's colour with a warm gold light at its foot.
- Sect fighters now throw the rope dart: about half the hidden-weapon fighters of Emei, Qingcheng and Mount Hua carry one.
- At GUI scale 3 the skill wheel no longer covers the HUD's hint rows; they come back when the wheel closes.
- Cleaner technique effects. Every move now shows one clear idea: its own form (the palm, the crescent, the cut), dressed in its school's material, with its trail and impact. The rings at the hand, the auras, the lightning and the screen tint that every move used to stack are gone; the full-screen impact frame stays on ultimates and finishers only.
/locate structurenow finds every Murimcraft structure, including the sect seats (murimcraft:seat_<sect>), Longquan and the Armoury, plus the tags#murimcraft:sect_seatsand#murimcraft:artifact_sites, without generating chunks.- The client no longer crashes the first time a battle's figures come into view.
Known issues
- Mass battles still look rough: soldiers keep to formation slots, face their army's heading and do not pick their own foes. A rewrite with real movement and per-soldier objectives is the first item of alpha.7.
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