
The Murim map: Enzo builds the world, the mod fills it
Project map
Where Murimblock stands: what is done, what is in progress, what is missing, and the order to build it in.
The control picture of the project, kept up to date. Enzo builds the map; the mod brings the systems and the tools to fill it. The goal is the beta.
Where each part stands
| Part | Done | In progress | Missing |
|---|---|---|---|
| Combat | Guard & perfect parry, PvP knockdown, carry & execute, combat bar, no one-shot combos | two-client checks of the newest parts | |
| Martial arts | Azure Cloud Sword, Long Fist, Sanguine Art, Celestial Peak Spear, Traveller's Staff, Mountain-Shattering Fist, Seven Stars Sword, Golden Bell, Purple Heaven Thunder Saber, Majin Fist, Overlord Spear, Crescent Moon Halberd, Raven Messenger Art: the beta's twelve are passed | the Devouring Demon Art (3 pairs of 8 and Kagune Shift, creative only); the crab art (its boss is ready) | after the beta: one per weapon (dao, chain whip, needles, knives…) and the factions' arts |
| Cultivation | Qi, 9 realms × 4 stages, meditation, inner world, Heart Demon, elixirs, Qi Sense, cultivation methods, an inner world per art, running on water, the aura's pressure, flying on the sword | a clear path: which region, enemies and boss for each realm; where the method scrolls are found | |
| Mobs & bosses | Bosses: Sensei Yun, the Captain of the Peak Guard, the Crab King, the Bandit Warlord and his second phase, the Son of the Demon, the Raven Master; the Bandit Chief; bandits, crabs, crab men, the tiger, the Alliance's soldiers and merchant, the Blood Sect's Blood Ninja and Blood Soldier, the Golden Bell Monk, the Guardian of the Scarlet Threshold (spawn egg only), the Crow Master, the travellers | the Cult's soldiers and boss | |
| World | The Murim map and its five regions, 11 biomes (the newest, the Wulingyuan Stone Forest), 13 structures with their residents, among them the Raven Tower, the Star-Plucking Peak, the outposts, the arena, the great bandit camp and the Crab King's lair | the Cult's sites; residents for the sanctuary | |
| Factions | the five powers in the lore; the Orthodox Alliance in the game | Heavenly Demon Cult; joining a faction, ranks, reputation | |
| Menu & tools | Murim menu, the dantian combat bar, HUD size, dialogues, the Golden Dragon's scroll of wares, the logo, this wiki | tools for the map: placeable NPCs, camps that refill, loot tables, simple quests |
What blocks the beta
- Nobody plays the test build yet: until the beta, the checks are automatic tests and filmed runs in a real game client.
- No path to follow: the pieces exist, but nothing tells the player where to go next or which boss belongs to which realm.
- Filling the map needs code: an NPC with its lines, a bandit camp that refills, a loot chest or a quest each still need a developer.
- A small economy: four coins (copper cash, strings, silver taels, gold yuanbao) and the Alliance Merchant; the Murim's villagers and travellers trade vanilla wares, paid in strings of cash instead of emeralds.
The order to build it in
- The two first factions: the Alliance is in the game; the Cult comes next, with its soldiers, its boss and its sites in the Hexi desert.
- The map-maker's toolbox: NPCs written in a file (name, look, lines, trades), garrison points that refill a camp, Murim loot tables, simple quests on the dialogue system.
- The path of progression: realm by realm, which regions, enemies, boss and reward; then the bosses it calls for.
- The arts: the twelve are reached (thirteen now); more later, one per weapon and one per faction.
- The beta: played with friends, two real clients or more.
Who does what
- Enzo: the map (regions, sites, dungeons), the decisions and the order of work.
- The mod: code, 3D models, animations, textures, tests in a real game client, and the docs and this wiki.
State on 19 October 2026.