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Murimcraft

Transform Minecraft into a living murim cultivation world where everyone can train martial arts, sects wage war, and your path leads to domination... or ruin.
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murimcraft-2.0.0-alpha.8+mc26.3.jar

File namemurimcraft-2.0.0-alpha.8-mc26.3.jar
Uploader
AhjoStudiosAhjoStudios
Uploaded
Nov 5, 2026
Downloads
81
Size
19.7 MB
Mod Loaders
NeoForge
File ID
9456688
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

NeoForge

implementation "curse.maven:murimcraft-1554909:9456688"

Learn more about Curse Maven

What's new

Murimcraft changelog

2.0.0-alpha.8

Books, the Tang, Mount Hua and a much larger world. Start a new world: the world now reaches 50 km from its centre, and provinces, cities and sects are placed from the seed at new places, so an old world does not match. Update every client.

Techniques and cultivation

  • The climb to Life and Death is now about 80 hours, with walls. Each realm takes longer (Third-Rate still comes in about half an hour). Killing gives less: the combat qi limit is halved, a kill counts once (blood drain and soul no longer add to it), foes two or more realms below give nothing, plunder stops at a tenth of a realm and a beast core at a tenth of a realm. Meditation gives up to 15 % of a realm over six sittings.
  • Three realm walls. First-Rate asks for your main weapon path and a win against a foe of your own realm or above. Peak asks for ten unbroken minutes of closed-door seclusion under a roof, in a cave or a sect hall; it also washes impure qi. Life and Death asks for a life-and-death duel: a named rival is sent against you (call them with /murim rival), and only one of you walks away. Two players may agree to one instead (/murim lifedeath). The loser lives, with qi lost and an internal injury. Then your heart demon waits in the inner world, always.
  • The Wall card and the Path chapter. Introspection shows the next wall and what it still needs. The Jianghu Ledger has a Path chapter with every wall ahead and a Track button for the HUD.
  • Pill toxicity is now called pill toxin, so impure qi means only the clouding of your qi purity.
  • No more pill limit; qi purity instead. Qi from pills, kills, blood and souls is impure; breathing, meditation and the land are pure. Impure qi circulates worse: slower regeneration, dearer arts and a lower breakthrough chance, and above three quarters impure no breakthrough takes. Seated meditation, seclusion, cleansing pills (Spirit Lotus, Marrow Washing, Bone-Changing) and the Cult's blood pools wash it. The Heavenly Demon's own method does not suffer from it. Introspection shows your purity.
  • The first tribulation now comes at Peak into Transcendent. First-Rate no longer calls lightning.
  • The heart demon is gentler. Only the Buddhist path (Shaolin, Emei) is burdened by killing the innocent; on every other path killing never feeds it. Justified kills never count: those who struck first, bandits and outlaws, the wanted, and enemies in a declared war.
  • An art never refuses you. "The art turns away from a heart like yours" is gone: a sect's art works for anyone who knows it, whatever their standing.
  • New music discs: Crouching Dragon and Arise by Wulong. The five earlier songs are withdrawn. Every merchant sells the new ones, and they lie where the old discs lay.
  • Switch your main art. Introspection > Manuals > Move marks your main art and has a "Make main art" button for every art you hold, including moves taught without the manual, and Forget for a single move. A refused move names its art and where to switch.
  • No more click combos. Attacking is just attacking: no number of hits, sneak, sprint or jump attacks ever fires a technique. Martial forms (Tiger Fist, 24-Strike, the Cleaver and the rest) now sit in the technique slots like qi skills, fill a free slot when you learn them, and cast with the slot keys or the Technique Wheel. They still need their weapon in hand: a sword for sword forms, bare fists or gauntlets for fist forms, any edge for the cleaver.
  • One book for every technique. 150 techniques, 150 books. A book asks three teachings: realm and qi nature, a weapon-path stage, and sometimes an earlier technique. Read it and it is incomplete, adapted or understood; it fills in on its own as you meet what it asks.
  • An incomplete book can still be cast, at a risk. The technique card shows the chance in red. A failed cast is a qi deviation: qi collapses, you are left at 1 health and your techniques lock for five minutes. Fail again during it and your dantian is crippled. Three Peak pills in one day mend it, or Divine Dantian Rebirth, or the Tang Medicine Hall master for 400 taels.
  • Libraries have floors. Iron, bronze, jade and the golden seal follow a book's realm. The Technique Bookshelf shows what a book asks and what it would cost in merit; copying leaves the book on the shelf. A Library Pass lets an outsider read one book.
  • The library has a guardian. He hears, sees and senses qi, warns once, then kills. Turtle Breathing stills your qi for forty seconds. A sect that sees an outsider use its technique puts that name on its kill list.
  • Every sect library keeps one now, before its top-floor chest. A guardian spares his own sect.
  • A Library Pass is earned. Ask a sect's master or an elder, "Might an outsider read one of your books?" Their people must respect you, and the pass costs some of that respect. The Tang write one only for a book of medicine.
  • The Baihui point opens from realm 5 to realm 8. Hold your gaze on a cast and you may adapt the book up to two realms above you, weaker and dearer the further it reaches. An old man sometimes sits by the road. He likes bread.
  • Seal a technique of your own. Once your Baihui point opens (realm 5 for most), meditate and use an Empty Scroll: lay up to five techniques you understand on the scroll, choose form, effect, force, reach and qi colour, and name it. The cost column says when a move is too strong for your realm.
  • All rivers flow into one sea. Some cultivation methods fuse. Hold the right ones, cultivate one, sit long enough, and a method no manual teaches opens. Nobody will tell you which.
  • Physiques. Eighteen constitutions, by birth, a method, a sect gift, a rare find or a hard road.
  • Found your own sect with a Sect Core, a charter fee and enough techniques; a second core takes a village or city.
  • Meditation sits you down, in the vanilla riding pose. So does kneeling to a master.
  • Hunger fades with realm (inedia), and meditation spends none. The safe range of heat and cold widens as you rise. With Tough As Nails or Homeostatic installed, thirst and their temperature follow the same curve.

The Sichuan Tang Clan

  • A full clan at Chengdu. A hill town in a karst basin and a terraced estate: Outer and Inner Halls, the elder council, a four-storey library, the smithy with the White Furnace, a shrine, a poison garden and a trap forest.
  • Twenty arts on three paths: flying daggers, poison and the mechanism case. Mix them as you like. Mancheonhwau hangs a sky of blades; Ten Thousand Poison Valley is the clan's domain.
  • The Thousand-Mechanism Case: traps, caltrops, thunder spheres, the needle box, sleeve arrows and a turret.
  • Forge your own case at the anvil: a finer case strikes harder with every device it fires, and the turret wants a forged case of Fine or better.
  • To join, speak to the Guard of the Tang Gate first: "I have come to join the Tang." Then the family head will see you without the hall calling it trespass.
  • Poison and medicine are one coin. Every brew is venom below your poison body's rung and medicine above it. The Hundred-, Thousand- and Ten-Thousand-Poison rites raise the body. Tang fighters drink poison to heal. Beware the Gold Serpent; its gall is worth the bite.
  • Family stories, the elder council, the White Tiger and Hidden Sword, the sealed gate, and the Thunderbolt Hall feud. A Mount Hua swordsman may bow at Tang Bo's tablet.
  • The Medicine Hall stands open to all: apprentices, patients on cots, and a master who draws poison out and mends broken dantians.

Mount Hua

  • Twenty-four sword arts in four tiers, from Forms to Sword Gang, drawn in plum blossoms.
  • Scent Across Ten Thousand Li, the sect's domain.
  • People and stories: Sect Leader Song Heming, Sword Master Yan Qiufeng, the elders' graves, a front-line contract against the Cult, and a duel with Xue Ya.
  • Purple Mist, a variant of the Plum Blossom Heart, in the merit shop: "Show me what merit buys." at the master. Shaanxi now has Mount Hua branch halls.

The world

  • No circles at the edge of the world. The Central Plains end in a natural, seed-shaped coast of headlands and bays, and the outer realms are countries with lobed borders and a frontier before their heart. The map follows.
  • Natural ground at the cities. The Tang city's edge has no walls of earth, its gates open through natural passes and its waterfall falls from a ragged lip. The Cult cities fill their rings with streets and houses, and their roads wind round the mountains instead of crossing on viaducts. Orthodox towns have their own walls and their region's paving, and Kaifeng's berm is a meadow by the moat.
  • The world reaches 50 km from its centre. The Central Plains fill almost half of it. Rivers run to the sea: the Yangtze through its gorges, the Yellow River, the Han and the Min, and the Jiangsu coast.
  • Provinces have owners. Cross a border and its name and holder appear: "Sichuan — Land of Tang". Press K for the Faction Map. War over a seat moves a province; a sect of your own can take free land. Prices change from province to province. JourneyMap shows the borders if installed.
  • The Divine Cult stands on Tianshan: the Divine Mountain, three Cult capitals, and eight Supreme cities on the realm's border, each with its keep facing out and a grand road home.
  • Demonic Supreme is a merit rank between Heavenly Demon Seat and Demonic King: 6000 earned merit, Profound, +11% qi regen. The outer court of the mountain still admits an Elder; the throne terrace still admits a Demonic King.
  • The eight Demonic Supremes are people. Each has a face, a voice, two arts and a city. They answer "Who are you?". Soma's Evil Smiling Heart turns weaker beasts nearby on each other, and a player close enough hears a heartbeat.
  • Kaifeng, the capital: walls, gates and moat, the Bian and its canals, the Imperial Way, the palace courts and halls, packed wards with row houses, the Iron Pagoda, and an outer city of twelve gates and wide fields. The yamen collects the day's tax; pay it, and the guards let you pass until dawn.
  • Kaifeng's wards are lived in. Homes, shops, forges, teahouses and inns are furnished, residents walk the lanes by day, and traders stand at the Imperial Way stalls.
  • Sect branch houses and Cult hideouts in the cities. A steward keeps his sect's house. Behind an ordinary shop, the Divine Cult keeps a back room for those who know the words: trade by rank, merit for goods, supplies once a day, and errands for the Cult.
  • Cities grew. Each city has an outer ring with a curtain wall, moat and graded avenues, wards between, and a hamlet outside each gate whose folk walk in at the dawn bell. Terraces follow the land.
  • The ring roads follow the land: avenues climb the hills on graded slabs, and the banks wear the land's own soil.
  • Roads 2.0: half-block slab steps a horse can ride, switchbacks on hills, lit tunnels, and real bridges with piers and arches. Each region paves in its own stone.
  • The outer palaces and hidden courts are compact terraced compounds: Ice Palace, Beast Palace, Five Poisons and Thunderbolt Hall.
  • Nothing floats. Cult footings, street fills and bridge piers reach the ground.

Living

  • The Wandering Guide. A traveller in a straw hat waits near the world spawn, marked with a gold "!" until you choose. His path book lists every sect that takes members, with what it teaches, who takes you in and how far it is. Choose one and a quest leads you to its gate or the foot of its stair, then to the master or elder who can accept you.
  • The Jianghu Ledger (J, or O with JourneyMap): quests in hand, leads, tales, finished work and the teachings, with Track, Show on map, Share and Abandon. The tracked quest has the compass line and a column of light; JourneyMap and the K map show quest diamonds. Townsfolk give directions to a street or a hall.
  • Give up any quest and start over. The Ledger's Start over, or "Let me try this again." at the giver, takes the same work again from the start. Goods from an abandoned quest turn to nothing, so they cannot be sold twice.
  • Escort contracts: a courier names two places and a road. Bring the goods through; found an agency, and when your banner is famous, bandits leave the road.
  • Market stalls of your own; merchants' prices follow the caravans that reach them.
  • Inns: rent a bed, or a room for one, three or seven nights. The door, bed and chests answer only to you.
  • Carts keep pace on the trail and regroup instead of letting go.
  • Joining a sect is a word with the master or an elder, not a book. Reading a manual only teaches.

Fixes

  • Martial arts no longer vanish from Introspection after a respawn.
  • Re-reading a manual brings its art back. If your Manuals tab lost an art whose moves you know, read the book again.
  • Demonic Couriers no longer pile up at a cult gate. A cult courier (and its pack donkey) does not walk a vanilla portal; that trip was copying the body and minting a replacement. A spot already holding eight cult couriers does not receive another, and strays over that cap are sent off. Caravan parties and quest couriers still cross.
  • Curing a cult villager raises Divine Cult standing. It used to count as a righteous cure, and the spill lowered your standing with the Cult. A village commoner is still a righteous cure. Curing yourself grants nothing.
  • A land does not charge you for its enemies. Hitting a Divine Cult villager, even a warrior, is not a crime of Qingcheng (or any sect sworn against the Cult). The land's own people, its allies and ordinary villagers are protected as before.
  • The Nether has an allegiance. A chest inside a Divine Cult structure there, such as the Nether Granary, is stolen in the land of the Divine Cult. The rest of the Nether, including a fortress, still has no law.
  • A shipwreck is not a town. Owned lots are Murimcraft settlements and vanilla villages, and only the structure's real pieces. A shipwreck, mineshaft or ruined portal is not owned, even when it stands inside a village's empty bounds.
  • A hitched wagon follows you through a portal. The horse (or you, on a hand cart) brings the wagon and the rest of the team into the chunk you arrived in. Goods in the wagon are yours: opening it does not mark them stolen.
  • A wagon climbs a one-block stair. A lead standing on the next tread is a step, not a wall, so the hitch holds and the wagon lifts onto the ledge.
  • A healer can treat themselves. Once you have practiced (a cure, or a studied note), sneak and use a needle, herb, pill or medical note to open your own illness or internal injury. No physician needed.

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