Dead Souls 3.8.6
✅ Playableds386
The classic, widely-deployed "Dead Souls" LPC mudlib base (v3.8.6, released 2014), descended from Descartes of Borg's Nightmare mudlib. Unlike every other lib in this collection, Dead Souls isn't a themed game in its own right -- it's a generic, well-documented starter codebase that hundreds of real-world LPMuds have been built on top of, shipped here close to stock. A fresh boot runs its own first-time admin installation wizard (register the admin's name/password/gender, then the driver restarts itself), after which the world is the small stock demo area: a campus, a scripted line editor (ed/qed), a bulletin board, mail, an in-game creation system for builders, and a starter "Players Handbook" new characters are pointed at on login.
Dead Souls I
✅ PlayabledsI
An early, distinct generation of the Dead Souls object library -- several in-file headers self-identify it as 'Dead Souls V'/'the Dead Souls r1/r2 Object Library' (1996-98 vintage), structurally closer to Nightmare IV than to the later 3.8.6-era Dead Souls this collection already hosts as ds386/deadsouls_fluffos (only 2 domains versus the other two copies' 8, no estates/powers/std/open directories, a roughly 1/3-the-size master.lpc). A genuine first-boot admin-installation wizard walks a fresh connection through name/password/gender/display-name/email/real-name, then a race-selection step offering 17 races (list/help RACE/pick RACE) before the mud's ordinary login/registration flow self-installs in its place. The built world is small but real: a starting domain plus one example town, Ylsrim, with a pub, an armoury, a weaponry, a jar-and-lightning-bug minigame object, and a couple of deliberately 'broken' disease-item teaching examples. Makes a genuine outbound Intermud-3 connection to a real nameserver a few seconds after boot -- don't sweep this lib into high-frequency automated re-boot loops.
Dead Souls II
✅ PlayabledsII
The real, self-identified 'Dead Souls Mud Library II,' released as public domain by Cratylus in November 2006 -- a distinct middle generation of the Dead Souls object library, between the earlier Nightmare-IV-era snapshot and the later, much larger 3.8.6 generation. A brand-new install walks the very first connecting player through a genuine first-boot admin-setup wizard (name, password, gender, display name, email, real name, and a race pick from seven options: halfling, elf, orc, half-orc, human, half-elf, or dwarf) before the mud restarts into its normal, ongoing registration flow. Four domains ship with the archive: a small default starting area, a town, an example town called Ylsrim with a pub, an armoury, a weaponsmith, a jar-and-lightning-bug minigame object, and a couple of deliberately 'broken' disease-item teaching examples, plus an LPC-University-themed campus area complete with a live greeter-bot NPC. The mud preloads a real Intermud-3 client and makes a genuine outbound connection to a live I3 nameserver a few seconds after every boot.
Dead Souls 3.0
✅ PlayabledsIII
The real, self-identified 'Dead Souls' object library at its 3.0 point release (December 2009) -- an early snapshot of the same 3.x codebase branch that later became the 3.8.6 generation, several point releases and years earlier, with seven of that later version's nine domains: a default starting area, a town, the example town Ylsrim, an LPC-University-style campus, a cave zone, an examples area, and Praxis. Registration includes an age gate ('Are you 13 years of age or older?') followed by a race pick from eight options -- dwarf, elf, half-elf, half-orc, halfling, human, orc, or poleepkwa -- and, like dsII, the very first account ever created walks through a one-time admin-installation wizard before the mud restarts into its normal login flow. This is the most network-connected mud in the collection: it dials out to a live IMC2 hub and a separate Intermud-3 network on every boot, and even a bare, unattended boot triggers an automatic version-check that fetches the still-live dead-souls.net's release notes over a real HTTP connection.
deadsouls_fluffos
The fluffos GitHub org's own actively-maintained fork of the classic Dead Souls 3.8.6 mudlib, pre-adapted for the modern FluffOS v2019 driver branch (tracked as a git submodule) rather than a legacy archive dump -- a separate, independently-sourced snapshot from this collection's other two Dead Souls entries (ds386, dshakkard), already carrying its own AUTO_WIZ registration, a websocket listener, and a www/ web client. New characters begin in "The start room" near the Praxis campus, then `enter town` to reach the main city; playable races are dwarf, elf, half-elf, half-orc, halfling, human, orc, and poleepkwa. The town/campus/Praxis/amigara/learning/Ylsrim/cave/examples domains are Dead Souls' own official "how to build an area" teaching material, and AUTO_WIZ lets a new registrant answer "creator" instead of "player" to get builder access immediately, with `read chapter 1 in handbook` as the suggested first step.
Nightmare 3
✅ Playablenightmare3
One of the oldest and most historically influential LPMud mudlib families, an ancestor of the TMI-2 lineage. This fork (fluffos/nightmare3) is already updated for modern FluffOS. New characters pick a race in a genesis void room before rolling stats and entering Praxis, the mudlib's own shipped example domain — a full town with shops, a bank, a graveyard, mountain caves, and an orc valley — built around a central Monument Square, with five playable classes (fighter, cleric, mage, rogue, kataan) and three joinable guilds (druids, philosophers, witches). Unlike the rest of this collection, content is in English, included deliberately for its historical importance to the wider LPMud family tree.
Nightmare 4
✅ Playablenightmare4
The fourth major generation of the Nightmare Object Library (source headers alternate between crediting "Nightmare IV"/"Nightmare IVr2/r3/r6" and "Nightmare V", reflecting incremental revisions by original author George Reese and others through 1996-97), a different and later generation from `nightmare3` already in this collection (that lib is the `fluffos/nightmare3` fork's own distinct Praxis-domain snapshot; this one ships its own separate example domain, Ylsrim, a small desert bazaar town, and a materially different mudlib layout -- e.g. a dedicated secure/lib/net/ socket-object layer, a class-based Race/Class/Season data-daemon design, and PACKAGE_DB/PACKAGE_UIDS driver-package awareness baked into the source). Nightmare is one of the most historically influential LPMud mudlib families -- an ancestor of the TMI-2 lineage that several other libs in this collection (including some of the Chinese-MUD codebases) ultimately trace back to. New characters go through a real menu-driven registration (name, password, gender, display name, email, real name) and then pick a race from a fixed list (list/help/pick) before landing in Ylsrim's central bazaar. English-language content, included deliberately for its historical significance alongside `nightmare3`.
imud (FluffOS Intermud-3 demo)
✅ Playableimud
The FluffOS project's own tiny live demo at imud.fluffos.info, not a game: connecting drops you straight into an anonymous session (no login, no registration, no player object/save data, no rooms) with exactly two commands, mudlist (lists the real, live Intermud-3 network via a genuine outbound socket connection to the *i4 router) and update (reload an object by path). Included as a preserved reference example of a minimal from-scratch FluffOS mudlib/I3-client rather than a wuxia game.
Lima Mudlib
✅ Playablelima
The maintained LIMA mudlib (limalib/lima, limamudlib.dev) -- an English-language, developer-facing framework built to demonstrate what a modern LPC mudlib looks like, quite unlike the classic Chinese wuxia lineages that make up most of this collection. Rather than registering one verb per add_action, Lima understands full natural-language sentences ('take the red potion from the box'), secures files and commands through a capability-based system of privileges/domains/protections instead of the traditional uid/root model, and gives every wizard a Unix-like shell (variables, pipes, globbing) rather than a fixed command table. New characters begin in the Grand Hall, a wizards' meeting room with polished floorboards and rough-hewn beams, flanked by a sulfurous northwest passage, a passage to the south that smells like something recently died, and an incongruous elevator door to the west; a glowing portal leads to the separate mortal starting area. Bundled demo content includes a nine-room 'Sandy Beach' pirate treasure-hunting puzzle (explicitly marked by its own author as not meant for a real, live mud) and optional contributed modules for bulletin boards, marriage, and in-room object creation. New characters are granted wizard powers automatically (AUTO_WIZ), the upstream project's own default for a framework meant to be explored and extended, not played as a finished game.
Genesis mudlib (CDlib)
✅ Playablegenesis
The official mudlib of Genesis, one of the oldest and most influential LPMuds still running. This is the engine only (master, login, std/ base classes, command souls, board/mail/bank/donation/report subsystems, the full wizard toolset) -- per the repo's own README, it ships no /d/Genesis game-world domain at all (no rooms, no NPCs, no items, no race content). Since no domain ships to place new characters in, this collection's copy adds a from-scratch character-creation bootstrap and a bare landing room so the engine is actually playable.
RealmsMUD core-lib
❌ Won't bootrealms
The official mudlib of RealmsMUD, a modern, actively-developed engine with a substantial shipped game world rather than a bare framework. New characters pass through an 11-step creation wizard (terminal color/charset setup, a live minimap demo, gender, race and subrace, hair and eye color, attribute allocation, and skill/trait selection) before landing in the world proper. 27 guilds span elemental casters (Aeromancer, Aquamancer, Cryomancer, Geomancer, Pyromancer), classic archetypes (Fighter, Mage, Ranger, Rogue, Bard, Druid, Necromancer), and setting-specific orders with their own lore (the Aegis Guard, the League of Assassins, the Hand of Bilanx, the Guardian of Khazurath, the Children of Ilyrth, Disciples of Argloth and Ferianth, the Werric Knights, Wrathguard, Runeskald, Oneiromancer, and Therianthrope shapeshifters). The shipped world includes named regions Argalen Keep, Eledhel, and Tol-Dhurath, alongside full quest, research/crafting, and player-trading systems. Login credentials and character records persist in a real backing MySQL database (RealmsLib) rather than flat player-save files, reflecting the engine's modern, service-oriented architecture.
Final Realms
✅ Playablefinalrealms
A classic, from-scratch English-language MudOS mudlib whose own commit history dates to 1998 -- the oldest-vintage lib onboarded into this collection so far. A full game world, not a bare engine: character creation drops new arrivals into the "Hall of Creation," where a one-time `become <race>` command permanently picks one of 12 playable races (Drow, Duergar, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Orc, Halfling, Human, Lizard-Man, Orc) before sending them to that race's own dedicated newbie zone -- real per-race taverns and shops, not a shared generic starting room. Five character guilds (Cleric, Fighter, Mage, Rogue, Warrior) round out the RPG progression, with the Mage guild alone branching into nine D&D-style specialist schools (Abjurer, Conjurer, Diviner, Enchanter, Illusionist, Invoker, Necromancer, Transmuter, and a general path), plus a full wizard-building toolset for creators.
TMI-2 (The Mud Institute)
✅ Playabletmi2
A historically significant, widely-copied English-language LPMud mudlib from 1992-1996 whose std/ base classes, command-soul dispatch, and /adm/-rooted security-daemon layout were inherited by a large family of later mudlibs (this project's own catalog refers to a 'TMI-2/Falcon family' of descendants). This port is the 'famous TMI-2 quad' release itself: a landing zone with a general-purpose bulletin board, an Intermud-3 network-discussion room, a MudOS-driver-discussion room, a bug-report room, and a link down into /d/Fooland, plus the full TMI-2 wizard toolset (file/object inspection commands, the channel system, a student/teacher tutorial subsystem, FTP and HTTP daemons, and a resolv_str/resolv_ref scripting mini-language for wizard reference variables) and character creation across 13 playable races (dwarf, elf, gnome, human, orc, troll, halfling, sprite, shadow, ent, siren, skeleton, zombie). This collection's other TMI-2 1.4alpha-descended archive, mortremains, shares this lib's own credit line ("Truilkan@TMI"). Booting this lib also opens a real outbound connection to the public Intermud-3 router network, matching genuine upstream behavior rather than a bug.
Foundation II LPC Library
✅ Playablefoundation2
A stripped-down classic descendant of the Nightmare mudlib lineage from the mid-1990s, positioned by its own boot banner as an engine for hardcore LPC programmers, not a beginner-friendly game world -- it ships no combat, limbs, or stats system at all. What shipped and works: a real first-boot admin-setup installation wizard, full login/registration, security/privs access control, command dispatch, help, mail, message boards, and Intermud-3 networking, plus one small starting domain. Two optional example/teaching content trees included in the archive reference an incompatible, differently-named room/item API from a different snapshot of this engine and don't compile, so they're not playable content.
Foundation I
✅ Playablefoundation1
A stripped-down, classic Nightmare-3.3-derived LPC library released by George Reese ("Descartes of Borg") in April 1995 -- a bare engine (login/registration, security, command dispatch, help, mail, message boards, Intermud-3) with no combat, limbs, or stats system at all, meant as a clean base for LPC programmers to build their own game on top of, not a playable-out-of-the-box world. This is the direct, earlier ancestor of this collection's separate `foundation2` (a distinct, more developed later release by the same author) -- not a duplicate. The one shipped starting room is a softly-lit cavern with magic pools, with the real player command set (look/status/inventory/quit and more) fully implemented. An optional teaching content tree references an incompatible room/item API from a different snapshot of this engine and doesn't compile, a pre-existing content mismatch. Like foundation2, this lib makes a real outbound Intermud-3 socket connection at boot (to a near-certainly-defunct 1990s host) and should not be swept into high-frequency automated re-boot loops.
Skylib FluffOS
✅ Playableskylib
Version 1.8 of Skylib, an English-language LPMud library boot-banner'd as the "Divided Sky Distribution Lib," in the Discworld/Nightmare lineage: soul-based emotes, a directory-based per-verb command dispatcher, round-time combat, and guilds, built around the same command-dispatch style as Discworld rather than the driver's native add_action(). Content-wise this is an honest work-in-progress skeleton rather than a finished game -- the login banner itself says "this mud is still under construction" -- with no designed adventure zones, only the standard five starting guilds (fighter, mage, thief, cleric, artisan), a training dummy, and a small template area of generic rooms (tavern, garden, shops). The archive itself also includes deliberately-broken LPC-error teaching examples and a dead/superseded alternate room-topography system left in place as reference material rather than active content. Like imud/foundation2, this lib makes a real outbound Intermud-3 socket connection at boot (to a near-certainly-defunct 1990s host) and should not be swept into high-frequency automated re-boot loops.
Merentha FluffOS Lib
✅ Playablemerentha
A classic English-language LPMud lib explicitly based on the popular Nightmare 3 lib, per its own description aiming to have "the Nightmare feel and robustness without the complications of verbs or weird lfun names." New characters wake in a race-selection limbo room (a wall of frozen male/female bodies in wall compartments, one pair per race), pick a gender and race with `become <gender> <race>` from six options (human, giant, gnome, elf, dwarf, fairy), and land in the Cabeiri starting town with its central square, guild halls (fighter/mage/healer/monk), and general supply shop. Ships a full skill-point system (30+ skills from swordplay to alchemy to bargaining), a limb-based body model, an Intermud-3 daemon, and a wizard-oriented `/cmds/admin` toolset.
LPUniversity Mudlib
✅ Playablelpuni
A classic English-language LPC teaching/reference mudlib, positioned by its own lpmuds.net description as not ready for play -- a base for learning to build a lib without dealing much with the driver. What shipped is more complete than that framing suggests: a full login/registration/security/command-dispatch/help/mail/message-board/news/channel/Intermud-3 engine including a real first-boot admin-setup wizard, plus one small real starting domain: an entrance room with a greeter NPC leading north to a single upstairs floor holding a cafe (complete with a serving station and stained tables), a bar, a lounge, a bathroom, and a backroom, all connected to each other rather than the "three upstairs floors" a first pass at this description assumed. There is no combat/stats system at all. Also makes a real outbound Intermud-3 network connection at boot, same as imud/tmi2/skylib.
Lil (MudOS Testsuite Lib)
✅ Playablelil
A fixed-up version of the MudOS driver testsuite lib with docs added, per its own lpmuds.net listing -- genuinely a from-scratch bootstrapping base, not a game: no accounts, no rooms, no combat, no Intermud. Connecting auto-assigns a name and drops straight into an anonymous, already-wizard session with about ten primitive commands, plus a sizeable bundled compiler/efun/operator self-test suite meant for driver developers. An `efun <name>` command referenced by both the boot banner and the mudlib's own README was never actually shipped in the archive -- documented, not invented.
Star Wars Mud
✅ Playableswmud
A Star Wars-themed conversion built on top of the Lima mudlib (this collection's own libs/lima, 164) -- its own README describes it as a set of 'additions and changes to the base mudlib' meant to be installed over a full Lima install, which is how this copy was assembled. Ships a genuine Star Wars race roster (13 playable races spanning several human ethnicities plus aliens such as Wookiees and Twi'leks), its own combat/limb/wound system, guild-style character classes (Jedi, smuggler, bounty hunter, and more), crafting, and weapon/armor/lightsaber item trees. New characters land in a working fallback starting room, since the original Star-Wars-specific starting area was never included in this particular git archive. Makes a genuine outbound network connection to the public Intermud-3 router at every boot.
Hakkard World
✅ Playabledshakkard
A custom closed-alpha game -- self-titled 'Hakkard World,' banner reads 'Revision 0.0.1, Status: Closed Alpha' -- built on the Dead Souls 3.8.6 engine this collection already hosts as ds386/deadsouls_fluffos/dsIII. Its non-secure stock code (command dispatch, headers, the campus/cave/default/examples/learning/Praxis/town/Ylsrim demo domains) is close to byte-identical to ds386's own raw archive; what makes it a real game rather than another stock copy are three bespoke domains built on top. The town of Lennar centers on Everett Square, where Elma Street crosses Main Street past a statue amid 'the hustle and bustle of everyday life,' with an Adventurer's Guild ('several people mill around, with wicked-looking weapons strapped to themselves'), a Mage's Guild, and named NPCs like Clerebold Vance, a small but exceptionally fit man whose Stetson hat is 'riddled with cuts and holes.' Lennar Manor is a separate noble estate with its own reception hall, tea room, lower library, and barracks; Northern Wastes is a third, frozen area (furnace, freezer, void rooms) built on the same engine. A personal builder's workroom (realms/muirrum) holds several in-progress test rooms and abandoned editor scratch buffers -- a snapshot of a game still under active construction. Makes three real outbound network connections at boot (IMC2, Intermud-3, an automatic dead-souls.net RELEASE_NOTES fetch) -- do not sweep this lib into high-frequency automated re-boot loops.
Discworld MUD (FluffOS bundle, v3)
✅ Playablediscworld
The official Discworld MUD's mudlib, as redistributed by Cratylus (Dead Souls' maintainer) in a self-contained "Discworld Bundle" paired with a matching FluffOS build (dw_fluffos_v3 is the latest of three snapshots this project holds; v1/v2 are independently converted as libs/dw_fluffos_v1 and libs/dw_fluffos_v2). One of the longest-running, most-studied LPMuds in existence (running continuously since 1991), set in Terry Pratchett's Discworld. New characters start in the famous circular Discworld Room in Ankh-Morpork's Cabbage Warehouse Rooming House, guided in by a wandering "womble" NPC. Uses a directory-based command dispatcher (a verb like `look` resolves to a file `cmds/living/l_ook.lpc`, the underscore marking its minimum abbreviation) layered under a `drunk_check()`/`lower_check()` eval-cost and command-queueing throttle.
Discworld MUD (FluffOS bundle, v1)
✅ Playabledw_fluffos_v1
The earliest of three Cratylus Discworld FluffOS-bundle snapshots in this collection (bundled fluffos-1.22c11 driver ignored). Same official Discworld mudlib as libs/discworld (v3), converted independently from dw_fluffos_v1/lib/ and given the same mechanical FluffOS-compat fixes (virtual.h self-include, add_method("lpc"), .ob #Class suffixes, command.lpc [0..<5], add_action catch-all "*" -> ""). Port 40271.
Discworld MUD (FluffOS bundle, v2)
✅ Playabledw_fluffos_v2
The middle of three Cratylus Discworld FluffOS-bundle snapshots in this collection (bundled fluffos-2.9-ds2.05 driver ignored). Same official Discworld mudlib as libs/discworld (v3), converted independently from dw_fluffos_v2/lib/ and given the same mechanical FluffOS-compat fixes as v1. Port 40272.
Sundering Shadows
✅ Playablesunshadow
A long-running, still-live English-language fantasy LPMud built on a heavily customized Nightmare/TMI-lineage mudlib base -- 43,147 files (~47MB) that the live game auto-commits every 30 minutes. New characters emerge through a full command-driven, 15-stage creation wizard (class, gender, race, subrace, template, age, point-buy stat allocation, body type, hair/eye color, bonus languages, alignment, deity, class-special) before a scripted basic-commands tutorial drops them into the world proper. The std/races/ library lists 43 playable strains: the familiar human, elf, dwarf, gnome, halfling, half-elf, half-orc, and drow sit alongside centaurs, minotaurs, satyrs, dragonkin, wemics, kitsune, saurians, yuan-ti, firbolgs, gnolls, bugbears, and troll-kin, with a further tier -- devils, imps, devas, dragonkin, soulforged, strix -- locked behind account-level approval rather than open to every newcomer. Base classes offered at creation (fighter, thief, mage, cleric, druid, ranger, paladin, bard, barbarian, sorcerer, monk, warlock, psion, inquisitor, magus, cavalier, and more) are only the entry point: dozens of prestige classes are earned in play, from archmage, assassin, eldritch knight, and shadowdancer to hexblade, warmind, hierophant, and arcane trickster. The setting runs its own homegrown ten-deity pantheon -- Jarmila, Callamir, Kreysneothosies, Ryorik, Nilith, Lord Shadow, The Faceless One, Kismet, Lysara, and Nimnavanon, each with a distinct portfolio and alignment restrictions that gate which deities and class-special options a given character can take. The persistent world spans dozens of named zones built up over decades of individual-wizard development: the newbie cities of Tabor and Muuldaan, the city of Shadow with its own coliseum sparring grounds, an Underdark drow-and-derro tunnel network, a Ravenloft-flavored gothic-horror domain, a Mesoamerican-styled Atoyatl/Tecqumin jungle region with its own tabaxi denizens, the Dagger forest and marsh territories, plus dedicated guild halls, a magic college with its own demiplane, and player-run housing and shops.
Nightmare Residuum
✅ Playableresiduum
A from-scratch space-themed LPMud that takes only its name and thematic inspiration from the classic Nightmare Mudlib, distinct from this collection's `nightmare3`/`nightmare4` in both codebase and setting. A new arrival wakes in Origin, a small orbital station (a central chamber with corridors to a tank room, a nanite-injection vendor, and a transporter) whose android greeter walks them through a two-stage character-creation process: first a species choice, then a "tank" console where `download <class>` installs one of six classes -- warrior, mystic, scoundrel, ranger, psionist, or paladin -- and `encode`/`randomize` sets physical attributes before `done` finalizes the specimen and releases it into the world. Leaving the station via Origin's transporter pad drops a character onto Planet, a fully procedural surface generated live from Perlin/simplex noise: every coordinate computes its own biome, heat, humidity, and elevation on the fly (tropical rainforest, desert, tundra, and more), populated with wildlife (curious raccoons, feral cats, large ants, lurking vultures, plasma snails, rabid rats, watchful crows, wild dogs) to hunt or be hunted by. Architecturally the mudlib runs a genuine account/character split -- one login account can hold several independent characters, each with its own save file and its own class/level/stats/experience/defeat-count progression -- and drives its whole verb/command/ability layer through a custom dispatch registry rather than the driver's native `add_action()`. The very first character ever created on a fresh copy of the world is automatically granted immortal rank. The codebase ships its own in-game unit-test and code-coverage framework (`D_TEST`, invoked live via a `test` command) directly alongside the game content. English-language content.
Ninetears
✅ Playableninetears
A Spanish-language LPMud, also known as Driade / FFICMUD, run by "Alex" ("Tyrael") in the early 2000s, built on a Final Realms mudlib base with substantial custom changes. A real, substantial multi-year archive with dozens of wizard-built home areas and a large domain tree covering Urghak, Faeleen, Keroon, Asgard, Ishtar, Serkesh, and more, alongside several guild systems including trolls, khurgars, chaos barbarians, and jade knights. New characters register (name confirmation, password, gender) and are born into "Plano Inmaterial" (the Immaterial Plane), a soul-formation antechamber room framing character creation as a literal act of spiritual birth before the soul enters the physical world. Player and staff rank in this world carries its own in-game titling lineage -- ordinary mortals, then ascending ranks named after demigods (semidioses), lords, thanes, patrons, regents, and finally the gods (dioses) themselves. The archive also ships an in-game FTP-like file-transfer feature via a listening network service.
LPmud 1.4.1-A (HMC LP-mud)
✅ Playablelpmud141
A small, genuinely historical LPMud reference world -- "HMC LP-mud" (Harvey Mudd College), version 1.4.1-A, bundled with its own classic C-language LPMud driver (the mudlib content here runs under this project's own FluffOS build instead). A university-account game, not a commercial title: new characters arrive in the Endoplasmatorium ("a place where people without bodies come to get them") next to a clinic, a village green, and an elevator connecting up to the wizards' hall. The Adventurers' Guild runs a classic experience-and-gold leveling ladder with twenty title ranks, from "the utter novice" up through journeyman/master magician and sorcerer tiers to "the apprentice Wizard". Beyond the village (green, road, shore, bank, pub, church, and a general store) lies a real overworld: a ten-room forest chain, a mountain pass and peak, a giant's lair and treasure path, a sea and sea floor, and a chain of thirteen numbered planar rooms. A soul-verb social/emote command set (`smile`, etc.) and basic wizard tooling round out the toolkit. The game world is deliberately small and thin -- a real early-1990s single-author teaching project, not an omission in this port.
LPmud 2.4.5
✅ Playablelpmud245
A pristine, pre-LDMud LPMud 2.4.5 snapshot -- the mudlib distributed with Lars Pensjo's own original LPMud driver line, from right before the LDMud/MudOS fork. A real, playable small world (286 files, hundreds of rooms) rather than an infrastructure sketch: new characters land in the village church (which hides a call-button-summoned elevator behind its west wall) and can explore a green, market road, bank, shops, and an adventurers' guild that runs a real fetch quest -- 'Retrieve the Orc slayer from the evil orc shaman, and give it to Leo' -- pointing players at an orc valley with its own orc-treasure room. A twelve-room forest and a 29-tunnel mine flank the village; a giant's lair, path, and confrontation room house a cloned, aggressive level-15 giant NPC; and the village shore road leads out to an entirely separate 'south' region -- its own self-contained ~49-room forest, 18-room island archipelago, and 30-room shoreline.
Genesis MUD - PL version (Arkadia)
✅ Playablearkadia
A Polish-language localization of the Genesis/CD-driver mudlib engine family -- this collection's already-onboarded libs/genesis is the English original -- and its first non-Chinese/non-English-language entry. A standard fantasy setting in the CD-driver mold, with the localization's own distinctive twist on character creation: a new arrival must type out all six Polish grammatical cases of their own name (mianownik/dopelniacz/celownik/biernik/narzednik/miejscownik), checked for validity and re-confirmable during the first six hours of play, since other players' commands need to grammatically decline a target's name correctly. The standard English soul commands are fully replaced by Polish equivalents throughout -- spojrz/sp to look, zakoncz to quit, stan for a status/score sheet, nagraj to save, haslo to change password -- so play reads as a genuinely Polish game rather than a translated skin over English verbs. A freshly-registered soul arrives as a formless spirit in a circular stone hall ringed by five silent statues, each holding a torch that casts the only light in the room, with a strange portal standing at the room's center and a passage leading off through the one flat wall; the intent is to touch a statue to choose a race, then step through the portal to be given a body and truly enter the world. As shipped, that final step never fires -- no path in the hall actually completes the transition -- so a new soul can register, log back in across sessions, and use ghost-level commands like looking around and checking status, but never leaves that spectral, disembodied state through ordinary play; combat, shops, and guild training all sit on the far side of a threshold nothing in-game currently opens.
OpenLib
✅ Playableopenlib
A real MudOS v22.1a6-era mudlib (formerly "UltraLib") by Tim McIntosh, released as a single alpha snapshot (v0.1) in late 1996 before development ceased -- genuinely distinct from every other lib in this collection: a from-scratch English-language codebase built around a UNIX-flavored security and shell model rather than the usual Chinese-wuxia lineage. Login bootstraps by connecting as the literal username "root" (a privileged bootstrap account defined in security.h), then uses in-game commands (mkwiz/addmem/chmem) to promote a real admin character before retiring root's own privileges. Access control is entirely privilege-based (a custom D_ACCESS-style security_d.lpc consulting per-directory read/write protection tables walked up the path hierarchy) with no driver uid usage at all. Players get a real UNIX-like shell (nmsh, a "new mud shell" supporting cd/pwd/pushd/popd/aliases/history) as their command interpreter rather than a flat verb table, and the archive ships a working FTP daemon, finger daemon, and HTTP daemon as real listening services alongside the game itself. The shipped content is deliberately minimal (GETTING_STARTED admits "the lib is incomplete") -- a single starting room at the exact center of the mudlib's universe with two exits, and a handful of unfinished example object classes (a generic shop, money, a zombie) that reference the original author's own never-shipped personal test items under his own /u/ wizard directory. English-language content throughout.
ShadowGate
✅ Playableshadowgate
A Nightmare Mudlib-lineage English-language AD&D/d20-style fantasy MUD, grown into a large, decades-developed game with feats, invocations, spell disciplines, ~50 playable races, and 14 classes, each with its own trainer NPC and a 15-stage guided character-creation wizard (class, gender, race, subrace, template, age, stat rolling, appearance, language, alignment, deity, class special). The repo's own README states this is or was a real, still-hosted MUD at shadowgate.org -- unrelated to the classic 1989 NES adventure game of the same name.
QuestMud
✅ Playablequestmud
A real, English-language LPMud restored from a 2012 backup of a game whose 'golden age' ran 1996-2000, per its own upstream README: up to 35 concurrent players and over a thousand individual registered accounts at its peak. A full game mudlib set in 'The Isles of Deleria' -- 20 playable races, 9 base guilds plus multiguild combinations, a housing system, mail, and years of individual wizards' own build areas.
Haven
✅ Playablehavenmud
A long-running, genuinely large Dead Souls/Nightmare-lineage production game self-titled 'Haven,' set in the world of Kailie -- 13,589 source files (7,328 under domains/ alone), not a near-stock demo like this collection's sibling dshakkard. New characters begin 'in the skies above Kailie,' a staging room where reading a newbie book awards a real quest completion before descending into one of several playable hometowns. Kailie has its own pantheon (the Lord of Balance Duuktsaryth, and the Primal Gods Amelia, Balishae, Syra, Morgoth, Zaxan, and Ahriman), a creation-myth timeline, and its own calendar counting years from Haven's own founding. Playable races span humans, elves, dwarves, half-elves, orcs, half-orcs, sprites, skaven, lamrani, dark-elves, and wild-elves, with goblins, kobolds, gelflings, nosferatu, drughkor, and meuzzin appearing as lore/NPC races. 21 custom domains make up the live world -- averath, baria, crystal_reaches, estergrym, frostmarches, gurov, havenwood, innersea, islands, namatar, peninsula, southern_coast, tairi, valley, westwood, xandria, and yozrath among them -- towns, wilderness, and dungeons built up over years of individual wizards' work, plus a marriage/chapel system, player estates, a crafting subsystem, an in-game newsgroup daemon, and a wizard FTP daemon. 25 personal wizard workrooms sit under realms/ (Duuk, Zaxan, Mahkefel, Alessandra, Laoise, Torak, and others), several holding real in-progress building projects alongside old scratch files. Makes a real outbound Intermud-3 connection on boot.
SluggyMUD
✅ Playablesluggymud
A bare, unfinished LPC mudlib skeleton whose own two-line README states it is 'a component-based mudlib designed to run on the FluffOS LPC driver.' A single 2013 commit, root at lib/{core,public,secure}: a real, permissive master.lpc/valid.lpc pair (get_root_uid/get_bb_uid/creator_file/valid_read/valid_write/valid_override all present) and a real simul_efun.lpc, but genuinely no game content at all -- public/domains, every lib/{component,obj,daemon,single} directory under all three of core/public/secure, and core/cmds are all empty placeholders, there is no room/environment system (the void singleton is a one-line stub), and login.lpc's own comment admits it 'needs fixed to handle passwords' (every connection becomes an anonymous, passwordless identity). What's real: a handful of dev commands (who, say, eval, ed, rm, update, dest, quit, shutdown, plus the hidden, non-advertised speed benchmark and tests self-test runner) and, once repaired, a genuinely substantial ~113-file compiler/efun self-test suite. The bare recursive `tests` walk correctly surfaces one genuine, interesting compiler-behavior difference -- a 'should fail to compile' fixture that actually compiles fine on this build -- and stops there by the suite's own intentional design, rather than continuing silently. One pre-existing, left-undocumented content gap: the login banner advertises an `efun` command that was never implemented anywhere in the shipped source. No outbound network side effects.
Wilderness
✅ Playablewilderness
A production game built on the LIMA mudlib framework (v1.0a9) -- the same natural-language-parser, capability-security, wizard-Unix-shell codebase already onboarded standalone as libs/lima -- but an independent, much older (May 2000) snapshot with the framework's own AUTO_WIZ demo shortcut disabled, so real characters start as ordinary mortals rather than instant wizards. New characters float in 'The Void,' whose own room text describes an inky blackness where 'a wispy tendril of smoke will waft by your face' before a circular portal that always stays fixed in front of you; stepping through it drops you into a wizard-built area such as /wiz/branin/workroom, 'a swirling maelstrom of color' with a meeping snake inside. Beyond the entry point, the built world spans a labyrinth, caves, a beach, an attic with two Beavis-and-Butthead-style easter-egg NPCs, a cult area with its own foyer and portal, and dozens of individually-built rooms and objects -- a sword in a stone, a bungee jump, a car wash, a working camera/photograph system, guild-guard NPCs. Character creation is an 8-attribute point-buy stat allocation plus a size choice and a short personality quiz, on top of the LIMA framework's centralized natural-language command parser, capability-based security daemon, wizard Unix-like shells, Intermud-3 support, and a modular combat system (death/health/wield/armor/pulse/blows/formula/advancement submodules). Shares Harvey Mudd College academic hosting (cs.hmc.edu) with this collection's libs/lpmud141, though it's an unrelated, much newer (MudOS v22.2-era) codebase -- unlike lpmud141, which required a from-scratch master-object reconstruction.
Majik 3
✅ Playablemajik3
A real MudOS v22.1b22-era mudlib from 1997-1998, the third incarnation of hobbyist author Tero Ilkka Leino's ("namhas") Majik project. Genuinely distinct from the rest of this collection: an English-language, from-scratch codebase, not a Chinese-wuxia derivative. Its own README candidly describes this exact backup as an unfinished alpha snapshot -- 'not playable at all, except you could grow carrots, make money and do some exploring': character creation (name/password/race selection with a real race list and starting-location branching), basic exploration, and the farming minigame all work end to end, while several other zones (forest, hilltop guild rooms, a cult wizard-guild room, an abandoned early gridmap/roguelike prototype that foreshadows the author's own next project majik4) rely on declarative setup calls (add_monster(), set_no_weight(), set_no_condition()) that were simply never implemented anywhere in the shipped codebase -- genuinely unfinished content from the snapshot's actual development state. See also majik4 (the same author's 1999 successor project, also onboarded from this author's GitHub).
Majik 4
✅ Playablemajik4
A 1998-1999 hobbyist mudlib by Finnish author Tero Ilkka Leino ("namhas"), the fourth incarnation of his Majik project and a sharp architectural break from majik3 (also in this collection): instead of room objects, the whole game world is a real 2D grid rendered by a dedicated graphical client, driven over a custom binary-framed wire protocol rather than plain telnet. A fresh character rolls a race (human, elf, orc, troll, or dwarf) and lands in Hilltop Village -- a hand-built little town of named locations (a bank, a post office, a general store, the Hilltop Inn, an "Intersection," and a hilltop shrine called the Legendary Hilltop of the Gods with a nearby Plaque of Explorers) populated by a banker, grocer, innkeeper, guard, and a hermit NPC forever muttering about the application he's filling out to become a wizard "greater than Namhas itself" -- a wink at the author's own handle. West of the village lies Bral Gaur, a dwarven area named and lettered in Gwel, an invented dwarven conlang with its own noun/verb/adjective word lists bundled in the archive. The project's own README candidly admits development stopped while the engine was "almost, still not even beta," before the team moved on to a planned 3D successor (majik3d) that was never released -- so wilderness beyond the two hand-authored areas is thin, and the terrain generator that would have filled it in was never finished as portable code. See also majik3, the same author's 1997-1998 predecessor project.
Primal Darkness
✅ Playablepd
A real, historically-operated English-language fantasy MUD ("Primal Darkness", 1999-2010, mud.primaldarkness.com), Nightmare-mudlib lineage, and one of the largest libs in this collection at ~32,000 source files with two decades of genuinely-authored content behind it. Character creation offers 30 playable races running from the ordinary (human, elf, dwarf, gnome) to the exotic (illithid mind-flayers, half-dragons, driders, archangels, basilisks) -- a fresh human lands in Tirun, a hand-built hub city with a real street grid (Honin Road, Ganthus Road, Wayward/Parthos Roads) centered on Central Park, an inter-city coach line out to a second full city (Lodos), and guild halls where classes/subclasses (e.g. mage into sorceror) are earned organically by walking in and training rather than picked at creation. Beyond Tirun: Helgrath is a cold northern town built around Wilndur Square's fountain and its Yull Boulevard/Market Road crossroads; Aekari is a crystal-veined cavern dungeon; Pastarlon is an active warzone where the drow of Zolenia are besieging the town of Arlon; and Inferi Island's volcanic "Eye of Hell" is an elite-rated quest zone built around a menace that's supposedly lurked there for decades. The archive preserves real historical player and wizard save data from the mud's actual operating years, including colorful admin titles ("Archon Avatar", "Realms Avatar") carried over from the original site.
RiftsMUD2
✅ Playablerifts2
A DarkeLIB/Nightmare-lineage LPC mudlib (adm/obj/master.lpc credits 'mudlib.n and lil', author zortek@trekverse) whose character generator was reskinned onto Palladium's post-apocalyptic Rifts tabletop RPG (MDC/SDC/PPE stats, OCCs) -- but an honestly early, unfinished build, not a full Rifts world: chargen currently offers exactly one race (Human) and one occupation ('Coalition Grunt'), and the explorable map behind the reskinned city square and post office is still the base engine's ORIGINAL DarkeLIB fantasy content -- a virtual day/night outdoor wilderness grid stocked with jackrabbits, panthers and wolves, plus leftover quest files literally named 'dragon', 'orcslayer' and 'imp_crown' -- rather than anything Rifts-specific like MDC armor or energy weapons. Melee combat's own damage function is a literal stub (unconditional `return ([]);`, its file's own header reading 'Started over almost for Rifts - Parnell 2018'), so no fight can currently run to a real kill without admin intervention. Not a duplicate of grav1tyzero/rifts-ds, an unrelated Dead-Souls-lineage take on the same tabletop setting.
Oxidus
✅ Playableoxidus
A genuinely modern, actively-developed, from-scratch FluffOS mudlib (a distant, long-since-diverged fork of LPUniversity), not a legacy archive -- self-hosts its own real unit test suite, documentation site, and agent-coding guides. Account-based login (register an account, then create/select a character; the first character ever created becomes the mud's owner/admin). Real bespoke content: the village of Olum (square, bakery, tailor, financier, a manor interior with an arcanist NPC/spell tree) plus forest/cavern/maze/tunnels/wastes zones.
Rifts DS
✅ Playableriftsds
A Dead Souls 3.9 lineage mudlib (same ds386/dsI/dsII/dsIII/dshakkard/deadsouls_fluffos engine family) reskinned onto Palladium's post-apocalyptic Rifts tabletop RPG setting -- not a duplicate of the already-onboarded rifts2, an unrelated DarkeLIB/Nightmare-lineage codebase that happens to use the same tabletop setting. What's actually playable is the stock Dead Souls demo world (campus/town/Praxis/Ylsrim/default/amigara) plus thin continent-domain stubs (Africa, Americas, Atlantis, Australia, China, Europe, Japan, Mexico, Russia, SouthAmericas and more), with real Rifts-flavored touches layered onto that working base: a P.P.E. (Potential Psychic Energy) resource on the HUD and score sheet alongside HP/SP, a custom greathorneddragon race alongside the stock dwarf/elf/human set, and 'universal credits' as the town's currency. The town hub has Horace's General Supply Shop, the First Village Bank (with Zoe the bank teller), a Healer's Guild selling remedies, and a talking beggar on Saquivor Road who hands new arrivals a real map item. The repo itself is a genuine slice of someone's personal, in-progress mud rather than a finished release or a pristine archive -- it arrived with three live wizard accounts (gravity, thurtea, shrub) already in play and only ten total upstream commits, the last few just balancing tweaks ('multiple fixes credits added mana now ppe'). Its most striking piece of content, though, doesn't work: domains/omega is 150 files describing a detailed multi-floor sci-fi space station ('Omega Station') with NPCs, a shop, and an elevator, backed by a further 33-file domains/common item/ship library -- but every file in both trees inherits base classes (LIVING, M_VENDOR, ARMOUR, ELEVATOR, and more) that are never defined anywhere in the repository, so none of it compiles or loads; the author's own half-built compat.h shim shows they were actively working toward supporting it before development stopped. The bundled domains/std Lima-style builder-school example area (315 files, stock to Dead Souls 3.9 itself) hits the identical missing-framework problem.
DarkeLIB
✅ Playabledarkelib
The real, original DarkeLIB circa 1999 ("Daybreak Ridge"), a from-scratch English-language Lima/Nightmare/TMI-lineage MudOS mudlib -- the actual ancestor codebase this project's already-onboarded rifts2 (RiftsMUD2) later forked into a Rifts-setting reskin. This fork (thraeq/DarkeLIB) is the community-maintained, more actively FluffOS-adapted branch, carrying two decades (1999-2018) of real hand-built areas rather than a stock demo. The world's own creation myth (Drizzt's bundled HISTORY document) opens with a solitary god called the Demiurge abandoning an imperfect creation to a struggle between Ethereals and Elves that eventually produces every playable race -- Humans, Dwarves, Gnomes, Orcs, Trolls, Sprites, Wood-Elves -- through slavery, experimentation, and a world-shaping Great War. Individual zones build on that backdrop with their own micro-lore: the Village of Nalon (arm_dealers) is a monastery of hand-to-hand and mind-discipline monks founded by a war-weary pacifist warrior; Illuminarae's mansion sits on ground poisoned by an elven bio-weapon that went catastrophically wrong on its own makers; the Nocte Undead Grounds are a canyon-and-tunnel necropolis of skeletons, ghouls, and bandits; Damned runs a set of named story quests (recovering a lich-stolen soul for the adventurer Rufus Tenderfoot, a stolen Dead Rose, a missing emerald) rather than generic fetch tasks; and further zones (drizzt, khojem, warsyn, zortek, shadowraith, soulslayer, excelsior, diewarzau) add their own wizard-authored dungeons, spell lines, and boss fights on top.
Spacemud
✅ Playablespacemud
A space-themed fork of the LIMA Mudlib (the same FluffOS reference framework already onboarded standalone as libs/lima) that keeps Lima's engine -- natural-language command parsing ('take the red potion from the box'), capability-based security, Unix-like wizard shell -- but swaps its fantasy wizard's-guildhall demo world for a decaying, nine-floor space station called Omega. A fresh character wakes up there and can wander its maintenance corridors, waiting rooms, and a domed Stargate Terminal (a pulsating circular teleport platform under a star-filled skylight) run by chief landing controller Aria Voss and a small cast of named station staff (Doc Green, Doc Williams, Rigel Fluxx, Zara Nebulon, Max Nova); the Yakitori delivery guild runs its own chef/cashier counter selling skewer snacks, tech gremlins and space roaches skitter the lower decks, and a lunar lurker mob and salvageable hyperspace hoodie armour round out Omega's authored content. Underneath the station sits a from-scratch procedural-universe layer (space_d/ship_d/spacestation_d/proc_gen_d) that generates star systems and planets at first boot -- Greek-alphabet naming conventions, gravity/mass/radius stats -- meant to support the game's real ambition per its own README: fly a purchased spacecraft, haul and sell goods, dock at stations, and eventually manage planet-side corporations, layered on top of a genuine crafting/salvage system (break weapons and armour into scrap metal, cloth, and plastics at any workbench). The parallel domains/pinto directory is not spacemud's own content -- it's LimaLib's official docs.limalib.dev tutorial reference code (a single swamp room and a swan NPC), bundled for readers following the upstream learning path rather than a second game area. First character auto-granted wizard/admin per Lima's own documented AUTO_WIZ convention.
Holy Mission
✅ Playableholymission
A large (~24,000 .lpc file), heavily player-authored MudOS-lineage fantasy world originally run out of Linz, Austria (the login banner reads 'Welcome to the Holy Mission at Linz, Austria'). Character creation is a straight race pick across seven Tolkien-flavored races -- human, elf, half-elf, dwarf, hobbit, orc, and troll -- each with its own short lore blurb straight from the archive's own doc/races files (hobbits explicitly called out as natural thieves for their agility, orcs as 'usually an evil race' but not fixed-alignment, trolls as large, slow, inately-evil brutes), feeding into five class guilds each split into three sub-specializations: priest (druid/shaman/monk), adventurer (ranger/vagabond/jedi), mage (fire/water/earth/air elemental), fighter (barbarian/berserker/samurai), and thief (pirate/ninja/assassin). The adventurers' guild runs a real fetch quest ('Retrieve the Orc slayer from the evil orc shaman, and give it to Leo'). The starting village radiates out from a church consecrated to 'Illuvatar' (a direct Tolkien reference) that revives the dead at its own altar, with a churchyard, sewers, a guard house, bank, shops, and the guildhouse nearby, plus a separate orc valley, forest, mines, and a whole distinct 'south' region -- extensive player/wizard-authored content built up over years of individual work (the archive's own comments date from the early-to-mid 1990s onward).
Basis
✅ Playablebasis
A small, historically significant 1993 English-language LPMud mudlib by John Garnett ("Truilkan", also the author of the already-onboarded tmi2/TMI-2, but this is an earlier, deliberately smaller project). A thin core-infrastructure sketch rather than a game: a two-room test area, a working registration/login flow, and a real bin/-command dispatch tree, but no quests, combat, or score command. Basis's std/ base classes, groups/access permission model, and bin command-dispatch system were later inherited by TMI-2 itself.
LPlib8
✅ Playablelplib8
An experimental mudlib written by Lars Pensjo himself -- LPMud's original creator -- as his own testbed for the new features of 'LPmud game driver 3.0', explicitly not the well-known CDlib for Genesis. 54 files, structurally more modern than sibling archives (real inherit throughout, create() already the primary constructor).
MiniMud (Amylaar minilib)
✅ Playableamylaarmini
A genuine pre-LDMud, Amylaar-driver-era testbed skeleton -- only 19 files (7 commands, one room, one player class, master + simul_efun). Not a game, a driver-feature demo: register with a bare name (no password), one starting room, look/say/who/ls, plus two wizard debug tools (eval -- compile and run an arbitrary LPC expression on the spot; update -- destruct and reload a single object).
The Brass Ring
✅ Playablebrassring
A Dead Souls 3.8.x-based game-in-development (self-titled 'The Brass Ring') that ships as a content overlay for Dead Souls rather than a full mudlib on its own. On top of the underlying Dead Souls engine, TBR bundles a full DikuMud Alfa port (domains/diku-alfa/, 1185 files -- Midgaard and its zones) and is actively building its own bespoke fantasy continent, Etnar (the village of Wyr, with NPCs Albert Derby/Waltin Kelley/Caltan Dowini/the Pierce family already in place and a virtual wilderness room system). Character creation includes an age gate, a screen-reader accessibility question, an 8-race pick, and a complete 6/4/4 primary/secondary/minor skill selection across all 28 skills; new characters enter play in Saquivor, the real starting town (distinct from the tutorial start room), from which Etnar's Wyr (The Lounge) and diku-alfa's Temple of Midgaard are both reachable. No outbound network connections at boot -- unlike several sibling Dead-Souls-family libs, this one is safe for high-frequency automated re-boot loops.
Dock 9
✅ Playabledock9
A small English-language LPC mudlib built on the same LPUniversity/Sapidlib teaching-engine base as this project's lpuni -- a full login/registration/security/command-dispatch/help/mail/news/channel/Intermud-3 engine, with a small but genuinely original starting area: the dock town of Trepi, an island city trading across the Trepi Strait with Nulens, a 'relatively recently discovered continent' now being colonized by the empires of Erplak, an old continent from beyond the Besling Ocean. New characters start on Dock 9 itself -- 'one of the more magical places on the world,' where 'for as long as anyone can recall, people have appeared, lost and confused' -- among a network of numbered docks (7, 8, 10, 11, 12) connected by piers, cargo warehouses, and a customs house. A helpful greeter-sailor NPC welcomes each new arrival by name and, on request, teleports them to a separate floating-island training area (Make); a second, wandering 'unsteady sailor' NPC demonstrates subdomain wandering while visibly drunk on Nulens's lax law enforcement, name-dropping a place called Calliet. There is no combat/stats system at all. Also makes a real outbound Intermud-3 network connection at boot, same as lpuni/imud/tmi2/skylib.
Mundo Oscuro
⚠️ Limitedmundoscuro
A Spanish-language MudOS v21-era mudlib by Cain@MundoOscuro (2016 GitHub snapshot of a mid-2000s Spanish MUD), with a Lima-derived error handler and a D&D-flavored character system (race + class, six attributes, feats/skills). New characters register through a Spanish menu (nick, password, email, varón/hembra, race, class) and land at Entrada a los Reinos, which opens onto Torre del destino: Gran Salón — a marble creation-hall with exits to the immortal rank/group/channel rooms. Accounts, ranks, and channels are MySQL-backed (initd shuts the mud down if the database is missing), so browser WASM play cannot complete registration. Native play is fully verified. A large unfinished Underdark city (Zorimeth, ~290 rooms) sits under dominios/suboscuridad/.
Nirvana LP312
✅ Playablenirvlp312
Nirvana, an LPMud 3.1.02-DR running a modified 2.44 mudlib, established 1991-02-26. Unique dump from rumplemintz/Nirvlp312mudlib (Amylaar + LDMud dual master). Village start is the Adventurers' guild then Village Green. English look/score/quit. Not lpmud141 (no master) and not collection questmud.
Acme MUD
✅ Playableacme
An experimental English LDMud 3.x framework by devo@eotl (2016-2017), formerly titled "untitled gamification platform." LDMud → FluffOS conversion: catalog login lands in The Void with a workshop to the north. The archive never shipped a larger game world (acme-rpg is one unfinished combat module). Not Cloudxtreme/eotl-mudlib (a utility fragment).
Scratch
✅ Playablescratch
A three-file FluffOS starter by the Lil author (rmanis), shipped with the line "If you consider Lil to have too much, start from Scratch." Not a game: no accounts, rooms, or combat. Connecting drops you into an echo chamber that prints unknown input as %O; look/score/quit are present. Not collection lil (the MudOS testsuite lib).
PaoMUD
✅ Playablepaomud
A tiny from-scratch FluffOS learning lib (LPC practice yard) by dzpao. Not a game: no accounts, rooms, or combat. Connecting drops you at a prompt with look/score/hello/test/quit; fb tries a local instance socket on 127.0.0.1:8000. Not collection scratch or imud.
Sagenwelt
✅ Playablesagenwelt
An unfinished FluffOS skeleton by Gwenhwyvar (Shea690901). README: "Once ready, this lib will contain everything needed to setup a new mud." Domains/ is empty; archive login/player never shipped a room. Catalog overlay provides look/score/quit in The Void. Not MorgenGrauen.
MorgenGrauen
✅ Playablemorgengrauen
Official public MorgenGrauen mudlib (German LPMud, LDMud 3.x). LDMud → FluffOS conversion: catalog login lands in Die beruehmte Abenteurergilde. Walkable Hafenstrasse (reconstructed po_haf1) and Foerderverein buero. Full Port Vain domain and /d/anfaenger are not in the snapshot. Not Shea690901/Sagenwelt-Lib (collection sagenwelt).
Age of Elements
✅ Playableageofelements
Age of Elements, an English LPMud built from the classic 2.4.5 village (church, village green, shop, Harry, Adventurers' Guild, mine, south forest) on the LDMud driver (historically telnet://ageofelements.org), with later telnet-protocol demos (GMCP/MSSP/MXP/MSP). LDMud → FluffOS conversion.
Age of Heroes
✅ Playableaoh
Age of Heroes, an experimental English LDMud mudlib based on One Step Beyond (OSB). LDMud → FluffOS conversion: catalog login lands on the docks of Silvere harbour. Walkable Westway shops (Molly's Chandler, Chez Brigan) and harbour combat (Rednose the drunken sailor). The Adventurers Guild is an unfinished archive entrance. Full OSB kernel and other domains are not loaded.
StickLib
✅ Playablesticklib
StickLib, a legacy public dump of StickMUD (turn-of-century LPMud 2.4.5 lineage on the LDMud driver, with later GMCP/MSSP/MXP/MSP/MCMP protocol work). LDMud → FluffOS conversion: catalog overlay for login/look/score/quit; original /secure/master_ldmud.lpc keeps set_driver_hook and closures. Live StickMUD historically at stickmud.com. Not collection ageofelements (different 2.4.5 fork).
SIMud
✅ Playablesimud
SIMud, an Apache-2.0 English LDMud-style mudlib by Allaryin, Acius, Venger, and Malap. LDMud → FluffOS conversion: catalog login lands in the Temple of All Gods. Walkable temple hall and Oldtown street (further streets closed). The saved world.obj tree is not in the snapshot. Not StickLib or Age of Elements.
Mortal Remains
✅ Playablemortremains
A classic English-language LPMud, admin'd by "Cyanide" from 1997 to 2000, running the public-domain-released TMI-2 ("The Mud Institute") 1.4alpha mudlib base. A ~13,500-file archive of real 1997-2000 wizard-home content across dozens of authors (Cyanide, Chronos, Nightmask, Spooner, and many more). New characters pass through a full TMI-2 registration (password, email, real name) and a menu-driven race/gender/handedness/alignment stat-reroll wizard before landing in Decatur, the starting town. A newbie helper NPC, Alucard, stationed at the Intersection east of the town center, points new players toward starter equipment and directs them to any of five class halls scattered around town: a Pit Fighter's guild and a Sharpshooter's guild for warriors (joining awards a class-marker item, "A Pit Fighter's Scars"), a mage hall, a rogue hall, and the Temple of Talos for priests. The preloaded channel daemon makes a real outbound socket-connect attempt on every boot to a real (now long-dead) 1999-era Intermud-3 router address, reflecting the mud's original era of live inter-mud connectivity.
War God of Mountains and Seas
✅ Playableshzs
A Chinese-language adaptation of Spock's English-language science-fiction engine "Final Frontier v0.6e," part of the simple/ES II engine family. Despite the wuxia-sounding name, it's not a martial-arts MUD but a hard-sci-fi combat simulator, with stats like Strength, Agility, and Technique and mecha- and laser-flavored battles.
Star War Hero
✅ Playablexzyx
The game's full title is "Sands of a Turbulent World: Star War Hero," an early domestic MudOS title in the "xkx" lineage. Despite the sci-fi-sounding name, it's actually a traditional wuxia MUD built around jianghu sects and internal/external martial cultivation — "Star War" was simply a catchy name chosen by the original author, with no connection to space warfare. New characters start in a "Recruit Camp" and pick one of four founding factions with deliberately sci-fi-flavored names layered onto the wuxia setting (Phoenix Star, Special Forces, the Temple, and the Royal Clan) — joining Special Forces, for example, puts a character under recruiter NPC Jiang Shipang with the starting title "4th-Generation Squad Leader." This surviving archive appears to be an early "core" build: classic sect zones referenced elsewhere in the code (Wudang, Shaolin, Huashan, Emei, Tangmen, Mingjiao) are not actually included — only scattered object references (e.g. on the bulletin board) still point to them.
xyxy2
Originally archived under the generic filename "20150716 unknown lib.zip," this is actually the second entry in the "Xiaoyu Xiyou" (Light Rain Journey to the West) engine family, sharing a lineage with this project's sibling snapshots xiaoyuxiyou and xyxyutf8 (confirmed via an identical chinese.c file and shared world data, though a content-hash comparison shows it's not byte-identical to either -- each is a snapshot from a different point in the game's development, not a re-encoding). New characters actually start at Cuixiang Tower in the Aolai Kingdom -- Sun Wukong's own birthplace in the original novel -- not at a Chang'an tavern as an earlier version of this description claimed. From there, players spar safely against a training NPC to gain early levels, apprentice under a martial-arts-hall instructor, and can eventually cross a raft to Chang'an to join the Hundred Flowers Valley sect. Death sends characters to the underworld, landing them in a waystation town with its own "Board Between Life and Death" bulletin board before reviving them with a stat penalty.
Xiaoyu's Journey to the West
✅ Playablexiaoyuxiyou
A Journey to the West-themed wuxia/xianxia MUD set around the Aolai Kingdom and Green Fragrance Tower, with characters, quests, and place names closely tied to the classic novel's mythology, emphasizing traditional scripture-seeking and demon-slaying character growth. It shares an identical chinese.c file with this project's xyxy2 lib, pointing to a common engine lineage, and also features a fairly complete clan system, celestial-realm announcements, and message boards.
Book and Sword World
✅ Playablebxsj
A classic wuxia MUD developed and maintained since 1997 by the ShuJian MUD Wizard Group at Chongqing Telecom. New players train in a full beginner region at the martial hall, complete with a training dummy that mirrors an attacker's own stats for safe sparring, and can join any of fifteen sects either through formal apprenticeship or a built-in "gift envoy" shortcut for newcomers.
Book and Sword: Classic
✅ Playablebxsj1
A later, more complete snapshot from the same core engine as Book and Sword World (bxsj), inheriting its sect, apprenticeship, and beginner-friendly training systems; ships with multi-platform production driver binaries indicating it once ran as a live server. New characters are personally guided through the basics by an escort NPC at the martial hall.
Book and Sword 2002
✅ Playablejinyongwenzi
In-game titled "书剑2002" (Book and Sword 2002), from a source package named "Jin Yong Text Edition" after Jin Yong's novel The Book and the Sword. A file-level comparison shows this isn't an independent rewrite but the same underlying codebase as this project's bxsj (Book and Sword: World of Jianghu) and bxsj1 — core system files (master/security/simul_efun) match byte-for-byte once CRLF line-ending differences are stripped out, and roughly two-thirds of the whole file tree overlaps — making all three different historical snapshots of one shujian/wuxia MUD lineage. New characters open on a prison-break scenario (a guard encounter at the Palace Square) and immediately pick one signature skill — Yiyang Finger, the Nine Yang Manual, the Yijin Jing, or Tai Chi Chuan — that shapes their whole martial-arts development path, on top of (not instead of) the traditional bai/apprentice sect-joining system into houses drawn from the novels (Shaolin, Wudang, the Ming Cult, the Tianshan sect, and others). Death is a real, working respawn loop rather than a soft-lock: the death room and starting room are literally the same location, so dying drops a character back into the opening prison-break encounter to replay it. Two shop NPCs at a roadside inn have working buy/list commands, while a parallel banking mechanic and most other vendor NPCs turned out to be well-coded but never actually placed in any room, unreachable in play. One quirk preserved rather than "corrected": the login code never checks passwords for existing accounts, an inherited behavior from the original snapshot; the built-in quest daemon also never seeds new dynamic quests, since its seed data lives in a /quest/ directory genuinely missing from this archive, though this doesn't affect ordinary combat/training/chat play.
Jianghu I
✅ Playablechidi
A large, traditional MudOS-lineage wuxia MUD, unrelated in code lineage to the "Book and Sword" series. New characters choose one of four starting temperaments in the "Land of Peach Blossoms" starting area and can receive a substantial one-time gift of skills and equipment simply by asking a wandering envoy about the jianghu — a much faster on-ramp than formal apprenticeship. Combat is structurally safe (sparring automatically stops around half health), and disconnected players are preserved in place rather than swept into a holding room.
Twin Dragons of the Tang Dynasty
✅ Playabledtsl
Based on Huang Yi's wuxia novel of the same name, set in the jianghu as the Sui dynasty collapses and Tang rises. This collection holds three separate uploads of what turns out to be essentially the SAME authored game world: a file-level check found dtsl's own domain tree (58 zones, ~5,100 files -- including 石龙武馆/Stone Dragon Martial Hall, 净念禅院, 阴癸派, 突厥, 东溟派, 慈航静斋, 海沙帮, 高丽, and dozens more) is 99%+ byte-identical to sibling dtsl2's and ~99% identical to dtslmud's -- the three archives are different server/security-layer implementations (distinct master.c/logind.c, registration flows, password rules) wrapped around nearly the same content, not three independently-written storylines as earlier framed. New characters begin at the Great Tang Academy and descend (`down`) into 石龙武馆, the newbie hub offering banking, a room-scoped `qiecuo` safe-sparring verb, organic NPC-taught skills (`xue`), and `bai`/`apprentice` sect-joining through the hub's own sect-gate exits. This archive's own passwords are 5-8 characters with no complexity requirement (siblings enforce stricter rules).
Twin Dragons of the Tang Dynasty (LLMUD)
✅ Playabledtslmud
LLMUD v0.11, adapted from Huang Yi's novel "Twin Dragons of the Tang Dynasty" -- and, per a file-level check, running essentially the SAME 大唐双龙 authored game world as siblings dtsl/dtsl2: ~99% of its ~5,100-file domain tree is byte-identical to dtsl's, with only the newbie academy and 石龙武馆 hub area rewritten from scratch for this build (everything past it wasn't). Set at the fall of the Sui dynasty and the rise of Tang; four core attributes (膂力/悟性/根骨/身法) are assigned once at registration (must sum to 80, 10-30 each), and wizards/admins carry the in-game title 天帝 ("Heavenly Emperor") instead of the siblings' plain (admin) tag. Content beyond the shared world map includes a gender-gated, women-only sect (花间派, reachable in 洛阳 via 候希白) that correctly refuses a male apprentice, a 海沙帮-style gang-leadership system where headship literally changes hands to whoever defeats the incumbent in real combat, and a full kill-to-death-to-revival loop through 扬州's real outdoor wilderness ending at 阎罗殿's ghost dialogue.
dtsl2
An independent server/security-layer fork sharing the SAME 大唐双龙 authored game world as siblings dtsl and dtslmud, based on Huang Yi's novel and set amid the chaos of the early Tang jianghu -- a file-level check found dtsl2's own domain tree (5,095 files) is 99%+ byte-identical to dtsl's (only 4-5 files actually differ, mostly one job NPC and one hub room), confirming these three archives are the same content wrapped in different engines, not independently-written storylines. What genuinely differs here: its own, simpler master.c/logind.c/security model (no deferred security daemon), Chinese names rejected outright if they match the novel's own protagonists (寇仲/Kou Zhong, 徐子陵/Xu Ziling) or real political figures, and new accounts needing over an hour of continuous online time before the first autosave (with an explicit "keep this account?" prompt on an early quit). Same 石龙武馆 (Stone Dragon Martial Hall) newbie hub as its siblings -- banking, `qiecuo` safe sparring, organic `xue`-taught skills, and `bai`/`apprentice` sect-joining through direct gate exits into 阴癸派/净念禅院/突厥/东溟派/慈航静斋.
Eastern Story (Blue Sky)
✅ Playablees1_win
An early foundational build of the "Eastern Story" series and part of the ES/TMI engine family — despite the wuxia-sounding name, it's actually a Western-style fantasy world in the D&D tradition, sharing its core TMI-lineage engine with sibling esI (this project's "Dragon Slaying War" build). New characters land in 远风镇's adventurer's guild hall (`/d/adventurer/hall/adv_guild`) and level through a guild-room-only training loop (`cost`/`advance`/`train`/`list`/`join`, no NPC teacher) across knight/mage/healer/monk/thief/scholar/swordman-style guild domains rather than sect-based jianghu factions, with a working shop (farwind, `list`/`buy`) as the first stop out of town. Over a dozen playable races are offered (humans, elves, dwarves, orcs, goblins, halflings, lizardfolk, and more per its own character-creation menu).
Eastern Story: Dragon Slaying War
✅ PlayableesI
Another build of the ES/TMI "Eastern Story" engine, sharing its Western-fantasy world with sibling archive es1_win (human, elf, dwarf, half-orc, and goblin races; knight, mage, priest, monk, scholar, and thief guilds; the farwind trading house's list/buy shopping) -- but built around its own in-game storyline, the "Dragon Slaying War" (屠龙之战). The payoff is a real endgame encounter unique to this build: a 30-plus-room cave dungeon (eastland/dragon) guarding 孽龙恨天 ("Evil Dragon, Hatred of Heaven"), a level-19, 2,500-HP boss lore-bound as a beast the Jade Emperor sealed away for past slaughter, who wears and drops a dragon amulet. This particular snapshot also ships with a test-era configuration that grants new characters automatic wizard privileges -- a holdover from internal testing/load trials rather than intended public-play behavior.
Fengyun IV
✅ Playablefengyun434
Produced by Sumxin's Fengyun studio, part of this project's "Fengyun" wuxia engine family shared with fy2, fy2005, fy2qh, fy3xd, and fy3dz — each a separate content branch from a different site or era built on the same core engine. Set in a jianghu drawn from Gu Long's wuxia novels, players begin as an ordinary commoner just entering the martial world, choosing an ethnicity (Han, Miao, Manchu, or Mongol) that shapes starting attributes and birthplace.
fy2005
The same "Fengyun IV" engine as fengyun434, captured as a different year/site snapshot, with identical Gu Long-inspired wuxia gameplay of choosing an ethnic background and making one's way through jianghu sects. Notable for an ASCII-art CAPTCHA at registration — an unusually early anti-bot measure for this engine family — and for only persisting characters who reach at least 40% experience toward level 2. Active upstream adds MXP/GMCP client protocol support.
A Journey to the West
✅ Playablexiyouji
Self-titled "A Journey to the West," version 2.01, originally created 1996-1998. This project's research concludes it is very likely the earliest ancestor of the entire "ES II / Journey to the West" engine family (which includes xyj2000f, mhxy, xiyouji2003, xiyouji2006, xiyouji450, shenmo, and other sibling games in this collection) — its files carry the earliest timestamps and show none of the "cracker" credit lines later sites added. Set in the world of the original novel, players set out from Chang'an to explore the story's iconic locations (the Silk-Web Cave, Five-Finger Mountain, the South Sea, and more). As the wellspring of the whole Journey to the West MUD lineage its world content is comparatively simple, the most primitive form in the series and a useful baseline for comparing how the later branches evolved.
Journey to the West: New Era
✅ Playablexyj2000f
Journey to the West: New Era (xiyouji.org), a classic old-school MUD running since ~1998, set in Wu Cheng'en's mythological world -- new characters start at a South City Inn in Chang'an before roaming the Heavenly Court, the underworld, and Flower-Fruit Mountain. A file-level check this pass found this is not merely a sibling of this collection's xyj2000 but effectively the exact same archive packaged and onboarded separately: over 99% of its roughly 8,700 files are byte-identical, and nearly all remaining differences are either a single stray space or later bugfix-stage comments this copy happens to carry that the other doesn't. Shares the same real age-declaration registration gate (rejects players who say they're primary/secondary-school students) as xyj2000.
Journey to the West: Glory Days
✅ Playablexiyouji2003
A circa-2003 entry in the Journey to the West series of text MUDs, part of the same "ES II / Journey to the West" family as this project's xyj2000f, xiyouji, xiyouji2006, xiyouji450, and mhxy — its core engine code (master.c) is nearly identical to xyj2000f, making it a later, more content-rich offshoot of that branch. Players set out from the South City Inn in Chang'an to face "eighty-one trials" across the three realms of heaven, earth, and the underworld, backed by a fairly developed system of sects, guilds, warfare, marriage, and Five Elements attributes. The inn's message board still preserves genuine historical developer announcements — quest-system revision notes, bug-fix notices, sect leaderboard rules — a firsthand record of how the site was run at the time.
Journey to the West 450
✅ Playablexiyouji450
A distribution package built specifically for setting up "mirror sites," complete with a tutorial for other site operators to launch their own branch on top of it. It belongs to the same closely related "Journey to the West / xiyouji.org" engine family as this project's xyj2000f, mhxy, and mhxyqd — its core engine files (master.c, chinese.c, and others) are nearly word-for-word identical to mhxy, differing only in the site's own login/security layer and world content. Set in the Journey to the West universe, players start at the South City Inn in Chang'an and explore the three realms while practicing martial arts and joining sects; as a mirror-site package its world closely resembles the xyj2000f/mhxy line but runs its own independent registration and security system.
xiyouji2006
Its saved files carry three different names: the archive is labeled "Final Fantasy," the login banner announces itself as "Journey to the West 2006: The Final Madness," and in-game notices declare it formally renamed to Great Tang Journey West. Part of the mhxy/Dream of Journey to the West engine family, sharing common ancestry with this project's mhxy and shenmo (Journey to the West: Legend of Gods and Demons) but independently developed and maintained by a different site for years, with substantially diverged content. Players alternate between growing as an ordinary mortal (apprenticing under a master, building a life) and following two signature storylines, "the journey west" and "havoc in heaven," with leaderboards for wealth, kills, and cultivation, and the Tang Monk and his disciples wandering the map as background NPCs to reinforce the atmosphere.
Fengyun Rises Again II
✅ Playablefy2
Developed by the Computer and Information Engineering College of Hohai University, part of this project's "Fengyun" wuxia engine family alongside fy2005, fengyun434, fy3xd, and fy3dz. A file-level check found sibling fy2qh is virtually a byte-for-byte copy of this archive (only 5 of 1,307 domain files differ) — treat that as the same game re-surfaced under a different site label rather than an independently developed remake. Set in a jianghu drawn from Gu Long's wuxia novels, new players choose an ethnicity and start out at the Fengqiuhuang Inn or Chenxiang Town as a novice adventurer; the nearby "Money Gang" offers newcomers an easy first apprenticeship, and two long-running message boards preserve years of player-written poems and reflections.
Storm Rises Again II (Tsinghua Remake)
✅ Playablefy2qh
File-by-file comparison confirms this archive is actually another surviving copy of the same source code as the sibling game fy2 (differing only in bundled driver and player-save snapshot) — the “Tsinghua remake” label looks like a name a download or mirror site gave this particular copy at the time, rather than an independent rewrite. The content is identical to fy2: a Gu Long-style wuxia world where players can join the beginner-friendly Money Gang, browse the Fengyun Square message board and the Poetry Terrace, and use a full set of emotes.
Fantasy Westward Journey
✅ Playablemhxy
A Journey to the West-themed wuxia/fantasy mudlib running as the "Qingdao Station" branch since January 15, 2002 (part of the classic Xiyouji engine family sharing lineage with this project's xyj2000f, built on a MudOS V22Pre11-labeled core). New characters start at the South City Inn in a Chang'an setting, with well-known figures like Sun Wukong and Huang Feihong appearing as fixed NPCs alongside the standard four attributes (physique, bone-structure, aptitude, spirituality) and a scripture-pilgrimage framing; guild, sect, and cosmology terms (Nine Heavens, Twelve Palaces, the underworld) surface throughout character records, in a generally casual-paced game. It shares its 2002-era codebase with this collection's sibling mhxyqd, also branded a "Qingdao" release.
mhxyqd
A near-byte-identical 2002 sibling of this collection's `mhxy` archive — file-level diffing confirmed 14,561 of 14,563 files match exactly, with the only real differences being the "(Qingdao Station)" branding string spliced into the login banner and each site's own wizard roster. Same Journey to the West-themed ES II engine world shared with xyj2000f: new characters set out from the South City Inn (南城客栈), greeted by classic figures Huang Feihong and Sun Wukong, with an achievement record that tracks canon milestones like "journeying west for the scriptures" and "wreaking havoc in heaven," plus news, sects, and guilds.
xiakexing2017
Based on Jin Yong's novel Ode to Gallantry (Xia Ke Xing) in its own login banner, this archive is labeled the "2017 Complete Edition." Despite the shared name, its codebase is genuinely independent of this collection's xiakexing100 (only ~2-4% of files match by content). It is, however, a much closer relative of xiakexing3 and of this collection's jqxz2008/jqxz2008dlx/jqxz2008std/jqxz2015 "Legend of Jin Yong's Heroes" (Jin Yong Qunxiazhuan) family than either side's own description previously acknowledged: a direct file comparison found roughly 80-84% of the files it shares a path with are byte-identical to both xiakexing3 and to jqxz2008 — one server program and one base game world (adm/single/master.lpc core, tea-house/inn start, Beggars'-Sect-via-hollow-tree recruitment, Mingjiao's numeric-curse-named NPCs) produced across several separately-branded content builds, not independent games. New characters start at an inn, can apprentice into named sect teachers (e.g. the Beggars' Sect's 余洪兴/Yu Hongxing), and the game clock displays "Xia Ke Xing time," real Beijing time, and the lunar calendar side by side.
Sword and Fairy (nitan170911)
✅ Playablenitan170911
The root of this collection's entire NT/nitan/Lonely engine lineage — sibling libs like xfbhh, hhsj, and nt1 all descend from it — and its largest member at roughly 54,600 files. Set in the world of the beloved Chinese Paladin / Sword and Fairy (Xianjian Qixia Zhuan) game and TV franchise, it shares its core F_DBASE attribute-storage architecture with smaller sibling nitan6 (Laughing in the Wind). Its account system depends on an external MySQL server for cross-site character roaming, so in this archived environment new registration is gracefully declined with an in-fiction message rather than broken — it's best explored by browsing the code and world content rather than played start to finish.
Primordial World
✅ Playablehhsj
A member of the NT/nitan/Lonely engine family -- confirmed byte-identical master.c/dbase.c against nitan170911 (Chinese Paladin), which shares this lineage with nitan6 (Laughing in the Wind) in this project -- reskinned around Investiture of the Gods mythology and Pangu's separation of heaven and earth. New characters open on the creation of the world itself: meet Pangu in the Valley of Life, choose a character personality and race, then pass through the Court of Hell for a genuine reincarnation ceremony -- more ritual than the plain gender-then-go pattern common elsewhere in this collection. The full birth sequence runs zz <number> (race) -> xuan 1/2 (gender) -> choose 1-4 (personality) -> washto (allocating 80 points across strength/comprehension/physique/agility, 13-30 each -- a different range than sibling xfbhh, by design). It ships its own custom client handshake ("self-connecting database") that shows a version check at login, though a plain telnet client works too once registration is typed as a single "account,password,cipher,email" line.
xfbhh
Part of the "Nitan" (NT) mudlib lineage, sharing a byte-identical master codebase with this collection's hhsj (the original Honghuang World) and nitan170911. New characters begin in the "Nitan Registration Hall" and must complete an elaborate, multi-step "birth" ritual — choosing a race, gender, and temperament, then allocating attribute points in the "Valley of Life" — before truly entering the world.
Laughing in the Wind (nitan6)
✅ Playablenitan6
One of the two largest 'nitan' (NT/Lonely) engine games in this collection, at over 23,000 files, based on Jin Yong's classic wuxia novel The Smiling, Proud Wanderer — and, unlike its larger sibling nitan170911 (the root of the whole NT/nitan lineage, which it shares its core F_DBASE attribute-storage architecture with), fully self-contained and playable start to finish without any external database. Characters are reincarnated from the Valley of Life into a full Jin-Yong-style jianghu of sects — Sun Moon Sect, Mount Hua, Shaolin, the Beggars' Sect, and more — building up internal power, lightness kung fu, fist skills, and weapon mastery, with gang prestige, military merit, marriage, and mounts all fleshed out. The Beggars' Sect even has its own quirky tree-hollow initiation ritual, and character creation ends with a one-time `washto` roll that lets a new arrival re-distribute their four starting attributes before setting out (a separate, literal `wash` command exists too, but it's just for washing dirty items with water).
Great Tang Journey West (rzrmud)
✅ Playablerzrmud
A North America-hosted Journey to the West game, self-branded 'YWX Cyborg' after its original developer/team, continuously running since February 2006 with over five hundred registered player accounts on record — among the most solidly 'actually operated' archives in this collection. It shares its mythic Journey to the West setting with sibling game mhxy but runs on an independently engineered codebase, with per-object attribute accessors rather than the shared global-store architecture common to the nitan/Lonely family. New characters begin at the South City Inn in Chang'an, greeted by classic characters like Bai Suzhen and Tang Sanzang, and follow a cultivation-focused progression built around sects, Five Elements attack/defense attributes, and Taoist cultivation realms, with a fairly generous newbie starter-kit system.
The Quest of Oriental Chivalry
✅ Playablexkx2001
Produced by the "XiaKeXing Gaming Group," with a login screen claiming a 1996-2003 pedigree. Part of an early branch of the ES II engine family, sharing a more distant common technical ancestry with this project's rzrmud (Great Tang Journey West), bmxkx2001, and xuanjianlu (Record of the Mysterious Sword), though each has an independent game world — at the release level, scene files such as d/taihu/gumu/houtang.lpc carry the "Cracked by Roath" header shared with bmxkx2001/jym/xkm, while xuanjianlu belongs to a separate "Cracked by Kafei" batch (shared with xkx2000zxb); the two batches differ in header credit but share the same core engine. Set on "Xiake Island," new characters wake on the island's beach and are greeted by the "Rewarding Envoy" Zhang San or the "Punishing Envoy" Li Si, who guide them to registration before they set out into the jianghu proper. The world covers classic Jin Yong sects — Shaolin, Wudang, Huashan, the Beggars' Sect, the Xiuzhong Sect, and more — with a full apprenticeship, inner-cultivation, quest, and clan system; new arrivals must first follow a welcoming NPC to the island's registry and complete `register <email>`, a vintage anti-multi-accounting mechanism from the era.
bmxkx2001
Based on Jin Yong's wuxia novel of the same name and centered on Xiake Island, where new players are greeted by one of the island's two envoys and led through registration before entering the wider jianghu. Part of the ES II / "Xiake Xing" engine family, this is a North American release circulated by the XiaKeXing Gaming Group in the late 1990s, with a faithful sect and martial-arts system and an unusually detailed death-and-resurrection sequence.
xlqy_new2007
A more complete and mature build of the Journey-to-the-West-themed immortal/mortal romance world found in this collection's "Immortal Companions' Bond (Early Test Build)" (xlqy_early), subtitled "Age of Mist." It fleshes out full sect, talent, and news systems, and new characters allocate four talent points (physique, bone-root, comprehension, and spiritual affinity) through a dedicated confirmation step during registration that the early build lacks. A byte-level file comparison confirms this is genuinely the same authored game world as xlqy_early and the "Zhejiang University edition" (xlqyzdb) rather than just a shared engine — 84-86% of common-path files are identical across all three. A more distant relative, the 2001 "Zhiqiu" snapshot (xianlvqiyuan), shares the setting and overall lineage but only about 10% file-level overlap.
xlqy_early
A Journey-to-the-West-flavored immortal/mortal romance MUD: the world is built around the pilgrimage to the West, with sect rivalries and love stories crossing the boundary between human, demon, and immortal. Content is incomplete, but the core login/explore/combat loop works, and this snapshot has one feature not found in its own siblings: 100 auto-walking "artificial person" NPCs that wander the map and compile every room within minutes of the server booting. A byte-level file comparison confirms this is genuinely the same authored game world as "New Immortal Companions' Bond: Age of Mist" (xlqy_new2007) and the "Zhejiang University edition" (xlqyzdb) — 84-86% of common-path files are identical across all three, making this a much closer three-way family than a shared-engine label alone would suggest. Per the archive's own included notes, this was originally the author's half-finished build for testing driver compatibility, the roughest of the three snapshots. A more distant relative in this collection, the 2001 "Zhiqiu" snapshot (xianlvqiyuan), shares the same setting and engine lineage but only about 10% file-level overlap.
xlqyzdb
Developed by bugbug and alading as a second-generation build on top of the "Misty Waters" server, this is a Journey-to-the-West-themed immortal/mortal romance world: adventures begin at a Chang'an south-city inn, and characters progress through named cultivation stages (Taoist attainment, martial-arts mastery, magical-power cultivation) toward a scripture-seeking, havoc-in-heaven-style arc, with an age-restriction question gating registration. A byte-level file comparison found this shares 84-86% of its common-path files with this collection's "Immortal Companions' Bond (Early Test Build)" (xlqy_early) and "New Immortal Companions' Bond: Age of Mist" (xlqy_new2007) — genuinely the same authored game world across three development snapshots, not just a shared engine. It is a more distant relative of the 2001 "Zhiqiu-station" snapshot also archived here (xianlvqiyuan) — same overall setting and engine lineage, but only about 10% file-level overlap, consistent with that archive's own earlier, closer-to-original codebase.
xo
A wuxia MUD set in Jin Yong's "The Smiling, Proud Wanderer," the smallest, most minimal build in this collection's xo series — the author's own "mini xo." The map is deliberately bare-bones: two cities (Yangzhou and a wharf town) and a single playable sect, the Wuliang (Boundless) Sect, making it a good look at this ES2/"Falcon"-family engine's basic framework stripped of content. Its sibling archive, the Final Edition (xo_final), reuses this same map and sect almost line-for-line (only minor per-file edits differ) while expanding it into a much larger world with 10 cities and 16 sects.
xo_final
A wuxia MUD set in Jin Yong's "The Smiling, Proud Wanderer," greatly expanded from this collection's Mini Edition (xo) into a much larger world of 10 cities and 16 sects (Shaolin, Wudang, Emei, Kunlun, the Beggars' Sect, and more, alongside crossover sects like the Murong clan). The author describes it as their own private test server. New players start at a dedicated newbie training station that walks them through basic commands and hands out a starter kit before they head out into the jianghu, and characters can't save-and-quit during their first 10 minutes of play -- quitting early destroys the character on confirmation rather than saving it, a deliberate anti-account-farming design.
xajh2
Branded at login as "Virtual Life," this is a member of the "XO mudlib" engine family (descended from TMI-2/ES2, rewritten by "Falcon" in 1996) and a later, independently-evolved snapshot of the same bloodline as this collection's Xiao Ao Jiang Hu XO and XO Final 1.2 — in-game notices show it opened April 1, 2003. Despite the Smiling, Proud Wanderer branding, the actual sect roster inherited from the shared XO world template is a broad Jin Yong multi-novel mashup: the Six Great Sects of Heaven Sword and Dragon Saber (Shaolin, Wudang, Emei, Kunlun, Kongdong, Huashan) sit alongside Demi-Gods and Semi-Devils' Dali/Duan-clan palace, the Shennong Gang, and the Wuliang Sword sect, plus the Beggars' Sect and its rival intelligence service, the Yipin Hall. Character growth runs along separate fist/palm, qinggong, sword, and blade skill tracks. New-account creation is IP-rate-limited to curb spam, and quitting before earning 10 experience points forfeits the save — both deliberate anti-flood design, not bugs.
xajhxo
Based on Jin Yong's novel The Smiling, Proud Wanderer, "XO" is this version's own codename (the login banner reads "THE SMILING PROUD WANDERER"), descended from the TMI-2/ES2 engine lineage and rewritten by "Falcon." This collection also holds two other snapshots of the same bloodline, xo (Mini Edition) and xo_final (Final 1.2), plus a fourth relative, xajh2, with which it shares the same underlying "XO mudlib" world template — though a file-level check found the two only 18% byte-identical among shared paths, confirming each was independently rewritten rather than copy-pasted. It runs a trimmed subset of that shared sect roster (Shaolin, Kongdong, Kunlun, Qingcheng, Wuliang, the Duan-clan palace of Demi-Gods and Semi-Devils, plus the Beggars'-Sect-adjacent Yipin Hall) alongside its own exclusive Nanyang region, complete with a bandit mountain stronghold. New characters are dropped into one of several random starting scenes, such as the Dragon Gate Inn, and each weapon discipline (sword, blade, fist, qinggong, whip, polearm) levels independently; quitting within 30 minutes of character creation forfeits the save by design, not bug.
Tsinghua Laughing in the Wind (qhxajh)
✅ Playableqhxajh
A Tsinghua University take on Jin Yong's The Smiling, Proud Wanderer, sharing the TMI-2/ES2/Falcon engine family with sibling games xo and xo_final in this collection but built with independently developed sects and story content, centered on the 'Nanyang' region map and noticeably more compact than the xo series. New character names are filtered against a blocklist of Jin Yong novel character names, so players can't register as the original book's own protagonists. Combat writing is unusually detailed, with distinct flavor text for hits, parries, and dodges.
Zhengzhou Storm 3
✅ Playablezzfy
Introduces itself in-game as 'Invincible Under Heaven' (the collector-assigned title 'Zhengzhou Storm 3' names this particular server instance). Part of the Fengyun ('Storm') engine family, alongside this collection's fy2/fy2005/fengyun434/moniHuafu, and — a relationship neither archive previously documented — a near-duplicate of this collection's other 'Zhengzhou Storm 3' entry, zzfy3: the two work trees are 10,345 files each and only 163 differ, and both in turn share the same 'Zhengzhou Storm' map and marriage system (confirmed via a byte-identical d/marry/hongniang-zhang.lpc matchmaker NPC) with this collection's wqfy ('Heartless Storm', same 'Invincible Under Heaven' banner). The game bills itself as 'a MUD set in the world of Gu Long's novels' — rather than the Jin Yong-flavored wuxia common elsewhere in this collection, it leans into Gu Long's brisk, devil-may-care style of jianghu storytelling. Character creation lets players choose an ethnicity (Han, Miao, Manchu, or Mongol), and the same underworld death/revival ritual found in zzfy3 — a five-stage dialogue with Judge Cui Jue at the gates of the underworld, with ghosts free to wander rather than being locked in place — is present here too.
Storm III (Xingxing's Revision)
✅ Playablefy3xd
The readme bundled with the original archive calls this "Storm III, revised by Xingxing" — a version compiled and revised by a community enthusiast going by "Xingxing." A file-level check found the "revised"/"different content package" framing overstated: fy3xd's domain tree is 96% byte-identical to fy330 (Storm III v3.0) — essentially the same build — and 91% identical to fy3dz (Storm III Collector's Edition), which reworked the same base further by adding a "bat" battlefield zone and a Xinjiang region while dropping some old debug/admin leftovers fy330 and fy3xd both still carry. All three are snapshots of one "Storm III" world rather than separately authored games. Set in a Gu Long-style jianghu starting at the Fengqiuhuang Inn, choosing ethnicity and gender before heading out; per its own bundled documentation this snapshot carries somewhat richer quest content and more detailed in-game help text than the earliest cut of the same engine.
Storm III: Collector's Edition
✅ Playablefy3dz
Storm 3.8.0, a "collector's edition" compiled internally by the "Storm Studio" team, building on Storm 3.7.4 with previously unreleased or otherwise lost original content. It belongs to this collection's Fengyun III lineage together with fy3xd (Xingxing's Revision) and fy330 (Storm III v3.0) — a file-level check found roughly 90% of its domain files byte-identical to each of those two, confirming all three are the same underlying "Storm III" world rather than independently written games. What actually earns it the "most content-complete" label: areas the other two lack, including a "bat" battlefield zone and a Xinjiang region, plus a handful of extra named NPCs layered into Huangshan and Songshan. Set in a Gu Long-style jianghu starting at the Fengqiuhuang Inn, with a streamlined registration that skips the password step entirely — logging into any account, including the admin's, needs only a "y" confirmation, a real security hazard worth fixing before any public deployment.
Century
✅ Playableshiji
Self-titled "Century" (the login banner's copyright notice carries the tagline "Star Wars Heroes in a World of Chaos and Dust"). New characters start out at the Tianlang sector hub and choose one of four rival factions to join — Phoenix Star, the Royal House, the Holy Temple, or the Special Forces — while a starport space station repairs damaged warships and refuels them for electronic currency, a genuinely sci-fi-flavored spin on the usual wuxia sect structure. Wizard rank carries the flashy in-game title "Cosmic Special Police" rather than a generic admin label. Room-for-room, this world is almost entirely identical to sibling archive sj ("Galaxy Century") — same Tianlang/faction/starport content down to matching files — the two differ mainly in their security-daemon/master-object implementation, making them separate server deployments of the same authored game rather than independent titles; a leftover chess-parlor room still describes itself as sitting in ancient Chang'an, a holdover from whatever wuxia-themed base this sci-fi reskin was built on.
Eastern Story II: The Celestial Empire
✅ Playabledfgs2
Part of the "Eastern Story" (东方故事) engine family shared with es1_win and esI in this collection, but a genuinely smaller, independent codebase (564 raw files versus es1_win's 8,000+) — credited in its own source headers to Annihilator and Phoebus.suny, "建立架构 Nov 6, 1995 / 测试游戏制度 Apr 22, 1996." Its four playable races (Human, Jiaojao, Woochan, Yenhold) lean toward Western fantasy rather than the wuxia sect/jianghu traditions common elsewhere in this collection. Registration is an unusually long chain — id, password, email, race, gender, then a real Chinese character name — before landing new players in 小客栈 ("Small Inn"), where the innkeeper greets them with "掌柜说道:欢迎!欢迎!请里面坐!" ("Welcome, welcome, please come in and sit!"), the deepest this engine family's registration flow reaches into an actual furnished room rather than stopping at a login prompt.
China Hero II: Suzhou Station
✅ Playablezhonghua2
The full login banner reads 'China Hero II: Wuxia World' — this archive is the 'Suzhou Station' server instance, which opened on March 1, 2006. Its core engine is a derivative branch of the ES II engine family (the master file's authorship trail runs from 'Lil' through 'Annihilator' and 'Xiang for XKX' to 'Doing Lu for hell', before being rewritten by 'Linux@lxtx'). It shares a distant common ancestor with this collection's other 'Ultimate Hell'/'Xuanyuan Legend' titles, but its content and gameplay have diverged into a relatively independent branch.
Book and Sword Under Heaven (2008)
✅ Playableshujian2008
A 2008 build made by the ShuJian MUD development team and hosted by Chongqing Telecom, spanning an unusually large Jin-Yong-flavored map — Shaolin, Wudang, Emei, Kunlun, Mingjiao, the Xingxiu Sect, the Five Mountain sword schools (Hua, Song, Tai, Heng), and the Ancient Tomb, laid over real-world city names from Chang'an to Guangzhou. New characters begin at a martial-arts-hall front courtyard before rolling stats and formally apprenticing into one of these sects. Chinese-name registration explicitly blocks any actual Jin Yong character name (e.g. "萧峰" is rejected outright), and the game runs SMS and VIP subscriber features on top of the usual wuxia stat/sect/cultivation core. Its source is nearly identical to the similarly named sjtx2 (Little Bear branch) elsewhere in this archive — two independent deployments of the same underlying game on different sites.
sjtx2
Self-titled "Book and Sword Under Heaven," this is a branch deployed by the "Little Bear Mud Garden" (dtxy.126.com) site. Its source is confirmed nearly identical to shujian2008's elsewhere in this collection — only 32 of 11,737 shared-path files differ, almost all bugfix/log/save churn rather than content — two independent deployments of the same underlying game. Like shujian2008, it spans a Jin-Yong-flavored map (Shaolin, Wudang, Emei, Kunlun, Mingjiao, the Xingxiu Sect, the Five Mountain sword schools, the Ancient Tomb) laid over real-world city names from Chang'an to Suzhou; new characters begin at a martial-arts-hall front courtyard, roll attribute talents, and formally apprentice into one of these sects. Chinese-name registration blocks actual Jin Yong character names outright, and the game layers SMS/short-message and VIP subscriber features on top of the standard wuxia stat/sect/cultivation core.
Stray Book & Sword
✅ Playablesjpl2
Self-titled "Stray Book & Sword" (书剑飘零II), made by Feibai Studio, on the theme of leaving home to make one's own way in the jianghu. Character creation asks for a "birth circumstance" — a scholarly household, a merchant family, a poor farming family, or a martial family — each shaping starting stats and unlocking its own dedicated command (a merchant background comes with a trade command, a poor-farmer background with a begging command), layering a backstory choice on top of the usual sect progression. Death/revival locations (e.g. the mortuary) are tracked separately from a player's actual saved home, so a temporary death-site never overwrites it. Despite sharing the words "Book and Sword" in its name, it is a completely separate, unrelated codebase from shujian2008 and sjtx2 elsewhere in this archive — but it is NOT separate from sibling sjplii (書劍飄零II) also in this archive, which carries the identical Chinese title: a file-level comparison found 13,073 of ~13,080 files at matching paths, of which 98.2% are byte-identical, meaning the two are best understood as two snapshots/mirrors of the same Feibai-Studio archive (one shipped as a .zip, one as a .rar) rather than independent games, with only small bugfix-era divergences (e.g. differing log-directory paths) separating them.
xianlvqiyuan
A 2001 snapshot from the "Zhiqiu" site (www.mudfan.com), part of the Fairy Love Story engine family and a sibling to this project's separately archived "Zhejiang University edition" branch (xlqyzdb), but with earlier code closer to the original — a byte-level comparison puts the overlap at only about 10% of common-path files, versus the much tighter 84-86% overlap that xlqyzdb itself shares with two other siblings, "Immortal Companions' Bond (Early Test Build)" (xlqy_early) and "New Immortal Companions' Bond: Age of Mist" (xlqy_new2007). In-game it calls itself "A Journey to the West: Fairy Love Story." Players set out from an inn in southern Chang'an and cultivate through stages of the Tao, martial arts, and inner power toward a scripture-seeking, havoc-in-heaven-style story arc, with an overall casual pace.
xjcq2000
By author Ye Yufei. Part of the "Century" family of wuxia MUD engines (sharing lineage with Book and Sword 2008 and Book and Sword: Adrift II, with similar admin directory structures), though its game content and security modules were independently developed rather than copied. Set in a traditional wuxia world centered on Yangzhou — its central square, shops, the provincial governor's office, and major sects (the Beggars' Sect, Quanzhen Sect, White Camel Mountain, the Five Poisons Sect, the Sun Moon Holy Cult, and more). Distinctive "banditry" and "armed escort" job systems add flavor to jianghu life, all in an orthodox Jin Yong/Gu Long-style wuxia atmosphere well suited to players who enjoy sect progression and quest systems.
New Legend of the Wandering Swordsman
✅ Playablexkxz2
A wuxia mudlib developed by the "Xkxz MUD Wizard Group." A leftover "Ocean II Shanghai Main Site" field in its config file suggests the code was likely built as a second-generation development on top of the "Ocean II" engine, though the actual game content and login banner present it as an independent title. The game opens at a "Peach Blossom Spring" paradise-like starting scene and blends character archetypes (Warrior, Wisdom, Endurance, Agility, Balanced) with sect martial arts for its wuxia progression system. Distinctively, a new character does not immediately "reincarnate" after basic registration — players must find the NPC Shuisheng in-game and complete `register <email>` before choosing their aptitude and gaining full stats, an intentional onboarding design rather than a bug.
Legend of the Chivalrous Hero III
✅ Playablexkyx3b
A small (~3,800 files), independently built wuxia MUD running on an early home-grown domestic MudOS engine (classic adm/obj directory layout), with an unusual crossover premise stated right in its own login banner: a world set against Jin Yong novels, Western European medieval legend, and manga. New characters pick a race from six options -- human, dwarf, elf, fairy, dragonkin, or orc -- a mechanic rare among this corpus's wuxia archives. The archive even bundles a Record of Lodoss War-flavored lore document (a multi-kingdom fantasy backstory) under d/lodoss/, though that zone's room files are only unbuilt placeholder stubs, not a completed area. The tutorial is unusually polished for this corpus: six connected starter rooms walk a new player through movement, looking/picking up items, eating and shopping, asking for help, and a scripted practice fight against a wild dog, before dropping them into the Central Square to start the real adventure. It doesn't share a codebase lineage with any other lib in this collection.
xiakexing100
Based on Jin Yong's novel Ode to Gallantry (Xia Ke Xing), developed since 2001 by author Coollizard and the xkx100 team. It belongs to this collection's "Century" mudlib family (built around an adm/single/ directory layout) and is the largest of that group by file count — roughly 12,000 LPC files after conversion, and confirmed to have a distinct codebase from this collection's other two Xia-Ke-Xing-titled libs (xiakexing2017, xiakexing3), which are themselves close siblings of each other. Its map is built around real historical Chinese cities, including Beijing, Chang'an, Luoyang, and Yangzhou, with new characters starting at a randomly assigned home-city inn (e.g. Jiaxing's "Misty Rain Tower"); at creation, players also pick one of five personality types (Adventurous, Cautious, Likable, Wise, Resilient) that nudges their starting stat spread. New characters can apprentice into the Shaolin sect through the monk Qingwei at the temple square, becoming a lay disciple of Shaolin's 41st generation, and spar safely against the temple's wooden training dummy while learning kung fu. An independent "Xia Ke Xing calendar" clock runs alongside real time.
jqxz2008
In-game titled 金庸群侠传 ("Jin Yong Heroes Gathering"), running on the "ES II" engine (credited in its own Readme.txt to author Phoebus.suny's 1998 Tiancao-Diguo release) — the same core confirmed byte-for-byte, via direct md5sum comparison of the raw archives, as this project's jqxz2008std (a leaner, earlier '2008 Standard' content cut with fewer quests and shorter room text), jqxz2008dlx ('2008 Deluxe,' its own sect-NPC/combat-tuning/map additions), and jqxz2015 (seven more years of added zones) -- one server program, four separate content builds, not independent games. A later file comparison found the lineage extends beyond that four-way family too: this collection's xiakexing3 (in-game self-titled the same "Jin Yong Heroes Gathering" despite its archive name) shares 91% of its files byte-for-byte with this build, and xiakexing2017 shares 80-84% with both xiakexing3 and this build -- two more content snapshots of the same base game (not separately re-checked against jqxz2008dlx/std/2015). New characters land at a roadside tea house run by 店小二 (Xiao-er) and can join the Beggars' Sect through an organic passphrase-gated tree-hole hideout at the Central Square, training under 左全/Zuo Quan, or the White Camel Mount sect via a separate stat-gated recruiter NPC; real combat death against a 黑无常 (Black Gargoyle) NPC leads into the full corpse/ghost/reincarnation ritual at the death-gate inn. The Mingjiao zone's nine "yuan" NPCs carry a running numeric-curse naming gag (一伤/二败/三毁.../八衰 -- "one-hurt," "two-defeat"..."eight-decline").
jqxz2008std
The base "2008" release of this project's 金庸群侠传/"Jin Yong Heroes Gathering" (ES II engine) family -- a full raw-archive diff against sibling jqxz2008 ("Enhanced") turned up only 22 differing files out of 3,772, none engine-relevant (shorter room text and fewer quest-list entries, consistent with the Enhanced edition's own branding). Same tea-house start, Beggars'-Sect passphrase-hideout join under 左全/Zuo Quan, and White Camel Mount recruiter path as its siblings.
jqxz2008dlx
The "Deluxe" build of this project's 金庸群侠传/"Jin Yong Heroes Gathering" (ES II engine) family -- md5sum-confirmed byte-identical core engine (master, security, login, Chinese-text daemons) to sibling jqxz2008 and jqxz2008std, but the largest actual content build of the three (3,811 raw files vs. jqxz2008's 3,773), with its own sect-NPC roster and combat-number tuning (the city2 imperial-palace-gate district some earlier notes flagged as Deluxe-only is actually present in all four editions, file-count-verified -- not a genuine difference). Shares the same tea-house starting point, Beggars'-Sect passphrase-hideout join, and White Camel Mount recruiter path as its siblings.
jqxz2015
The 2015 release of this project's 金庸群侠传/"Jin Yong Heroes Gathering" (ES II engine) family -- confirmed via md5sum an even closer engine match to sibling jqxz2008 than jqxz2008's own match to xiakexing3 (master, security, login, and Chinese-text daemon files are byte-identical or differ by a single blank line), but a genuine seven-years-later content fork: net +187/-67 files, including a new zone (honghua) and an expanded Beggars'-Sect obj set (city2's imperial-palace district itself is not actually new here -- file-count-verified present in all four 2008/2015 editions alike) and drift in both directions (a file corrupted in jqxz2008 is complete here; a different file is truncated here but fine in the 2008 builds).
xiakexing3
Both the archive and its internal config call this game "Xia Ke Xing III" (the literal text of its connect-time /adm/etc/welcome banner), but its in-game MOTD and doc/help files consistently self-identify as "Heroes of Jin Yong" (Jin Yong Qun Xia Zhuan). A direct file comparison confirms it shares its core master codebase not just with this collection's jqxz2008/jqxz2008dlx/jqxz2008std/jqxz2015 series (91% of shared-path files byte-identical) but, more closely than either side previously realized, with this collection's own xiakexing2017 (80-84% identical) — one server program and base game world (tea-house/inn start, martial-arts training, sect recruitment) produced across several separately-branded content snapshots. New characters can join the jianghu's sects and make their way through a full death-and-revival cycle: dying takes them from the inn through the Gate of Ghosts (escorted by White Guard), then the Fengdu city gates (Black Guard), before automatic revival at the Wu Temple, entirely NPC-driven once a character's "earthly span" hasn't run out.
Sunset Reappears: Crazy Jianghu
✅ Playablexyzxfk
The site's subtitle is "Crazy Jianghu." Players begin as an unknown commoner youth dropped into one of several randomly-assigned frontier towns (North Frontier Town, Iron Spear Temple, and others), then build a reputation through sects and martial training in a jianghu that allows open player-vs-player combat. It carries the genuine Sunset Reappears map lineage shared with this project's xyzxfy2, xyzx, jhfy3, xajh4gkb, and xyzxyl201412 (byte-identical d/city/sj.lpc) — a full file-level comparison against sibling xyzxfy2 found roughly 97% of their common world files are byte-for-byte identical, with only small independent additions layered on top (e.g. an extra guild-teleport command), so the two are best understood as parallel-maintained snapshots of one authored map rather than two fully independent games, despite each having its own distinct login/security code. This lineage is distinct from a same-named cluster elsewhere in this collection (xysylmhb, xyzx3, xyzxiiylzymh, etc.) whose maps actually belong to an unrelated "Tianya" family; shared branding here doesn't reliably indicate shared code. Also shares more distant roots with this project's wmkj, jhfy, and bixiecanyang.
Sunset Reappears: Storm Rises Again II
✅ Playablexyzxfy2
The site's subtitle is "Storm Rises Again II" (domain www.zhaoshu.net). Players start as a commoner youth landing in one of several randomly-assigned jianghu towns/outposts (North Frontier Town, Iron Spear Temple, and others), openly permits player-vs-player combat, and requires setting two independent passwords (a recovery "admin password" plus the everyday login password) at registration. It belongs to the same Sunset Reappears family of wuxia MUD engines as this project's xyzxfk (Crazy Jianghu), and the relationship is much closer than "shared engine": a full file-level comparison of their common world files found roughly 97% byte-for-byte identical (including the shared d/city/sj.lpc), with each side layering only small independent tweaks (e.g. xyzxfk's extra guild-teleport command) on top of the same authored map — best understood as two parallel-maintained snapshots of one world rather than two fully separate games, even though each has its own distinct login/security code. This branch's map lineage (also shared with xyzx, jhfy3, xajh4gkb, and xyzxyl201412) is a different family from another cluster of similarly-branded archives in this collection whose maps actually belong to an unrelated "Tianya" family.
Jianghu Storm
✅ Playablejhfy
The game calls itself Jianghu Storm: Single-Player Edition. Core-file comparison against two related titles in this project (Sunset Reappears: Frenzied Jianghu, and Unknown Space) confirms all three descend from the same lineage — the “Sunset Reappears: Jianghu Storm” branch of Chinese wuxia MUDs — with this version standing closest to their common ancestor, making it the core release of the series. This is the same true “Sunset Reappears” lineage as xyzx, jhfy3, xajh4gkb, and xyzxyl201412 handled elsewhere in this project; note that a separate, unrelated “Tianya” family of archives (xysylmhb, xyzxiiylzymh, yzxiiizylfy, xyzx3, etc.) also carries “Sunset Reappears” branding despite having an entirely different map — the brand name alone isn't a reliable lineage signal.
xyzx3
The full title is "Sunset Reappears III: Seal of the Fire Dragon," made in 2006 by AKAI Studio; the actual site name shown on login is "Jianghu Storm." It's a representative example of classic domestic MudOS wuxia MUDs, built around traditional sects and internal-power cultivation. This archive is nearly identical to the sibling archive xysylmhb — matching .lpc file counts, directory structure, and map content — and was likely split from the same original package into two separate archives here; its map actually belongs to the unrelated "Tianya" lineage rather than the true Sunset Reappears bloodline, a reminder that shared branding doesn't reliably indicate shared code in this batch of games.
ylfyxa3
A wuxia MUD themed around Jin Yong's "The Smiling, Proud Wanderer" — the in-game banner reads "Sunset Reappears: Laughing in the Wind" (Chinese title 炎龙封印, "Seal of the Fire Dragon"). New characters start at an inn near Nanyang City and freely allocate four core stats (Strength/Comprehension/Constitution/Agility), plus two hidden traits (Fortune and Looks) that quietly steer sect recruitment and story encounters. It belongs to the Sunset Reappears (XYZX/YLFY) engine family, but only as a distant cousin: a deep independent rework by developer "Afei" built atop an earlier Fire Dragon branch modified by "Suimeng," sharing little actual content with this collection's other Sunset Reappears games. Two operational quirks worth knowing before playing: a fixed, unchangeable "identity string" set at registration is the only way to recover a lost password, and any new account that logs out within 30 minutes of creation is automatically deleted to reduce server load — a deliberate site policy, not a bug.
longyunmeng
By author Wenwu, a fantasy-tinged wuxia mudlib in the "Sunset Reappears / Flame Dragon Seal" (XYZX/YLFY) engine family — an independent branch, related to but separately evolved from this project's ylfyxa3 (Flame Dragon Seal: Smiling Proud Wanderer, Afei Station), not a reskin of the same content. On top of the standard martial-arts attributes (strength, aptitude, bone-structure, agility), characters also pick an innate elemental affinity from eleven "magic talent" elements (light, earth, fire, water, wood, qi, thunder, spirit, darkness, space, metal), blending traditional sect-based jianghu play with a real elemental-magic system across a large world (close to 20,000 files). A wooden training dummy safely mirrors a challenger's own stats for practice duels, sect apprenticeship is a real playable path (e.g. formally joining Huashan under master Yue Buqun), and the gang system tracks each branch's "head disciple" title live as leadership actually changes hands through play. It shares the genuine "Sunset Reappears" code lineage (a byte-identical d/city/sj.lpc) with xyzx, jhfy3, xajh4gkb, and xyzxyl201412; note that several other archives in this project also carry the "Sunset Reappears" brand but belong to an entirely different "Tianya" map lineage, so the brand name alone is not a reliable guide to actual codebase ancestry.
Tianxia Beta (World Under Heaven)
✅ Playabletianxia
Self-titled "Tianxia (World Under Heaven) Beta," credited to an author known as "Discovery No. (Find@tx)" — from the same author as this archive's "Nitan" series, though built on a completely independent codebase, and by its own in-game text still an early, actively-changing build ("regularly modified and added to"). New characters freely distribute talent points across six attributes (hand-adjusted within limits, or rolled at random), and are then sent by their "master" to Bamboo Courtyard (松竹小院), a quiet retreat where an NPC page-boy formally hands over a welcome handbook — a small deliberate piece of roleplay ceremony rather than a bare stat dump. Chinese names may not begin with "Tang" (唐) or "Treading Snow" (踏雪), reserved because the game has its own in-world Tang Clan (唐门) faction; wizard accounts are additionally held to a stricter password policy (10+ characters, mixed case plus a symbol) than ordinary players.
A World Without Snow
✅ Playabletianxiawuxue
Self-titled "A World Without Snow," credited to an author known as "Dream" with an acknowledgments list naming several fellow wizards (Poor, Sinb, Lonely, Zjb, among others) — a long-running Chinese wuxia MUD with its own distinct setting. Its map, however, turns out to share deep roots with this archive's "Tianya" (Horizon) lineage: several scenes, including its "Peak of the World" cliff-jump location, are byte-for-byte identical to areas in other differently-branded games in that lineage — a connection no prior entry in this archive had documented before. One of its credited wizards, "Lonely," is also the author of the Nitan series, hinting at genuine code and personnel exchange across this wider MUD community.
Rhapsody Realm
✅ Playablekxkj
Both the game configuration and the in-game banner call it "Rhapsody Realm" — the archive filename's "New Rhapsody Realm II" is a title the collecting site added, not the game's real name. It's set in an "ancient China" jianghu built around sects, gangs, and the cultivation of qinggong (lightness skill) and neigong (internal power); the newcomer's start room lays out a full orientation menu (introduction, quick command reference, gang/sect overview, tips) aimed squarely at first-time MUD players. Character creation distributes points across seven stats — physique, willpower, comprehension, courage, bone structure, spirituality, and appearance — with an eighth, "bone structure/fortune," auto-computed from whatever points remain. It's a venerable mudlib engine dating to 1995 ("ES II" / Eastern Stories II architecture), released in 2002 by Taiwanese wizard wade, and belongs to the same large ES II family as this project's es1_win, esI, xkx2001, and Liaoning Hotline Station archives, among others.
Rhapsody Realm (Early Edition)
✅ Playablekxkj1
A venerable Taiwanese MUD founded September 22, 1995 (by wade, shorst, jcder, and others), part of the ES II engine series shared with this project's es1_win, esI, xkx2001, rzrmud, and the Ode to Gallantry series. An early, gang-centric snapshot of the same "Rhapsody Realm" world as this project's kxkj: newcomers start at the "Gateway to the World" and choose whether to join a gang before heading out into the jianghu, character creation is a fully manual budget allocation (8 stats, 160 points, hand-assigned rather than random-rerolled), and registration skips the email step present in kxkj's later edition — a casually-paced, old-school Taiwanese MUD feel throughout, down to built-in tips for scripting the tintin client. Comparison against kxkj shows the two are independently circulated versions from different eras, and this is the earlier of the two snapshots.
Moon Love Story
✅ Playableyueyingqiyuan
The login banner reads "Century Journey to the West: Moon Love Story" — a venerable ES II-lineage MUD (sharing engine ancestry with this collection's es1_win, xkx2001, rzrmud, and xo, traceable through developer "Lil" back to "Annihilator") adapted from the Journey to the West mythos. New characters are swept straight into the pilgrimage storyline alongside the genre's usual talent-point allocation and master/apprentice mechanics, and the prose and NPC dialogue carry the plain, terse style typical of circa-2000 Chinese MUDs. One registration quirk carried over from that era: the email field is validated only for containing the literal substring "ccb" (e.g. [email protected]), and keeps rejecting any address that doesn't include it.
wmkj
Archived as "Weiming Kongjian" but branded in-game as "Jianghu Fengyun: Sunset Reappears" — a 2001 single-player snapshot released by its author, 龙宝宝 (xiha), for others to run on their own servers, so its content is frozen at that release rather than a continuously-operated game. New characters step into a traditional wuxia jianghu from the Martial Temple (武庙), announced server-wide with a "a young hero named XXX has just arrived" broadcast; death sends players through a full underworld sequence escorted by 白无常 (the White Guard of Impermanence) before reviving back at the temple, a death-system design shared with this collection's bixiecanyang. Beyond its shared "Sunset Reappears" engine ancestry (also seen in this collection's xyzxfk and jhfy, each independently developed rather than a simple reskin — distinct from another group of same-named archives here that actually descend from an unrelated "Tianya" codebase), this archive has its own distinctive content: a "Feitian Yujian" sect area themed after the Rurouni Kenshin/Meiji-swordsman genre, and a Western-Xia-army questline built around a genuine "Kuangfeng Kuaijian" (Gale Blade) sword technique.
A Chinese Odyssey (Da Hua Xi You)
✅ Playablewuhanzhan
The original archive was labeled "Wuhan Station," but that's just a collector's site tag — the game's own config and login banner identify its true name as A Chinese Odyssey (Da Hua Xi You), themed after the beloved Stephen Chow film, and run by the Xiangfan branch of Hubei's Chutian Hotline network. It belongs to the ES II (Eastern Stories II) engine family, sharing lineage with this collection's wmkj and tiexuejianghu, though each was developed independently. New characters start at the South City Inn, greeted by a newbie counselor, a waiter, and a courier NPC, and register with a separate recovery PIN kept apart from the login password. A real sect system lets characters petition to join General Qin's Mansion once their combat experience clears a genuine threshold, and killing weak civilian NPCs for coin is a working income path for shop purchases.
Ultimate Demon Realm (nitan_ceshi)
✅ Playablenitan_ceshi
An early internal test snapshot from the NT/nitan/Lonely engine lineage (shared with sibling games nitan170911, nitan6, and nitan_san in this collection), internally labeled 'Mire 3' but branded in-game as 'Ultimate Demon Realm' — a thematic skin layered over the nitan engine. A file-level comparison against nitan_san confirms the two share essentially the same authored game world: roughly 98% of matching-path files under d/ (the map of Central Plains cities like Chang'an/Beijing/Luoyang, the classic Five Great Sects Emei/Huashan/Kunlun/Hengshan/Songshan, and frontier regions further out) are byte-identical between them, while the underlying engine layers — the kungfu skill system, player commands, admin daemons — have diverged noticeably more (roughly a third of those files differ), consistent with both archives being independent later snapshots of one shared codebase rather than separately authored games. New characters choose a name and personality, reroll their stats, and are then delivered into the world by Pangu at the Valley of Life (d/register), following the setting's creation-myth cosmology. Unlike its relative nitan170911, this branch needs no external MySQL database — everything runs on local files, so the full registration-to-gameplay flow works out of the box.
Ultimate Demon Realm (nitan_san)
✅ Playablenitan_san
The true 'third generation' release of the NT/nitan/Lonely engine lineage — its login banner literally reads 'once you enter the Mire, it runs as deep as the sea.' Like its close relative nitan_ceshi, it's branded in-game as 'Ultimate Demon Realm,' a skin over the shared nitan engine. A direct file-level comparison shows the two are near-total duplicates of the same authored world rather than independently evolved games: about 98% of matching-path files under d/ — the same Central-Plains cities, the same Five Great Sects, the same frontier zones — are byte-identical, while the two diverge much more in their engine layers (kungfu skills, commands, admin daemons each differ in roughly a third of files), pointing to separate later snapshots of one shared codebase. Character creation follows the same creation-myth path: choose a name and personality, reroll stats, and be delivered into the world by Pangu at the Valley of Life. It shares its sibling's independence from any external database — registration and saves are entirely local-file-based. A separate git-hosted mirror of this exact codebase is also in this collection as nitan3, confirmed byte-identical across 15,235 of 15,236 shared files and marked as a duplicate of this entry.
Reborn in Blood
✅ Playableyxcs
A traditional wuxia revenge story built around its "Reborn in Blood" premise — the login banner self-identifies as "1.YXCS" / "Reborn in Blood." New characters go through standard sect apprenticeship and a full kungfu/skill system, plus an "international challenger"-style tournament option at character creation; a wizlist-based anti-account-theft protection strips password-setting rights from any ID already registered as a high-privilege wizard until it's temporarily removed from the list. Its lineage is unusual: it carries traces of the ES II engine series (files like chinesed.lpc trace authorship back through the "ES"-to-"XKX" branch) mixed with modules later rewritten by "Lonely," the author behind the Nitan/NT series — making it a deeply modified hybrid rather than a pure descendant of any single lineage. Its map can be pinned down more precisely: the "Peak of the World" cliff-jump scene is byte-identical to the unrelated "Tianya" family shared by several other archives in this collection (xysylmhb/xyzxiiylzymh/yzxiiizylfy/xyzx3/tianxiawuxue).
Ocean II (Star and Moon Legend)
✅ Playablehaiyang2
A large, mature ES II-lineage wuxia MUD -- self-titled Ocean II but far better known in-game by its banner name, Star-Moon Legend (星月传奇) -- sharing engine lineage with this collection's es1_win, xkx2001, rzrmud, xo, Wuhan Station and Legend of the Yellow Emperor's Soul, and one of the more widely-circulated Chinese wuxia MUDs of its era (hymud, “Ocean V,” is its independent successor, sharing its own 191-domain map skeleton with hy5 rather than haiyang2's smaller one — see hy5's entry). A closer relative than that lineage list suggests: hy5 (Ocean 5) elsewhere in this collection has a byte-identical master.lpc and roughly 90% byte-identical domain files — effectively the same base world, extended with about 50 more zones (Vietnam, Korea, Japan, Tibet, Xinjiang) rather than an independent creation. Nearly 30,000 files build out a genuinely large world: sect-based jianghu with map regions spanning Jiangnan's water towns, the Mingjiao stronghold, Gaochang, and even a Japan zone, plus a full marriage system and gang/faction play layered on top of the standard skill and quest content.
Ocean V: Star and Moon Legend
✅ Playablehymud
The game calls itself Ocean V, with the in-game banner name Star and Moon Legend (displayed as 〈Ocean V — Star and Moon Legend〉 on login). New characters start at "World Tree," a hub village with a bank and pawnshop and stone paths fanning out into the wider jianghu; the usual sect-apprenticeship, quest, marriage, and gang systems are all present, plus a built-in duilian (sparring) command for safe practice bouts before real combat. File comparison shows a more tangled lineage than a simple "evolution of haiyang2": hymud shares the exact same 191-domain directory scaffold as this project's hy5 — not just haiyang2/Ocean II's smaller 141-domain base map that hy5 itself extends — but the room/NPC content underneath has been almost entirely rewritten (only 1-2% of files remain byte-identical to either haiyang2 or hy5). It's best understood as a heavy content rewrite built on the same expanded map skeleton hy5 also uses, rather than an independent creation from scratch. At roughly 57,000 source files it's the largest single archive processed in this project.
Naruto
✅ Playablehuoying
The game calls itself Huoying (Naruto); its master.lpc/simul_efun.lpc/chinese.lpc headers credit the underlying engine to Annihilator (muds.net) as "Neolith 0.0.2" (09/07/2000), placing it in the same ES II (Eastern Story II) engine family as this project's wuhanzhan (A Chinese Odyssey) and yueyingqiyuan (Moon Love Story), and more distantly es1_win/esI/kxkj/haiyang2. Themed after the Naruto anime -- globals.h even carries a commented-out MUD_NAME of "火影忍者" ("Fire Shadow Ninja") -- with a fairly elaborate ANSI color ASCII-art login banner sourced from a Taiwanese site. Content is honestly thin: the archive carries a substantial jutsu/chakra-skill/equipment template library, but live testing found only five navigable rooms, all wizard-guild facilities (noticeboard, complaints desk, meeting hall) -- START_ROOM is hardcoded straight to the wizard guild, with no explorable ninja-village map shipped in this snapshot.
yanhuangwuhun
A wuxia MUD blended with immortal-cultivation (xianxia) flavor: new characters begin their jianghu journey from a "Land of Peach Blossoms" starting zone and pick one of five role archetypes (Brute, Wise, Enduring, Agile, Balanced) to shape their growth. Character creation is unusually direct for this collection — the `washto <str> <wis> <con> <agi>` command lets players assign all four core stats by hand in one shot (13-30 each, must total 80) instead of rolling and re-rolling. Death sends players through a full underworld sequence escorted by the Black- and White-Guard psychopomps (黑无常/白无常), with revival always landing at the Yangzhou Martial Temple — a system shared byte-for-byte with this collection's sibling "Chronicle of Yan-Huang Heroes" (yhyxs; both trace to the same 2003 ES II engine rewrite by developer "lxtx"). Strong enemies in this game can actively block a losing player's escape route rather than always allowing a clean retreat. A file-level comparison found this build is in fact a near-duplicate of this collection's yhwhpublicfi — 96% of common files byte-identical, same 73-zone map, same underworld ritual — which carries the plain, unnumbered version of this game's own "Soul of Yan-Huang" title; the "II" in this build's own name exists specifically to tell the two apart. Also carries a full unwired backup death-and-revival subsystem (d/death22/) left over from an earlier build, confirmed unreachable in current play.
yhyxs
Titled "Dynasty Reborn" in-game — like close siblings yhwhpublicfi and yanhuangwuhun ("Tales of Wulin Heroes: Soul of Yan-Huang" / "...II"), this is a separately-branded snapshot of the same 2003 "yh" branch of the Doing/hell engine lineage; a file-level comparison found 87-89% of common files byte-identical across all three, much closer than a simple shared-engine relationship. Character creation is distinctive within the family: split surname/given-name entry, two independent passwords, then a five-way archetype pick (Brute/Wise/Enduring/Agile/Balanced) made by approaching different NPCs at the starting "Land of Peach Blossoms" who each preach their own philosophy, followed by a trip to Yama's Hall to re-roll stats in the Pool of Forgetfulness, and finally `born <name>` into one of twenty birthplace/clan options. Death sends the ghost through the Ghost Gate Pass, escorted by the Black- and White-Guard psychopomps, reviving fixed at the Yangzhou Martial Temple.
Record of the Mystic Sword
✅ Playablexuanjianlu
Part of the ES II / Xiake Xing ("Wandering Blade") engine family (byte-identical core master/simul_efun files to sibling archives xkx2001 and bmxkx2001), but with its own independent wuxia world centered on the Ming Cult, Kunlun, and Xiake Island. Its clone-object roster draws directly on Jin Yong's "Legend of the Condor Heroes": five special NPCs are literally named and modeled on the novel's Five Greats -- 东邪 (Eastern Heretic), 西毒 (Western Venom), 南帝 (Southern Emperor), 北丐 (Northern Beggar), and 中神通 (Central Divine Coordinator) -- alongside the historical Taoist master 丘处机 (Qiu Chuji). New characters are met on Xiake Island by the sect's judge-envoy NPCs before setting out to train and build sect ties; talent-point allocation can be chosen by hand or left to random assignment, and wizard logins require a separate passcode on top of the normal password. Its files carry a "Cracked by Kafei" header, placing it in the same release batch as xkx2000zxb (xkx2001 itself circulated under a different "Cracked by Roath" release).
bixiecanyang
Part of the "Sunset Reborn" engine family shared with several sibling archives in this project, built, per the author, atop "Sunset Reborn – Jianghu Storm 2 – Storm Resurgent." New characters are placed at random into one of several starting towns across a jianghu spanning Jiaxing, Yangzhou, and other locales, with gender-specific scene descriptions and a full underworld resurrection subsystem shared with sibling games in the same engine family.
Divine Land (shenzhou)
✅ Playableshenzhou
A veteran Chinese wuxia mudlib self-styled 'Divine Land,' run by the Shenzhou Development Guild and built on the ES II engine family shared with sibling games Suiyuan Sword Legend and Heaven Without Snow in this collection, maintained across several generations of developers. New characters start out at the 'Hall of Novices' to get their bearings before formally entering the jianghu, with long-term systems for offline training, guilds, and a dedicated blacksmith profession rounding out a classic stats/sects/martial-cultivation core.
shenmo
A long-lived ES II/Neolith-engine game — sharing its engine lineage with sibling games shenzhou and Suiyuan Sword Legend in this collection — developed and maintained continuously from 1994 to 2013 by a long succession of wizards, and one of the largest archives in this collection at over 30,000 source files. Characters choose to be human, immortal, or demon before setting out from the South City Inn in Chang'an on a Journey-to-the-West-themed adventure through the demons and deities encountered along Tang Sanzang's pilgrimage route, built on the classic wuxia/xianxia progression of stats, sects, and martial cultivation. The South Sea Guanyin's Mount Putuo order even carries a persistent 'head disciple' title that naturally passes between characters as the game is played over time.
Xiao Ao Jiang Hu: Return to the Jianghu
✅ Playablexajhzcjh
By author AKAI, this Smiling-Proud-Wanderer game grew out of the "Sunset Reappears — Jianghu Fengyun 2 — Storm Rising Again" engine lineage, a branch of the broader Sunset Reappears/XYZX family shared with several other archives in this collection, though its content was developed independently. New characters start at an inn on South Street and build their jianghu reputation around locations like the Wu Temple and Iron Spear Temple. Beyond the four familiar wuxia attributes, it tracks two hidden talents — fate and appearance — that quietly influence puzzle outcomes and how NPCs regard the player. Connecting requires a hidden client-version handshake (players must type "2060" first), and the game runs an unusual dual-password scheme: a normal login password plus a separate management PIN. The archive name's "server + client" actually refers to support for two connection protocols on the same game — plain telnet and a TOMUD menu client — not a bundled standalone client program.
zitengzhan
Great Tang Journey West — Purple Wisteria Station (its in-game banner reads 'Purple Wisteria Journey West'), an old-school wuxia/xianxia MUD that grafts a Journey-to-the-West-flavored backdrop (zones named for the Thirty-Three Heavens, Gao Village, the South Sea) onto a standard Jin Yong sect map (Huashan, Emei, Kunlun and more). Part of the ES II engine family, sharing common ancestry with this collection's es1_win/xkx2001/rzrmud and likewise signed 'for ES II mudlib, original from Lil, rewritten by Annihilator' in its master file — a room-tree file comparison against this batch's separate 'Hell'/Doing-lineage archives (zjdy2008wzb and siblings) found essentially no overlap, confirming it's a genuinely unrelated branch despite superficial similarities. New characters distribute talent points across four stats (Physique/Bone-Root/Comprehension/Spirit) before starting at the South City Inn, and wizard logins require a third 'wizard-only password' layered on top of the normal login/admin password pair. Gameplay includes a pawnshop, NPC combat, an automatic death/revival dialogue where Judge Cui Jue restores the character, and a bulletin board.
Ultimate Hell: Legend of Xuanyuan
✅ Playablezhongjidiyu
A Xuanyuan-legend-themed wuxia/xianxia MUD, internally identified as hell.local and part of the ES II engine family alongside es1_win/xkx2001/rzrmud in this collection, its master file's authorship trail running through 'for ES II mudlib' to 'Annihilator', 'Xiang for XKX', and 'Doing Lu for hell'. The archive's own bundled notes describe it as a stripped-down reference build 'for study purposes, not recommended for a public server' — only the newbie village and death-handling rooms are included, with the major sect/city zones (Chang'an, Wudang, Shaolin, etc.) referenced in code but absent from this package. New characters start 'unborn': they must first find the NPC Shuisheng to register an email with the register command, then go through a stat-rolling 'reincarnation' (投胎做人) ritual before actually entering the world. Two other archives in this collection also happen to carry 'Ultimate Hell' in their name (zjdyaryl and zjdyzj) — those belong to a separate branch of the 'Hell' lineage and are different games entirely, sharing only the coincidental title; all three have otherwise unrelated content.
Ultimate Hell: Ai Ruo You Lan
✅ Playablezjdyaryl
Introduces itself in-game as 'Hell's Quagmire — Ai Ruo You Lan' (the archive's own title is 'Ultimate Hell: Ai Ruo You Lan'). Part of the ES II to XKX to 'Hell' branch of the engine family, and part of a six-way 'Hell'/Doing-lineage map family with this collection's hell, zjdy2008wzb, zjdywzb, zjdyzj, and zjmudhell — a byte-level, line-ending-normalized room-tree comparison found it 95% identical to zjdy2008wzb and 94% identical to its closest sister zjdyzj ('Fingertip MUD' edition, sharing the same 'Hell' engine core down to near-identical master-file content), with that same map only ~73-79% identical to zjdywzb/zjmudhell — one shared authored wuxia world reused across all six builds, not a handful of coincidentally similar titles. Unlike zjdyzj, this build keeps a plain telnet registration flow rather than a mobile-client protocol layer. Not the same game as zhongjidiyu, another archive in this collection that also happens to carry 'Ultimate Hell' in its name.
Ultimate Hell: Fingertip MUD Edition
✅ Playablezjdyzj
Introduces itself in-game as 'No Escape From Hell' (the archive's own title is 'Ultimate Hell — Fingertip MUD Edition'). Part of the same six-way 'Hell'/Doing-lineage map family as this collection's hell, zjdy2008wzb, zjdyaryl, zjdywzb, and zjmudhell — 94% byte-identical (line-ending-normalized) to its closest sister zjdyaryl, sharing the same 'Hell' engine core with an added layer supporting the 'Fingertip MUD' mobile-client protocol (a crypt() challenge/response handshake, then an account/character-creation line joined with a literal '║' separator specific to this protocol). New characters go through a self-designed 'reincarnation' ritual: choose one of five temperament archetypes (fierce/wise/enduring/agile/balanced) in the Hall of Yama, jump into the 'Pool of Forgetfulness' to randomize stats, then pick a birthplace from a dozen-plus place names — or one of four great clans, e.g. 'House Ouyang' — before score will show anything but 'not yet born.' Not the same game as zhongjidiyu, another archive in this collection that also happens to carry 'Ultimate Hell' in its name. This mobile-protocol build never actually verifies an existing account's password on login (it simply overwrites the saved password with whatever the client sends), since the original design delegated authentication to the Fingertip MUD platform itself — a real deployment would need this patched.
Chronicle of the Western Campaign
✅ Playablexixingzhanji
A jianghu MUD set against the backdrop of Journey to the West, where new players start at the "South City Inn" in Chang'an and progress through scripture-seeking, demon-slaying, and sect trials. Part of an independent branch of the ES II (Eastern Stories II) architecture, distantly related to several other Journey to the West / ES II MUDs in this collection, it retains classic ES II staples such as message boards, talent-point allocation, and the four core attributes (physique, bone-root, comprehension, spirit), well suited to players who enjoy slow-paced text character progression.
Revival World
✅ Playablezsdsj
RWlib v1.0.1, a life-simulation and city-management MUD developed by a Taiwanese team — an entirely independent, self-built engine unrelated to this collection's wuxia-themed mudlibs. Rather than combat and leveling, it centers on farming, fishing, animal husbandry, running factories, real-estate trading, stock speculation, and mahjong, backed by a full system of city mayors, taxation, and enterprises; new characters can settle in a city (currently just one, the 'Abandoned City') to build a livelihood there.
tiexuejianghu
A wuxia mudlib built on the ES II (Eastern Stories II) engine, part of the same family as this archive's Wuhanzhan (A Chinese Odyssey) and Weiming Kongjian, though it is an independently developed branch. Created by the author "hxsd," it centers on sect management and NPC recruitment, backed by an unusually complete merchant/trading subsystem the author likened to Uncharted Waters. New players start at the Hero's Tavern and can train in martial arts, roam the jianghu, and join a sect to earn income from its holdings. The original server closed after its popularity waned and its wizard staff fell into internal conflict, after which the author released the source code — this archive preserves that release.
syxjl
Self-titled "Sui Yuan Xi Jian Lu" (roughly, "the chronicle of washing one's sword as fate wills"), a member of the ES II engine family — kin to this archive's Shenzhou, Huoying, and Wuhan-station titles — repeatedly rewritten from the original ES II base by Annihilator and others, and a long-running, well-established wuxia MUD in its own right. New players start at the Chance Inn (随缘客栈) in Yangzhou, where Li Xunhuan — a wandering-swordsman character borrowed from Gu Long's novels — greets arrivals and walks them through the basics; play otherwise follows a classic, unadorned wuxia arc of stat rolling, sect apprenticeship, martial-arts training, and roaming the jianghu. Yangzhou's main square carries an unusual, permanent easter egg: a "Santa Claus" NPC (随缘节日大使) who hands out holiday greetings year-round. Death sends a character through a full ghost/afterlife sequence, escorted by the White Guard of Impermanence to the War God Temple (武庙) for revival, with the character unable to move until the process completes.
Magical Century (mohuanshiji)
✅ Playablemohuanshiji
A Qingdao-hosted branch of the 'Mythic Journey West' (SJXY) family, built on the ES II engine as an independent take on the Journey to the West mythos — sharing the same setting as sibling games mhxy and rzrmud in this collection but with its own separate codebase. New characters set out from the South City Inn, greeted by classic figures Tang Sanzang, the inn's waiter, and the far-seeing Clairvoyant (千里眼) as NPCs; the game layers in original sects such as Wudang and Yihua Palace not found in the source novel, making it one of the more content-rich entries in this sub-genre. Registration includes an unusually self-aware age gate that turns away anyone who answers yes (or doesn't answer) to "are you a primary/secondary school student or younger?", and death sends players through a full underworld sequence — escorted by Judge Cui Jue (崔珏) to the Yin-Yang Boundary before automatic revival, the same design shared with this collection's yszz and bmxkx2001.
Legend of the Three Realms
✅ Playablesjcs
A jianghu world set against the backdrop of the classical Chinese cosmology of the "Three Realms" — Heaven, the Mortal World, and the Underworld. New characters start at the South-City Inn in Chang'an, whose bulletin board doubles as a running log of player tips, wizard feedback, and update notices. Registration exposes stat allocation directly: players split points across physique/bone-structure/comprehension/spirituality themselves (an even split by default, adjustable before confirming). The master/apprentice system is tiered by sect, letting a newcomer study under a junior disciple before working up to the sect leader, and spells are organized into four schools — cultivation, attack, defense, and miscellaneous — covering classic effects like flight, transformation, and clairvoyant/clairaudient sight. The tunable "wimpy" auto-flee threshold (recommended high, 50-70%, for newcomers) works with both `fight` and `kill`, while special combat skills require an explicit `enable` first. It shares only a name with the similarly titled sanjieshenhua elsewhere in this archive; file-by-file comparison of their master.lpc, securityd.lpc, and logind.lpc confirms the two are unrelated codebases.
Mythic Three Realms (sanjieshenhua)
✅ Playablesanjieshenhua
A mythology-themed mudlib set across the 'Three Realms' cosmology, distinct in its underlying codebase from the similarly-named sjcs (Legend of the Three Realms) despite the overlapping title. New characters set out from the South City Inn and choose from six unusually fantasy-flavored classes — swordsman, mage, terminator, elf, barbarian, or dark hell emissary — a broader genre mashup than the typical wuxia sect system. Registration sets up both an everyday login password and a separate recovery password, and the game has its own built-in anti-flood measures: a 60-second logout cooldown for regular accounts and rate-limiting on rapid reconnects.
The Final Frontier
✅ Playablezzhj
The Final Frontier (FF), a space-opera science-fiction MUD adapted from the 'Dongfang Gushi II' (Eastern Story II, ES2) codebase, founded by Spock — a rare sci-fi reskin within this collection's ES II/Eastern Story family, rather than the usual wuxia setting. New characters start in a newbie-academy hall and hand-allocate six attribute points (Strength/Agility/Intelligence/Perception/Constitution/Technique summing to 60) rather than rolling them; a transporter also reaches a 'Ceres' space station. Its own in-game banner announces that development has stopped: only 1 of 10 character classes/sects has a room placing it in the world at all, and even that one is currently inaccessible, leaving it a genuinely frozen, unfinished snapshot rather than a complete game.
The Bird-Man World
✅ Playableniaoren
A Traditional Chinese wuxia MUD drawing its plots and riddles from Jin Yong's fifteen novels. Players start out at the Dragon Gate Inn and make their way through sects and cities across the jianghu, training internal power, external martial arts, and other skills along the way — a classic wuxia framework of stats, sects, master-disciple bonds, guilds, and rankings. Its inn's bulletin board still carries real historical player messages — bug reports, quest-balance patch notes, sect gossip — a rare case in this collection of an original community's own history surviving intact. Its lineage traces back to cctx (Chi Cheng Tian Xia), an independent branch of the same source codebase, down to a lingering reference to a leftover cctxinfo file.
Soaring Through the Heavens
✅ Playableaoxiangtianji
A Chinese wuxia/xianxia MUD descended from a classic Journey to the West codebase; its login banner styles it "Soaring Through the Heavens: Grasping the Sun and Drawing the Moon." Players start at the South City Inn, develop five innate attributes, and choose one of four temperaments, then progress through storyline chapters echoing Journey to the West ("Havoc in Heaven," "The Journey for Scriptures") alongside a full sect and alliance system built for long-term character growth.
Legend of Galactic Heroes
✅ Playableyhyxcs
A rare science-fiction reskin in a corpus otherwise dominated by wuxia settings: an ES II-engine MUD (master.c credits "original by Lil, rewritten by Annihilator") redesigned around Yoshiki Tanaka's novel/anime series Legend of the Galactic Heroes. New characters are born at the Fezzan Central Spaceport, the neutral trade-hub setting fans of the source material will recognize, and roll military-flavored stats (Strength/Courage/Intellect/Command/Composure/Charisma/Constitution/Luck) alongside separately-tracked combat and command experience, a fleet win/loss record, and progress on a "Galactic Mission Board." Naming is explicitly restricted to keep the roster original — canon character names like Yang Wenli and Reinhard are blocklisted at registration. A rare inter-city taxi system, paid for with an ID card, is also unusual for this collection.
Deer and Cauldron World (Xi'an Station)
✅ Playableldtx
A Jin Yong wuxia crossover mudlib in the "Century (Shiji) / adm-single" engine family (sharing lineage with this project's shiji, shujian2008, xjcq2000, xkxz2, and xiakexing100), itself descended from ES II. New characters land in an opening inn where a fixed NPC named Wei Xiaobao (the hero of The Deer and the Cauldron) greets arrivals alongside a bantering shopkeeper and a small white dog, and the game explicitly asks players NOT to name their own character after an existing Jin Yong novel figure. Beyond the four core attributes (strength, aptitude, bone-structure, agility) there are hidden fate/appearance stats that gate puzzles and master-apprentice acceptance; apprenticeship dialogue name-checks Feng Qingyang (of Laughing Proud Wanderer), and distant regions reachable from the city include Dali, a Snow Mountain temple, and a Ming Cult mountain gate with named leadership NPCs (Wei Yixiao, Cheng Chaofeng) -- a genuine multi-novel Jin Yong crossover world, not a single-book reskin. Death knocks a character out in place with a stat penalty rather than sending them through a staged ghost/underworld sequence. The archive itself is named "Deer and Cauldron World," but the login banner brands the game "Xiongba Tianxia (Hero's Dominion), Xi'an Station" and the quit message still says "you have left Deer and Cauldron World" -- an incomplete historical rebrand. That same "Xiongba Tianxia" brand name is also used, independently, by this collection's unrelated xbtxiii codebase; a line-by-line check confirmed they only share a distant ES II ancestor, not a direct lineage.
Red Dust
✅ Playablehc
An independent wuxia MUD within the ES II engine lineage, whose full in-game title is “红尘录” (Chronicle of the Red Dust). New characters land in one of four randomly-chosen starting locations, the most distinctive being a Uyghur frontier town (北疆小镇) where NPCs greet arrivals in dialect (“小波郎子呀克西”) -- a rare northwestern-frontier setting among this collection's otherwise Jiangnan/central-plains wuxia worlds; the other three are a temple's main hall (housing legendary/historical figures such as Zhuge Liang, leading on to a “Hall of Fame”), a Quanzhou ironclad town, and an inn. Characters roll six attributes -- four visible, two hidden (luck and looks) that quietly influence encounters and mentorship opportunities -- and the login screen displays running lifetime-registration and peak-concurrency statistics. The admin rank hierarchy tops out at (boss), above the more usual (admin).
Galloping Across the World
✅ Playablecctx
A traditional ES2/XKX-lineage wuxia MUD featuring the familiar sects (Huashan, Wudang, Shaolin, Beggars' Sect, Emei, Ming Cult) alongside a distinctive northwestern frontier region around Jiayuguan, complete with desert scenes, a city gate, and a pawnshop — an unusually large excursion into frontier themes for this family of games. Newcomers are actively guided by an NPC greeter just outside the welcome room who offers basic survival commands and travel funds.
Eastern Story II v1.3b
✅ Playabledfgsiiv13b
An early build (1994-2000) of the ES II engine created by Taiwanese developer Annihilator, in Traditional Chinese, whose login banner also styles itself "Celestial Empire." Its only map content is a single snow village — plaza, inn, blacksmith, market, ruins — closer to the engine's own bundled demo village than a fully realized sect-and-jianghu game, making it the likely origin point for the "original from Lil, rewritten by Annihilator" lineage seen in later archives in this project.
dtxywzxzb
A Journey to the West-lineage MUD sharing the classic ES II GB/BIG5 encoding-switch mechanism with several sibling archives in this project -- and, confirmed via a byte-level check, sharing something much more specific with sibling archive xyj2006n ("西游记2006年", an AKAI Studio/Tomud-branded release): the two ship literally identical map files (e.g. `d/gao/gate.lpc` is byte-for-byte the same in both), meaning this and xyj2006n are two different distribution packagings of the same underlying game content, not just two unrelated libs with a similar theme. Set in the mythological world of Journey to the West -- the Thirty-Three Heavens, the Peach Garden, Penglai, the Heavenly Palace, plus a real `d/zhanchang` battlefield zone and a self-contained `d/g_quest` quest directory built around Tang-dynasty historical/legendary figures rather than the Journey to the West cast -- 长孙无忌 (Zhangsun Wuji), 太平公主 (Princess Taiping), 钟馗 (Zhong Kui), 红娘 (Hong Niang) -- running alongside the ordinary explore/sect gameplay. It uniquely asks new players at registration whether they are a primary or secondary school student, and separates ordinary login passwords from a stricter admin password (uppercase+lowercase+symbol, 7+ characters) reserved for sensitive account operations like backups and self-destruct.
Extraordinary Sunset MUD
✅ Playableffxymud
Part of the "Roaming Swordsman" engine lineage, though its own login banner instead reads "Extraordinary Young Master: Legend of the New Moon II." Despite the differing names, its map and key scenes are byte-identical to several sibling archives in this project, confirming it belongs to a shared family built on Jin Yong's sect and map world (Huashan, Wudang, Emei, Beggars' Sect, Ming Cult, Tianlong Temple, and more). Uniquely requires clients to send an exact version-handshake string before login proceeds.
Blood and Iron Jianghu
✅ Playablefys
A wuxia MUD whose archive is filed as “Storm III” (风云三) but whose actual in-game banner reads “Blood-and-Iron Jianghu” (铁血江湖) -- an unrelated title mismatch, not an error this project introduced. The map centers on the classic Huashan/Wudang/Mingjiao sect towns of central-plains jianghu, plus two overseas zones for cross-strait adventuring -- a Kobe/Japan area and a Taiwan area. New characters land at Yingxiao Restaurant (英豪酒楼), the largest tavern in the central city, and quitting is gated by a genuine 30-second post-login cooldown (“the file is still being saved”) -- one of the few libs in this collection to write anti-farming logic directly into the game design.
Storm IV: Decrypted Edition
✅ Playablefysjmb
A Gu Long-themed “Storm IV” (风云Ⅳ) MUD, billed in-game as Sumxin Storm -- and the same codebase as this collection's sibling xsfyssjb (Heart's Voice Storm IV Upgraded Edition): their d/dreamland/ scene files and much of the map are byte-for-byte identical, a relationship neither archive had documented before this project. The shared world leans into Gu Long's desert-frontier jianghu -- Loulan, Xinjiang, Zangbei and Liusha's “lone smoke over the vast desert” borderlands -- alongside the usual Huashan/Wudang/Shaolin central-plains sects. Registration is one of the most complete in the whole Storm family (GB/BIG5 encoding choice, real password-complexity rules, an ethnicity pick), and the central plaza's “Panlong Motianzhu” pillar doubles as a genuine read/write public bulletin board.
Storm: Rising Tempest
✅ Playablefyzfqyy
A Gu Long-themed “Storm” (风云) MUD whose actual built world is thin: only about 48 files carry real room descriptions, most scattered across individual wizards' personal directories rather than a complete official town/sect map. The one substantially finished official area is the Kaifeng yamen (衙门) scene, populated by Judge Bao (包拯) and Zhanzhao (展昭). Registration uniquely splits a recovery/admin password from the everyday login password. The apprenticeship/sect system itself works, but no NPC in the shipped content ever actually sets a sect to join.
Demon Angel II
✅ Playablegjzddmudda
An ES2-lineage wuxia MUD (the login banner itself credits “Annihilator/ES2”) whose in-game title is “Gourd II / Demon Angel” (葫芦Ⅱ), a Chinese localization. Its standout feature is a genuine player-run nation-building system unique in this collection: cmds/king/ and cmds/min/ give a king and appointed ministers real commands to declare war, form alliances, arrest/banish subjects, tax, build, and even construct and link new rooms in-world -- buy_kingdom lets a player found their own kingdom outright, complete with a throne room. New characters start as wandering adventurers in the Central Plaza of Gourd City, with working shops, a real bulletin board, and named NPCs; the death/revival cycle is a single unconditional call_out back to the start room, unusually free of the soft-lock class other ES2-lineage libs in this collection suffer from.
Ultimate Hell: No Way Out
✅ Playablehell
The in-game title is "Revive of Ultra Hell (Blood & Magic) from 1999.11.13" (the author calls themselves "doing") -- the largest Jin Yong-themed mudlib in this project by file count, at over 7,000 LPC files, and the root of a whole "Hell"/Doing lineage: this project's zjdy2008wzb, zjdyaryl, zjdywzb, and zjdyzj all reuse substantially the same room-tree content (a byte-level, line-ending-normalized comparison found 67-88% of hell's own map reused across those four), yhwhpublicfi's own master.lpc header states it was built as a modification of this exact archive, and zjmudhell (Fingertip MUD) carries a closely related map (67% identical) while rewriting every core system around a custom mobile-app protocol. The game's own rules text names its source precisely -- adapted from Jin Yong's "Ode to Gallantry," built atop the "Eastern Story II" mudlib -- and the starting Yangzhou inn is staffed by Qi Changfa, a named character from that novel. New characters go through a genuine reincarnation ritual rather than a plain character-creation menu: register an email, confirm, approach one of several NPCs to choose a moral disposition (one path's NPC opens by invoking Guo Jing and Xiao Feng by name), pass through the Court of Hell (the Ten Yama Kings, Ox-Head and Horse-Face, Ksitigarbha presiding), bathe in the River of Forgetfulness to randomize four core stats, then choose a birthplace from an 18-option list that includes the Demi-Gods-and-Semi-Devils-derived Murong, Ouyang, Duan-imperial, and Hu-clan origins. 47 bulletin boards cover nearly every major sect across multiple Jin Yong novels rather than a single source.
Journey West: Enhanced Edition
✅ Playablehxxtjqb
The in-game title is "Chronicle of the Journey West" (MudOS v22pre11 MudLib Build 3310) -- a traditional GB/BIG5 dual-encoding ES-lineage mudlib built closely on Journey to the West's own mythology: the Thirty-Three Heavens, the Garden of Immortal Peaches, Penglai, the South Sea, and the Heavenly Palace all appear as real waypoints along the pilgrimage route. It shares its naming style with this project's "Three Realms Mythology" family (numbers 99-101) but is a genuinely separate codebase, not a shared engine. Registration opens with a real-time GB/BIG5 encoding choice, then asks outright whether the player is a school-age minor -- answering yes turns the player away on the spot, the most direct under-age gate found anywhere in this collection. The moon-palace scene (d/moon/) is furnished with a poem object, a small literary touch on top of the usual combat/exploration map.
Ocean 2000 (Ocean II)
✅ Playablehy2000
The in-game title is Ocean II -- an ES2/Jin Yong-themed mudlib belonging to the "Ocean/hy" code family alongside fqyy2 (Storm Clouds Rising II) in this project, both routing SECURITY_D to adm/daemons/securd.lpc and both authenticating admins through a backdoor id hardcoded into that same daemon rather than a plain-text wizlist (here, "wuyou"). It is also the base for hy2002, a superset that adds roughly 3,000 more files (new maps, new sect content) on top of an otherwise identical 10,630-file map. The world layers a marriage system (d/marry/, d/happy/) on top of the standard Huashan/Wudang/Shaolin/Beggars'-Sect sect map. Registration leads to a working bulletin-board post/look chain, NPC patrols on the map from the very first zone, and a leaderboard item that spawns on every logout.
Ocean 2002 (Ocean II)
✅ Playablehy2002
The in-game title is Ocean II, and it's a follow-on, evolved version of this project's hy2000 -- the two share 10,630 of 10,632 files by path, with hy2002 adding roughly 3,000 new files on top (new maps, new sect content) over the same marriage-system/sect-map base (d/marry/, d/happy/, Huashan/Wudang/Shaolin/Beggars'-Sect). It carries the same "Ocean/hy" security-daemon-backdoor admin scheme as hy2000, but here the hardcoded backdoor id ("hxsd") turned out to already belong to a real, unrecoverable old player account, forcing a side-by-side admin grant instead of a direct claim. A real anti-abuse rule caps new registrations to one per IP per 60 seconds -- by design, not a bug. New characters progress from registration through the newbie sequence, exploring and leaving Ping'an City, a fight, death, and Ghost-Gate revival.
Fire Cloud Chronicle 2000
✅ Playablehy3
The in-game title is Fire Cloud Chronicle 2000 (火云录2000), an ES2/Jin-Yong-themed wuxia MUD. Despite sharing the "hy" slug prefix with hy/hy2000/hy2002 (this project's "Ocean" family), a file-by-file comparison of master.lpc/securd.lpc/securityd.lpc confirms it's an unrelated codebase — an entirely different 363-line master.lpc (credited to "change by xhh") versus the three byte-identical 332-line "for ES II mudlib" copies shared by the Ocean family, and its own wizard lineage under u/ (xingyun, xingyu, hsly). Real content beyond the standard Jin Yong sect map (Huashan, Shaolin, Emei, Kunlun, Quanzhen, the Beggars' Sect, Tianlong Temple, Lingjiu Palace, Peach Blossom Island, plus Mongol/Dali regions): an assassins'-guild faction ("Killer Tower," d/shashou/), a marriage system (d/marry/), and a genuine anti-theft design where an admin logging in from an unlisted IP is challenged with a live random math problem before being let in. A full death-to-Ghost-Gate-to-revival cycle works end to end.
Ocean II: Shanghai Server, 3rd Edition
✅ Playablehyiishzdscbb
The in-game title is Ocean II — confirmed (via file-by-file comparison) to be a genuine sibling snapshot of hy2000 and hy2002 elsewhere in this collection, sharing roughly 9,600 and 10,253 files by path with each respectively: this is the third version snapshot deployed on the "Shanghai server" of the same ES2/Jin-Yong-themed "Ocean II" codebase, not an independently developed game. Its map and marriage system (d/marry/) match the rest of the family, spanning sects including Wudang, Mingjiao, Shaolin, Emei, Kunlun, and Peach Blossom Island.
Jianghu 2006
✅ Playablejh2006
The in-game title is Jianghu 2005 (Annihilator/Book-and-Sword ES2 lineage, sharing engine ancestry with this project's sjplgfjxb/sjplii but unrelated to the similarly-named Century-lineage sjecl/sje), a Jin-Yong-themed wuxia MUD. A Miaojiang (苗疆) region sits alongside the usual Wudang/Shaolin/Emei/Kunlun/Beggars'-Sect map, plus a Xingxiu Sect (星宿, the "Star-Reaping Cult" of Demi-Gods and Semi-Devils) directory; sect apprenticeship works end to end at Huashan's Hall of Uprightness, where NPC Yue Buqun accepts a player as his "14th-generation disciple." Two of this lib's own naming quirks: character status is checked with stscore rather than the usual score, and movement commands are compound direction-plus-destination strings (e.g. "西-小石路", "west–stone path") rather than a bare direction letter.
Rivers and Lakes in Turmoil II
✅ Playablejhfy2
In-game titled "Rivers and Lakes in Turmoil II: Liaoning Storm Rising," a Jin Yong-themed wuxia mudlib with a full sect/city map (Huashan, Wudang, Emei, Gaibang, Mingjiao, and dozens more) that deliberately mixes those sect scenes with real-world landmarks like Tiananmen. Character creation rolls six attributes rather than the usual four, including two hidden traits ("Fortune" and "Looks"). File comparison found its map directory structure nearly matches this project's "Tianya" (Ends of the Earth) family (tybxjh, xhcii, zxty, ffxymud), and its "Peak of the World" cliff-jump scene matches tybxjh's word for word (confirmed by direct diff, formatting differences aside) — making this the sixth confirmed member of that family, a relationship no archive had previously recorded. A full death/revival cycle runs cleanly.
Sunset Reappears: Storm Rising II
✅ Playablejhfy3
In-game titled "Sunset Reappears: Storm Rising II," a Jin Yong-themed wuxia mudlib built on jhfy2's map (7,977 of jhfy2's 9,332 files overlap by path) but running it on a different core-system lineage. New characters can approach a cloned Linghu Chong (`bai huchong`) at Huashan to become a "fifteenth-generation disciple," buy Hami melons from a Xinjiang-frontier peddler and resell them to a Persian merchant at Gaochang, and send working in-game mail through the post office. This archive's own "Peak of the World" cliff-jump scene is word-for-word identical not to jhfy2's "Tianya"-family version but to xajh4gkb (Xiao'ao Jianghu 4, Public Edition) and byte-identical to xyzx (one of the original "Sunset Reappears" releases) — confirming "Sunset Reappears" is a separate code lineage from "Tianya," stitched here onto jhfy2's map. Registration uses a double-password scheme (separate admin/login passwords) unlike jhfy2's single password.
The Story of Hero
✅ Playablejyqxc
In-game titled "The Story of Hero," a Jin Yong-themed mudlib with a relatively compact map spanning sects like Mount Hua, Wudang, Shaolin, the Beggars' Sect, Emei, and the Ming Cult. Talent stats (strength, comprehension, bone structure, agility) are rolled by the system as a fixed set — accept the whole roll or reroll, no picking individual stats — and the built-in "help newbie" is a player-written strategy guide rather than an official template, explaining the difference between "fight" (spar, auto-stops at 50% health/energy) and "kill" (fight to the death). Villains from the novels wander ordinary streets far above newbie level — White Camel Manor's young master Ouyang Ke can be encountered and one-shot an unprepared player before the spar system's safety threshold has a chance to kick in. Death sends players to Ghost Gate Pass, escorted by an uncommon third psychopomp NPC (an "apprentice guard") alongside the usual White/Black Guards. Shares a common master.lpc with this project's jyqxc2, jyqxc2013fwq, fy2mg, and xkx2017 (the "Legend of Jin Yong's Heroes"/XKX framework family).
The Story of Hero
✅ Playablejyqxc2
A sibling archive to this project's jyqxc (numbers 086/087) carrying the same "Story of Hero" content: the same compact Jin Yong sect map (Mount Hua, Wudang, Shaolin, the Beggars' Sect, Emei, the Ming Cult), including White Camel Manor's overpowered young master Ouyang Ke roaming the streets and the Ghost Gate Pass death sequence with its uncommon third psychopomp NPC. A file-by-file diff confirmed the two are, in essence, two near-complete snapshots of the same original data rather than independently developed variants sharing only the same architecture — of roughly 3,690 files in each "work" tree, only a handful differ (a not-yet-patched login script, two runtime logs, and each one's leftover test character), while the death system and other core files are byte-for-byte identical. The archive filenames even show the classic browser double-download pattern, suggesting both came from the same original download that this project's deduplication process didn't catch.
The Story of Hero (2013 Server Edition)
✅ Playablejyqxc2013fwq
A 2013 server-side release in the same "Story of Hero"/XKX framework family as this project's jyqxc and jyqxc2, but with a substantially larger map than either sibling -- beyond the core sects (Mount Hua, Wudang, Shaolin, Emei, Ming Cult, Beggars' Sect) it adds White Camel Manor, Black Wood Cliff, Rainbow Ridge, Dragon Palace of the Yellow Palace, Vulture Peak, Xiaoyao Sect, Snow Mountain, and Peach Blossom Island/Xiakedao, among other zones. Unlike jyqxc2's near-byte-identical relationship to jyqxc, a file-by-file diff confirmed this is a genuinely independent snapshot (3,942 files vs. ~3,693/3,694 in each sibling) sharing the family's overall structure without duplicating its content.
Rhapsody Realm II
✅ Playablekxkjii2
A mudlib derived from the ES II/Annihilator architecture line, a different lineage from the jyqxc family (it uses the driver's native plaintext save format rather than that family's old binary format). Character creation is a fully interactive point-buy: seven stats (strength, willpower, comprehension, courage, bone structure, spirituality, appearance) hand-allocated from a shared 160-point pool, with an eighth stat, "fortune," auto-filled from whatever is left. Beyond the newbie "Snow Village" zone (pawnshops, inns, a pharmacy) the map extends into a "bygone era" region (a smoke pavilion, hillside paths, a flagstone official road) outside the main storyline. Its rank system adds a tier above the usual top rank — "(manager)" outranks "(admin)" and is held by the archive's two built-in admin accounts. A diff against this project's kxkj (#036, "Rhapsody Realm") shows byte-identical master.lpc, securityd.lpc, and death-system files — not an adaptation or sequel, but another independent snapshot of the same 2002 release by Taiwanese wizard wade, differing by only about 10 runtime files. Each archive independently built its own newbie zone under the shared name "Snow Village," with different actual content — evidence of two separately built instances of the same engine source rather than one being derived from the other.
Deer and Cauldron World II
✅ Playableldtxii
A sibling release to this project's ldtx, sharing the same Century/adm-single architecture family but with mostly independent content rather than file-level duplication -- genuinely themed around Jin Yong's The Deer and the Cauldron, with 48 files referencing characters and factions like Wei Xiaobao, the Divine Dragon Cult, and Emperor Kangxi (the login banner and BBS links are just leftover "Xiongba Tianxia" engine-template boilerplate and don't reflect the actual content). Beyond the core storyline the map adds a Killer Tower assassins' faction (d/shashou/) and a marriage system, and sect apprenticeship is real and playable: joining the Quanzhen sect gets a character turned away by Ma Yu but accepted through Wang Chuyi/Qiu Chuji's line, while joining Shaolin gets accepted on the spot as a lay disciple by the nun Qingwei. The city also runs a working money-changer's bank (deposit/withdraw with a stacking currency system, NPC Qian Yankai) and a dice-betting gambling hall where real money changes hands on the roll. Death is a full faint-then-revive cycle: a knocked-out character is briefly locked out of commands, then automatically resurrected at the Wumiao (Yue Fei) temple with the cause and count of past deaths recorded on their sheet.
Simulated Huafu (mnhf)
✅ Playablemnhf
A campus-life simulation mudlib set at the real-world campus of South China Normal University's Affiliated High School (Huafu) in Guangzhou, with no wuxia or fantasy trappings — its map (`d/huafu/`) faithfully recreates real school locations like teaching buildings, dorms, the computer room, and the library. Character creation picks a personality type (studious, lively, calm, or athletic) instead of the usual sect/race choice, and a boot-camp-style newbie orientation walks players through the game's economy (bike-shed attendant work, dishwashing at McDonald's for cash) before dropping them at a hub where a numbered menu (1-6: Juqing Garden, teaching building, office building, library, McDonald's, back-gate garden) stands in for the usual compass-direction exploration — closer to a mobile game's UI than a typical wuxia MUD. Quests are timed fetch-and-return jobs claimed directly from an NPC via a `quest` command rather than the classic `ask...about`, with a practice bird on the lawn for newcomers to try it on.
Mire 2 (nte)
✅ Playablente
A wuxia mudlib built on the ES2/Annihilator engine lineage, part of the broader 'Mire' (nitan/NT) family but with its own independently written attribute-storage code. At roughly 13,000 source files, it has its own version of the 'birth ceremony' registration ritual seen in nt6, right down to matching file names, an interesting case of convergent design within the same broader engine scene despite being coded independently.
Mire II (ntii)
✅ Playablentii
A sibling build in the same ES2/Annihilator-engine family as nte (Mire 2), sharing several core infrastructure files byte-for-byte with it — the login, naming, and version-sync daemons — while the roughly 10,000 remaining files of actual game content were developed independently. Like nte, it gates full 'born' status behind a creation-myth NPC dialogue ritual rather than a simple registration step.
Galaxy Century
✅ Playablesj
Despite a slug resembling sje/sjecl (the "Book and Sword" series) elsewhere in this archive, this is unrelated to them — it shares the same Chinese title "世纪" (Century) with sibling archive shiji, and a file-level comparison confirms why: the two are essentially the same authored game world (identical Tianlang-sector rooms, faction hub, starport) wrapped in different security-daemon/master-object implementations (this one an adm/obj/master.lpc branch, shiji an adm/single one) — separate server deployments rather than independent lineages. Its setting is science-fiction interstellar war rather than traditional wuxia: new characters start in the Tianlang star sector, buy starships at the spaceport, and align with one of four rival factions (Phoenix Star, the Royal House, the Holy Temple, or the Special Forces), with even wizard rank displayed under the in-universe title "Galaxy Special Police" rather than shiji's "Cosmic Special Police." The kungfu skill-tree directory structure survives underneath the sci-fi reskin, repurposed to represent each faction's own fighting style.
Book and Sword II
✅ Playablesje
A Hubei Telecom "Book and Sword II" MUD, version 2.1, on the same Century/adm-single engine (adm/single/master.lpc plus adm/daemons/securityd.lpc) as sibling sjecl (The Book and the Sword) elsewhere in this archive, and sharing its classic newbie layout: new characters start in the Martial-Arts-Hall Front Yard, flanked by practice grounds. Newcomer care differs from sjecl's version, though — a "gatekeeper" NPC hands out a one-time starter package on request, and separately grants up to three rounds of internal-power infusion (+100 max internal power each) just for asking. The hall also houses a "guardian envoy" NPC unique to this archive, who proactively unleashes named skills like Heavenly Demon Palm/Sword/Blade/Art in combat, and wizard accounts face a stricter local-login IP policy than sjecl's (only already-wizard accounts may connect from 127.0.0.1/localhost). It has 38 player-run bulletin boards archive-wide, including one that guilds can create for themselves via the guild board-creation command.
The Book and the Sword
✅ Playablesjecl
A Chongqing Telecom "Book and Sword" MUD nominally based on Jin Yong's novel of the same name (published in English as The Book and the Sword), on the Century/adm-single engine (adm/single/master.lpc plus adm/daemons/securityd.lpc) shared with sibling sje elsewhere in this archive — despite similar naming, sjplgfjxb and sjplii are actually a wholly different (ES II) engine lineage, a coincidence rather than shared code. New characters start in the Martial-Arts-Hall Front Yard, and the sect roster reaches well beyond the source novel: `ask shizhe about 拜师` opens the door to Wudang, Shaolin, Xingxiu, Huashan, the Beggars' Sect, Divine Dragon Island, Kunlun, Iron Palm, the Tomb of the Living Dead, the Murong clan, Peach Blossom Island, Tianlong Temple, Dalun Temple, Songshan, Mingjiao, and Emei — spanning most of Jin Yong's whole sect universe rather than one book's. A "Book and Sword World" gift-bearing NPC lets a newcomer fast-track into any of these sects with a maxed skill/literacy set and a huge starting XP bonus, once per character, and the map follows the novel's own geography through Chang'an, Lanzhou, Cangzhou, Hangzhou, the Yellow River, Hengshan, and the snow mountains. Wizard accounts are gated by their own per-id login IP whitelist.
sjplgfjxb
The official tutorial edition of Feibai Studio's Stray Book and Sword, built on the ES II engine (adm/obj/master.lpc, "original from Lil, rewritten by Annihilator"). It is a trimmed-down subset of the same base archive as siblings sjplii and sjpl2 (Stray Book and Sword II) — 2,491 of its ~2,550 files share a path with sjpl2's own ~13,000-file tree — rather than an independently-written game; despite also carrying the words "Book and Sword," it belongs to an entirely different engine lineage from the Century/adm-single family's sjecl and sje, a naming coincidence and nothing more. A character's "birth circumstance" (scholarly/merchant/poor-farmer/martial family) determines their actual starting home — a commoner household in Tai'an, Shandong, or in Fuzhou, not Chang'an; Chang'an's Great Compassion Temple only serves as a fallback if a saved start room fails to load. Chang'an itself is still modeled on real Tang-dynasty landmarks (its gates use real names — Kaiyuan, Zhuque, Qixia, Yanping, Tonghua, Yanxing — alongside the Great Compassion Temple and Baodian Hall) and forms a second major explorable region. Beyond the usual sect apprenticeships, there's an independent career track with the Red Flag Escort Agency (complete with counting house, chapel, and armory), joinable and leaveable on request without a master, and move names are largely original rather than lifted straight from Jin Yong's novels. One quirk that looks like a bug but isn't: every compile warning is broadcast live to online players, so a brand-new character's first `look` can trigger a burst of "something feels off" messages — all harmless "unused local variable" warnings from first-time file compiles.
Stray Book and Sword II
✅ Playablesjplii
A Feibai Studio "Stray Book and Sword II" title on the ES II engine, sibling to sjplgfjxb (the Official Tutorial Edition, a trimmed subset of this same base). Like sjplgfjxb, a character's "birth circumstance" (scholarly/merchant/poor-farmer/martial family) sets both starting skills and actual starting location (a home in Tai'an, Shandong, or Fuzhou) rather than a single fixed newbie village; Chang'an's Great Compassion Temple is only a fallback for a failed saved-room load, though wizard-level accounts are always routed there regardless of birth circumstance, by design. The `apprentice` command does double duty — first use joins a sect, later uses become a respect-paying gesture that raises standing within it. Beyond sect life there's a whole "jianghu livelihoods" layer: day-labor at a grain store or horse ranch in Shandong, watching street performers in Fuzhou to pick up dodge/counter techniques, and building boats at a coastal shipyard to fish or practice unarmed combat, all convertible into potential or worldly experience. Its map is noticeably larger than sjplgfjxb's, adding a full imperial palace complex (main hall, Vermilion Bird Gate, White Tiger/Azure Dragon gates) plus the cities of Hangzhou, Suzhou, Ningbo, Yangzhou, Xiangyang, Chengdu, and Wuhan. Sibling sjpl2 elsewhere in this archive carries the exact same Chinese title (书剑飘零II) and turns out to be far more than a same-family engine relative: 13,073 of ~13,080 files share a path between the two archives, and 98.2% of those are byte-identical, indicating they are two snapshots of the same Feibai-Studio release (one .zip, one .rar) rather than independent games.
Myth of the Three Realms (Baoji Station)
✅ Playablesjsh
The original Baoji-station build of the "Myth of the Three Realms" (San Jie Shen Hua) series — the first of five related codebases in this archive (the other four being sjshv150, sjshv2578bb, sjshwzb, and sjshwzjqb) — mixing ordinary wuxia sect scenes with mythological place names like the Thirty-Three Heavens, the Garden of Immortal Peaches, Penglai, and the Heavenly Palace. Registration has a quirk worth knowing: a brand-new account must type the literal word `new` before its chosen English id, then goes straight to picking a Chinese name with no y/n confirmation step, followed by a standalone stat-allocation minigame (physique/bone-structure/comprehension/spirituality) before landing at the South-City Inn newbie village in Chang'an. Day-labor jobs (`d/job`) combine with a clan/guild system (`d/club`) and other zones (`d/zj`) for a relatively rich set of side activities, and a background "Apocalypse of the Three Realms" daemon periodically broadcasts server-wide flavor announcements of the Demonic Cult overrunning major sects (Shushan Sword Sect, Wuzhuang Temple, the Great Snow Mountain, Nanhai Putuo Mountain). Its banner, its stat-allocation welcome text ("Welcome to Journey to the West!"), and its `help newbie` title ("A Beginner's Guide to Immortal Lovers' Fate") each name a different game — harmless scars from being re-skinned and passed along multiple times. Death and revival are fully implemented: Judge Cui Jue presides over a "reviewing the book of life and death" ritual in the Yin-Yang Realm, reviving players at a wayside shop whose "Between Life and Death" board still preserves 27 genuine player messages from around 2001.
sjshv150
The second build in the "Myth of the Three Realms" series (see also sjsh, the Baoji-station original) — the Wisteria-branch server's content, sharing sjsh's core codebase but only about a quarter byte-identical to it at the file level once player-save/log churn is excluded, i.e. a genuinely distinct content snapshot rather than a near-duplicate. The setting mashes standard wuxia sect geography (Wudang, Huashan, the Ancient Tomb, Shu Mountain, Snow Mountain) with Chinese-mythology locales — the Thirty-Three Heavens, the Twelve Palaces, Erlang Shen, the Peach of Immortality, Penglai, the Wheel of Reincarnation, the Imperial Palace — which is where the "Three Realms" (Heaven/Human/Underworld) title comes from. Kaifeng city (d/kaifeng/, ~170 files) is a substantial standalone puzzle-quest zone with its own pawnshop and weapon shop, later reused wholesale by the unrelated "Chutian" server. Death sends the player to Judge Cui Jue in the Yin-Yang Realm to review the Book of Life and Death before respawning at a wayside inn, whose message board supports normal post/read. The game's own bundled notes candidly admit it "still has bugs galore, including one known (minor) backdoor."
Myth of the Three Realms (Test Zone 2)
✅ Playablesjshv2578bb
The third build in the "Myth of the Three Realms" series (see also sjsh, the Baoji-station original, and sjshv150, the Wisteria branch) — content for a "Test Zone 2" server. It shares the same wuxia-sect/Chinese-mythology mashup setting as sjshv150 (Wudang, the Ancient Tomb, Shu Mountain, and Snow Mountain sects alongside the Twelve Palaces, the Peach of Immortality, Penglai, and other "Three Realms" mythology locales) and the same substantial Kaifeng puzzle-quest zone, but a file-level comparison shows only about a quarter of shared-path files are byte-identical to sjshv150 — these are genuinely distinct content snapshots sharing a base engine, not near-duplicate deployments. This build's own exclusive content is a large maze area (d/migong/, ~530 files across at least four levels) not present in any sibling build. Its site daemon also allows local loopback connections unconditionally, for a smoother out-of-the-box local registration experience than its sjshv150 sibling.
sjshwzb
The fourth build in the "Myth of the Three Realms" series (see also sjsh, sjshv150, and sjshv2578bb) — the complete edition run by the Quanzhou Normal College site. Unlike its three siblings, its core system files (master.lpc, securityd.lpc, logind.lpc) represent a genuine code fork rather than a mere content variant, and it's the most content-rich entry in the family: alongside the shared Wudang/Ancient-Tomb/Shu-Mountain/Snow-Mountain sect geography and Kaifeng puzzle-quest zone, it adds whole extra sects (Shaolin, Emei, Kunlun) and exclusive Buddhist/mythological zones — Asura (d/axiuluo/), the Demon Realm (d/Mojie/), the Sky Realm (d/tiankongjie/) — found nowhere else in the family. Registration adds a dual admin/regular-password mechanism, a homepage/ICQ profile field, and a talent-point allocation screen not present in sjsh. Emei's Huayanding peak is enterable as well, rounding out the family's most expansive sect roster.
sjshwzjqb
The fifth and final build in the "Myth of the Three Realms" series (see also sjsh, sjshv150, sjshv2578bb, and sjshwzb) — an enhanced edition sharing sjshwzb's Quanzhou map, sect roster (including the exclusive Shaolin/Emei/Kunlun additions and the Asura/Demon-Realm/Sky-Realm mythology zones), and core system files almost exactly (99%+ of shared-path files are byte-identical). The starting Southern-City Inn is fully populated: a message board, a gift-giving NPC (☆小宁宁☆), an innkeeper, and a postman ("Farsighted Eye," d/ourhome/npc/bigeye.lpc) hinting at a mail system. Killing a mob on Vermilion Bird Street sends the player through death to Judge Cui Jue in the Yin-Yang Realm before respawning at the inn. The main operational difference from sjshwzb is that its wizlist started empty rather than pre-seeded.
Bi Xue Jiang Hu — Tianya Edition
✅ Playabletybxjh
The Tianya MUD Wizard Group's "Bi Xue Jiang Hu" (Jianghu of Sworn Blood) archive, a long-running wuxia MUD that has operated since 2002 and is the original root codebase for the wider "Tianya" lineage in this collection (wlhd, xhcii, and several others share near-identical master/securityd/logind core systems despite each independently customizing its own map). The map covers most of Jin Yong's classic sect and geographic universe — Huashan, Wudang, Emei, the Beggars' Sect, Ming Cult, Carefree School, Xingxiu, Tianlong Temple, Shaolin, Kunlun, Peach Blossom Island — spanning cities from Chang'an and Jingzhou to Xiangyang, Dali, Western Xia, and Quanzhou. Unusually for the genre, one full quest line (quest/japan) explicitly weaves a WWII-era anti-Japanese-invasion storyline into the wuxia setting, and a team-oriented "national tasks" system (quest/guojob) pairs with a tiered bounty board (rewards from 3,000 up to 2,000,000 in-game currency) for a more structured, cooperative alternative to solo grinding. Registration uses a distinctive dual-password design (separate admin and login passwords) with a genuine 150-second overall timeout.
Wu Lin Hao Dang (Jin Yong's Dream II)
✅ Playablewlhd
Branded in-game as Jin Yong's Dream II / Wu Lin Hao Dang, a wuxia MUD sharing the same Jin Yong sect map and setting as this collection's tybxjh (Bi Xue Jiang Hu) — Shaolin, Wudang, Emei, the Beggars' Sect, the Ming Cult, the free-spirited Wandering School, and Tianlong Temple all present, with cities spanning Chang'an, Jingzhou, Dali, and Western Xia. Its wizard hierarchy goes one rank higher than the usual (admin) ceiling, topping out at (ceo), with three pre-seeded founder accounts (rock/jerry/kjh) each holding their own private scene directories; a job/working system plus a structured bounty/team-quest directory round out the economy. Both this rank structure and the underlying master/security/login daemons trace to the same "Tianya" code family as this collection's xhcii, zxty, ffxymud, and jhfy2. It independently rewrote the shared "Peak of the World" cliff-jump scene with its own custom "jump" command — a variant later reused verbatim by this collection's yxjh, with which it also shares a byte-identical map.
wqfy
The Zhengzhou Fengyun "Collector's Edition," branded in-game as "Invincible Under Heaven," is a wuxia MUD set in the world of Gu Long's novels rather than the more common Jin Yong universe, with sect and faction names to match. It shares an identical codebase with this collection's zzfy3 (Zhengzhou Fengyun 3) — a relationship not previously documented between the two archives.
xajdxyj
Version 4.50 of "Mythical World: Journey to the West," branded in-game as Huanle Yuan ("Garden of Joy," subtitled "A Journey to the West, College Edition") — a MUD affiliated with the Terracotta Warriors BBS at Xi'an Jiaotong University. True to its title, the map follows Journey to the West mythology closely: Gao Village (with its own bedroom and backyard scenes), the Thirty-Three Heavens, the Garden of Immortal Peaches, Penglai, the South Sea, and the Heavenly Palace are all real, explorable waypoints along the pilgrimage route (a coincidental naming overlap with this collection's separate "Three Realms Mythology" family, not a shared codebase). The campus-BBS "college edition" framing carries through to a dedicated task/quest directory and a matching in-game "Happy Garden" scene. A distinctive quirk: the server enforces a 180-second post-boot connection-protection window, requiring the literal bypass phrase "let me join ok" as the first line sent to connect during that window — deliberate anti-flood/startup-stability design, not a bug. The death/revival cycle is driven by judge-NPC dialogue rather than room exits, and combat and message-board posting both round out the game.
xajh4gkb
Branded in-game as "Sunset Reappears: The Smiling, Proud Wanderer IV," this is the fourth-generation version author Afei built atop the "Yanlong" engine core, and a genuine member of that "Sunset Reappears" lineage — its "Peak of the World" cliff-jump scene is byte-identical to this collection's jhfy3 and xyzx (unlike another group of archives that reuse the same brand name but actually descend from the unrelated "Tianya" codebase). Beyond the familiar Huashan/Wudang/Emei/Beggars'-Sect/Shaolin sect map, it adds a whole overseas region unusual for the genre: Kobe, Japan (east gate, harbor, seafood stalls) for players to venture across the sea, plus the Killer Tower, an assassins'-guild faction that operates outside the orthodox sect system out of a lavish mansion guarded by a "Vajra Deity" enforcer. It supports a companion client with automap and street-patrol/party features, ties account recovery and self-destruction to a separate, unchangeable "identity marker" set at registration, and runs an unusually deep permission ladder — (ceo) > (boss) > (admin) — with two pre-seeded (boss)-level founder accounts.
xhcii
Developed by Topkan Information Group (topkan.com), Xiao Hong Chen II shares its map — sects and cities including Huashan, Wudang, Emei, the Beggars' Sect, the Ming Cult, Dali, and Jingzhou — and its "Peak of the World" cliff-jump scene (down to the exact wizard-immunity check) almost verbatim with this collection's tybxjh (the lineage's root) and wlhd, a relationship shared with several other archives that use the same "Tianya" master/securityd/logind core — zxty, ffxymud, jhfy2, xysylmhb, and xyzxiiylzymh. Registration here uses a single password rather than tybxjh's dual-password scheme.
Ode to Gallantry 100
✅ Playablexkx100
By Coollizard & xkx100, 2003-2004, hosted at yoyo.xm.fj.cn/xkx100 — a completely different codebase from the separately built GitHub fluffos/xkx100 repository that merely happens to share the same name. Its map is among the largest of its kind, stretching from central-China cities like Chang'an, Luoyang, Dali, and Xiangyang out to frontier and overseas settings such as the northern steppes, Kazakhstan, and Taiwan, covering nearly the full geography of ancient China. Character creation is unusually detailed for the genre, letting players choose a birthplace from five options, freely allocate attribute points, and pick from a menu of personality traits.
Ode to Gallantry 100 (UTF-8 / FluffOS)
✅ Playablexkx100utf8
A UTF-8 FluffOS modernization of 侠客行一百 (Coollizard & xkx100, 2003-2004), from github.com/fluffos/xkx100. Same game as this collection's xkx100 (the Coollizard rar) but a different snapshot: 12192 files, master at /adm/single/master, already-UTF-8 is_chinese via PCRE Han. New characters pick a hometown region (1-5; city is random), allocate 80 attribute points, and choose a personality, then land in that city's inn. In-game text is Chinese (look/score/quit). Admin is a standard wizlist file. No MySQL required.
Ode to Gallantry 2000: Latest Edition
✅ Playablexkx2000zxb
The Quest of Oriental Chivalry ("Xiake Xing I"), by the XiaKeXing Gaming Group, 1996-1999, MudOS v22b25 lineage, ported by sdong. Shares the same map skeleton as this project's jym (Jin Yong's Dream) — scenes such as d/taihu/gumu/houtang.lpc are identical in content, differing only in the "cracker" credit header ("Cracked by Kafei" here versus "Cracked by Roath" for jym/xkm) — evidently different circulating copies of the same underlying codebase. Its map covers classic sect landmarks like Huashan, Wudang, Shaolin, the Beggars' Sect, Emei, the Murong clan, and Zhongnan, plus geographic settings such as Dongting Lake, Lake Tai, Huangshan, and the Western Xia region; registration opens with a GB/BIG5 encoding choice, typical of these older cross-strait shared designs.
Ode to Gallantry 2017
✅ Playablexkx2017
The Story of Hero, MudOS v21 lineage — part of the same core codebase family as this project's xkx100 and xkx2000zxb, visible at a glance in the structure of combatd.lpc and quest.h. It shares that core codebase but with a noticeably more compact map: the major sects (Huashan, Wudang, Shaolin, the Beggars' Sect, Emei, the Ming Cult, and more) are all present, but it lacks xkx100's frontier settings like the northern steppes, Kazakhstan, or Taiwan, reading more like a streamlined remake. Unlike its sibling xkx2000zxb, admin privileges here use the standard wizlist text-file mechanism with no site-IP lock, making it simpler to set up.
xkxc98sj
"New Legend of the Wandering Swordsman" v0.1b, MudOS v22pre11, by the Xkxz MUD Wizard Group, 2000-2001, maintained by jjgod. Despite carrying "Book and Sword" in its Chinese title, it shares no lineage with this project's actual Book and Sword series (sjecl/sje/sjplgfjxb/sjplii) — the resemblance is purely coincidental naming, likely a site version codename from that year. It is also unrelated to the other "XKX"/Xiake-titled MUDs (xkx100/xkx2017) despite the similar name; a byte-for-byte comparison of master.lpc instead places it in the "hell / Doing Lu" lineage (ES II to XKX to hell), sharing ancestry with zjdyaryl, zjdyzj, and hell. Its map notably includes a Miao borderlands region with Gu-sorcery culture and sect settings, a relatively uncommon backdrop among these archives.
xkxyb
A branch from the "Xiamen Hotline 100" site, MudOS V22pre11. Despite sharing a title with this project's xkx100 (also "Ode to Gallantry 100"), this is a genuinely different, smaller snapshot (6,456 vs. 14,255 .lpc files, with a different directory layout including ftp/mudos.etc/www directories absent from xkx100), not a duplicate archive. Its map and sect roster lean closer to a "standard" configuration — Huashan, Wudang, Shaolin, the Beggars' Sect, Emei, the Ming Cult, and the cities around Chang'an — more compact than xkx100's sprawling cross-border map. Comments in its bundled HTTP daemon note it was "modified to the ES2 mudlib base by xiaobao@XAJH," and another file marks its version as "MudOS v22.1b20, XAJH mudlib 2.0b," pointing to an earlier codebase branch known as "XAJH mudlib" rather than a direct descendant of xkx100's core code.
xkyxciii
Legend of the Chivalrous Hero II/III, subtitled "Happy Land" and also styled "Wuyi: Boundless Heroism." The sect map is standard Jin Yong wuxia (Huashan, Wudang, Emei, Kunlun, the Beggars' Sect, Shaolin, and more), but one zone, d/lodoss/, drops in the geography of the Japanese fantasy novel Record of Lodoss War almost verbatim -- the kingdoms of Alania and Frame -- making this one of the more genre-blending archives in the collection. Character creation reflects the mashup: after gender, players also pick a race (0-5) rather than joining a single Han-Chinese sect hierarchy from the start.
xsfyssjb
Wind and Cloud IV ("Fengyun," by Sumxin), a MUD set in the world of Gu Long's wuxia novels, originally hosted at sumxin.com/bbs and fy.sumxin.com. The map leans hard into Gu Long's desert-frontier jianghu -- Loulan, Xinjiang, Zangbei, and Liusha's shifting-sand borderlands sit alongside the usual central-plains sects (Huashan, Wudang, Shaolin, the Beggars' Sect). Registration adds an ethnicity choice (0-3) on top of gender, echoing that cross-cultural frontier setting, and a dynamic_npc_quest directory hints at procedurally-assigned NPC quests rather than a purely hand-authored quest list. It is a true source sibling of this collection's "Fengyun IV Decrypted Edition" (fysjmb) -- their d/dreamland/ scene files and much of the map are byte-for-byte identical; it happens to share a similar bug pattern with the unrelated codebase behind this collection's "wqfy" but is not otherwise related to it.
First Snow Clearing (SnowMud)
✅ Playablexxcq
Branded in-game as "SnowMud," developed by CuteRabbit Studio (JackyBoy) for the CCTX and SDXL communities and set in the world of Wen Ruian's wuxia novels -- a setting distinct from the more common Jin Yong/Gu Long map templates elsewhere in this collection, with real landmarks like the Medicine King Valley (药王谷), the Wen family estate (温家/温寨), and Dragon Gate (龙门). A byte-level check confirms this archive's entire ~2,000-file map is a 99.6%-identical subset of sibling xxcqii's larger map -- xxcqii ("Second Snow Clearing") extends this same world with roughly 150 additional files rather than being an independently-built sequel. The two also seed their admin account differently: this archive hardcodes a founder id in securd.lpc rather than reading the standard wizlist file, and shows the highest-ranking title in this batch, "【天神】" (God), directly on login.
First Snow Clearing II (SnowMud)
✅ Playablexxcqii
Branded in-game as "SnowMud," set in the world of Wen Ruian's wuxia novels. A byte-level check confirms this is not an independently-built sequel to sibling xxcq but a strict superset of it: xxcq's entire ~2,000-file map (Medicine King Valley/药王谷, the Wen family estate, Dragon Gate) is 99.6% byte-identical here, with roughly 150 extra files layered on top. A live playthrough registered a character (苏晓雪) who rode a carriage to Huayang, walked through the wilderness to the Huanhua Sword Lodge, asked a servant for an introduction, and formally apprenticed under hall master Li Zimu of the "Tiger Squad" as a sixth-generation disciple of the Huanhua sect -- then trained safely against a wooden dummy in Shaolin's training hall. New characters must clear an email-registration gate in the starting wizard-tower room before proceeding, a step unique to this archive. The rank ladder uses Wen-Ruian-flavored titles, including a "护法" (Protector) tier between admin and immortal, and 14 pre-existing accounts already span all four tiers. Unlike xxcq, this archive's SECURITY_D correctly points at the standard securityd/wizlist mechanism rather than a hardcoded founder id.
Journey to the West 2000
✅ Playablexyj2000
Journey to the West, also known as "Journey to the West: New Era" (xiyouji.org, running since ~1998), a venerable old-school MudOS mudlib set in the mythological world of Wu Cheng'en's classic novel -- the Thirty-Three Heavens, the Peach Garden, Penglai, and the Heavenly Palace are all real, built zones. Its registration flow includes an age-declaration prompt stating it "does not welcome primary/secondary school players" — an original design choice, not a bug. A file-level check this pass found this collection's own xyj2000f is effectively the same archive at a different fix-stage (over 99% of its ~8,700 files byte-identical, the rest cosmetic or later bugfix-comment differences) -- not just a similarly-named sibling. More surprisingly, this lib's map/NPC file layout is also reused almost path-for-path (about 99.5% of files, though only a minority remain byte-identical content) in sibling archives xyj2006n and xyj20032, even though those two run entirely different core engines (AKAI/Tomud and the unrelated "Three Realms" codebase respectively) -- e.g. the young monk NPC 疥顶小僧 and the bridge scene 泾水桥 are word-for-word identical across all of them. That makes this lib's map the closest surviving "clean" copy of an original Xiyouji archive reused as a foundation across at least four titles in this collection. A live combat test against 疥顶小僧 on Vermillion Bird Street ran the standard death/revival flow through Judge Cui Jue's court to a countryside inn.
Three Realms Myth (Test Zone 2)
✅ Playablexyj20032
Archived under the name "Journey to the West 2003-2," but the game itself identifies at login as "Three Realms Myth," Test Zone 2 — the same codebase family as this archive's sjcs and sanjieshenhua (core functions such as get_gender(), enter_world(), and make_body() are byte-for-byte identical to sanjieshenhua). Its boot banner still carries leftover ASCII art from "Journey to the West: New Era," apparently a remnant of an earlier rebrand -- and that remnant runs deeper than cosmetics: a file-level check this pass found roughly 99.5% of this archive's room/NPC file paths under d/ match, one-for-one, the map shipped in this collection's own xyj2000/xyj2006n (e.g. the young monk NPC 疥顶小僧 and the bridge scene 泾水桥 are still word-for-word identical), even though the live engine is the unrelated Three-Realms codebase. Only a minority of those shared-path files remain byte-identical, so this archive appears to have started from the same Xiyouji map before its current maintainers heavily re-edited most rooms and swapped in the Three Realms engine. It keeps a distinctive server-wide "Heaven-and-Earth Calamity" event channel (disasterd.lpc) broadcasting rare disaster/anomaly events to every connected player, beyond ordinary chat.
xyj2006n
AKAI Studio's Tomud-branded release of Journey to the West, part of the Journey to the West series / ES II engine family. Its map is byte-identical to this archive's "Grand Tang Journey to the West: Complete Fixed Edition" (dtxywzxzb) — scene files such as d/gao/gate.lpc match exactly — suggesting both are different releases of the same underlying codebase. Its sibling release, "Journey to the West 2006: Final Fantasy" (xyj2006zzzhx), comes from the same distribution batch. A file-level check this pass extends that family further back: roughly 99.5% of this archive's room/NPC file paths also match this collection's xyj2000 one-for-one (e.g. the young monk NPC 疥顶小僧 is word-for-word identical), so xyj2000's map looks like the ancestor this whole Tomud/dtxywzxzb branch was built on top of, even though only a minority of the shared paths remain byte-identical after years of separate editing. New characters here also face a distinctive anti-alt gate: an account must stay connected over an hour before it can save, and quit asks players to explicitly confirm they want to keep the account; Chinese display names are also entered before the admin password rather than after, unlike most sibling archives. Note for players: on connecting, the first line is not the usual charset-selection prompt but a bare "version" prompt expecting the literal client reply "2060" (an automatic response from Tomud/Smiling Proud Wanderer clients) — an intentional client-detection gate, not a bug.
xyj2006zzzhx
A Journey to the West mythology MUD from AKAI Studio's Tomud-branded lineage, byte-identical in file layout and bug set to this collection's sibling xyj2006n (down to sharing the same client-detection gate: the first line sent after connecting must be the bare literal "2060", the automatic reply from Tomud/"Smiling Proud Wanderer" clients, or the connection is dropped as illegal). New characters start at a South City Inn and can apprentice into the Lingtai Fangcun Mountain / Three-Star Cave sect under second-generation disciple Guang Yunzi; a gift-giving NPC there hands new arrivals a free starter set of thirteen basic skills.
Journey to the West 451
✅ Playablexyj451
Journey to the West, from the same ES II mudlib family as this collection's xyj42/xyj2000, sharing their Thirty-Three Heavens / Peach Garden / Penglai map style and Lingtai Fangcun Mountain sect. Registration here has no explicit "new character" keyword -- entering an English ID that isn't already on file goes straight to "Creating a new character named X, are you sure? (y/n)" -- and talent points aren't assigned by adjusting slots but through a reroll loop ("Do you accept these talent values? [n|y|q]"). New characters land at the South City Inn; apprenticing to the sect's senior master correctly fails for outsiders (a real in-code experience-and-Taoism-points gate) but succeeds under a junior disciple, and death sends characters through the underworld (阴阳界), where Judge Cui reviews the register of life and death and revives them with a real stat penalty.
xysylmhb
Branded "Sunset Reappears III: Seal of the Fire Dragon" by AKAI Studio, but its actual world map isn't Sunset Reappears content at all -- file comparison confirms it shares the unrelated "Tianya" (Edge of Heaven) family's map data byte-for-byte with six other archives in this collection (tybxjh, wlhd, xhcii, zxty, ffxymud, jhfy2), making this the seventh confirmed Tianya-lineage member found so far; the genuine Sunset Reappears map lives instead in this collection's unrelated xajh4gkb/jhfy3/xyzx siblings. It also shares the old Tomud/"Smiling Proud Wanderer" client handshake with the xyj2006 family (the first line after connecting must be the literal "2060"). A near-identical twin, xyzx3 (also titled Sunset Reappears III: Seal of the Fire Dragon), appears to be the same original archive split into two separate entries in this project (matching file count, directory layout, and map data). New characters start in the Quanzhou region, at a temple called Iron Spear Temple, and can later join the Beggars' Sect at its Chengdu branch hall, working up through named disciple ranks.
xyxyutf8
Another independent archive of the Xiaoyu Xiyou / Xiaoyu Xiyou II engine, its filename flagging that it had already been pre-converted to UTF-8. Though it shares an engine family with this project's xyxy2 and xiaoyuxiyou snapshots -- including the same Aolai Kingdom newbie zone (safe sparring, an NPC-taught two-step skill-learning flow, a starting-inn shop and message board) -- a content-hash comparison shows it is not a byte-for-byte duplicate of either (8,753 vs. 11,149 .lpc files); it's a snapshot from a different point in the game's development, not just a re-encoding, so it was processed as its own distinct archive. Beyond the shared newbie content, this build layers a level-gated spell/dungeon progression under daemon/class/spells/40/, numbered in tiers players "break through" as they level.
Sunset Reappears: Storm Rises Again II
✅ Playablexyzx
The "Storm Rises Again II" branch of the true Sunset Reappears lineage: unlike its similarly-"Sunset Reappears"-branded siblings xysylmhb and xyzxiiylzymh (whose maps actually belong to the unrelated "Tianya" family), this archive's world data really is byte-identical to jhfy3, xajh4gkb, and xyzxyl201412 -- four snapshots of the same authored map running on different security-layer implementations. New characters start not at the genre's usual South City Inn but at Northern Frontier Town, an unusually rare Central-Asian-flavored setting for this corpus, with an adjoining Bai's Family Courtyard (named for a term for a wealthy landowner in Xinjiang) evoking a frontier backdrop rather than the standard Jiangnan wuxia one. Its login/registration flow closely mirrors xysylmhb's (the same dual admin-password/login-password scheme), but unlike xysylmhb, this build's standard port skips the old Tomud client handshake entirely -- the literal "2060" version check only fires on a separate, dedicated Tomud-only port.
xyzxiiylzymh
Another build of Sunset Reappears III: Seal of the Fire Dragon by AKAI Studio, in the same family as xysylmhb (Sunset III: Fire Dragon Edition), and likewise using the old Tomud client handshake protocol. As with xysylmhb, its map actually belongs to the unrelated "Tianya" family rather than the true Sunset Reappears lineage — another case in this collection where the title's branding doesn't match the underlying code's true origin.
xyzxyl201412
The most expanded surviving build in the genuine Sunset Reappears map lineage (shared with this project's xyzxfk, xyzxfy2, xyzx, jhfy3, and xajh4gkb): the same core jianghu map has been extended with overseas regions in Japan (d/japan/) and Korea (d/gaoli/) plus an auto-mapping feature (d/automap/) not present in its siblings. A file-level comparison confirms it shares ~93-94% of its common-path world files byte-for-byte with both xyzxfk and xyzxfy2, so this is the same authored map carried forward rather than a rewrite. It also layers on its own distinctive character-creation step (choosing one of eleven schools of magic after stat allocation), a custom wizard rank ladder running all the way up to "(boss)"/"(ceo)", and support for multiple client protocols (ZMud/ToMud).
yhwhpublicfi
In-game the title reads "Tales of Wulin Heroes: Soul of Yan-Huang" — the master.lpc header traces the full ancestry: ES II → Annihilator → Xiang's XKX → Doing Lu's hell (2K) → Linux@lxtx's 2003 "yh" branch. A file-level comparison found this archive is a near-duplicate of this collection's yanhuangwuhun (96% of common files byte-identical, same 73-zone map) — that sibling even appends a "II" to its own in-game title to tell the two apart. It's also closely related (87-89% overlap) to sibling yhyxs, a third, differently-branded snapshot of the same lxtx-2003 codebase ("Chronicle of Yan-Huang Heroes"). All three inherit hell's underworld reincarnation ritual (Yama's Hall, the Pool of Forgetfulness), though this build simplifies chargen to a direct five-way archetype pick (Warrior/Sage/Endurance/Agility/Balanced) with split surname/given-name entry, dual admin/login passwords, and no email step.
yxjh
Blood-Soaked Jianghu III: Return to the Jianghu, published by KMMUD.COM. New characters start at the Iron Spear Temple, a rural shrine honoring the Five Dynasties general Wang Yanzhang, with a crow-nested watchtower beside it; the combat system resolves attack, dodge, defense, and parry as separate numbers, with move descriptions varying by body part and weapon. Registration runs through an English ID, a full Chinese name entered as a single string (no separate surname/given-name split), a dual-password system (admin password plus login password), a talent menu (0 for a random full set, y to accept), email, and gender. It belongs to this collection's 'Tianya' family — its signature cliff-jump scene is byte-for-byte identical to sibling wlhd's (Wulin Haodang / Jin Yong's Dream II) independently rewritten version, a lineage relationship no earlier archive here had documented — and shares roughly 85% of its file paths with fellow Tianya member yzxiiizylfy (Sunset Reborn III), though only about a third of that shared scaffold is byte-identical content, making the two diverged siblings rather than a duplicate pair.
Daniel's World
✅ Playableyxsj
Daniel's World (逸俠之世界), part of the ES II engine family, produced in Taiwan (BBS 140.127.179.161; contact [email protected]). Unusually for this corpus, new characters start on a modern campus (classrooms, a courtyard garden, a lab building, a kitchen, a bike rack) rather than the usual wuxia inn or martial hall, and the world folds in scenes and NPCs from Taiwan's Pili Puppetry (霹靂布袋戲) glove-puppet franchise alongside the standard jianghu backdrop. Registration runs through an English ID, Chinese name, password with confirmation, email, and gender. Shares the same codebase, title, and contact email with this collection's yxzsj, an independent build from a different point in the same game's history (not a byte-identical repackaging).
The Wandering Knight's Comic Saga II
✅ Playableyxxcii
The Wandering Knight's Comic Saga II, live since October 1999. Its sect map is a Jin Yong multi-novel crossover spanning Shaolin, Huashan, Emei, Songshan, and Taishan (The Smiling, Proud Wanderer's Five Mountain Schools) alongside Mingjiao and the Sun Moon Holy Cult's Black Wood Cliff from the same novel, the Ancient Tomb sect and Quanzhen Sect from Return of the Condor Heroes, Peach Blossom Island from Legend of the Condor Heroes, the Vulture Palace from Demi-Gods and Semi-Devils, and the Divine Dragon Cult from The Deer and the Cauldron. Admin rank uses its own Chinese title scheme ('主管巫师', not the usual bracketed '(admin)'). Supports dual-encoding clients — after connecting, players choose GB or BIG5 encoding, and the BIG5 prompt line deliberately appears garbled when viewed under GBK, an intentional design touch rather than an encoding bug. Registration runs through encoding choice, English ID, Chinese name, password with confirmation, talent selection (y to accept), email, and gender.
Daniel's World
✅ Playableyxzsj
Daniel's World, the same ES II-family, Taiwan-produced game as this collection's yxsj — including its unusual modern-campus starting map (classrooms, courtyard garden, lab building, kitchen, bike rack) and the Taiwanese Pili Puppetry (霹靂布袋戲) glove-puppet scenes woven into the jianghu backdrop — but a distinct build from a different point in the codebase's history: same title, same contact email, and the same file structure, yet not a byte-identical repackaging (its combatd.lpc, for instance, differs from yxsj's by roughly 80 lines) — worth keeping as a separate entry rather than treating as a duplicate.
yzxiiizylfy
Sunset Reborn III: Seal of the Flame Dragon, produced by AKAI Studio in 2006. Like the other 'Sunset Reborn'-titled archives in this collection, it uses the Tomud '2060' client handshake, rejecting any first input that isn't literally the string '2060' before asking for an English ID. Despite the 'Sunset Reborn' title, its map actually belongs to the unrelated 'Tianya' lineage (its signature cliff-jump scene is byte-for-byte identical to xysylmhb/xyzxiiylzymh) rather than the true 'Sunset Reborn' family (xyzx/jhfy3/xajh4gkb/xyzxyl201412) — the tenth confirmed 'Tianya' family member found in this collection. New characters land at the same Iron Spear Temple starting shrine as this collection's yxjh, and a file-level comparison confirms the kinship is real but partial: roughly 85% of yxjh's file paths exist here too (the same Tianya scaffold, including matching heimuya/quanzhou/gaibang zone directories), but only about a third of that shared scaffold is byte-identical content — a diverged sibling rather than a repackaged duplicate.
Ultimate Hell 2008: Complete Edition
✅ Playablezjdy2008wzb
Ultimate Hell 2008: Complete Edition ('Revive of Ultra Hell (Blood & Magic)', originally from 1999.11.13, produced by CDS). Part of this collection's wider 'Doing'/Hell-lineage family rooted in the hell archive — its master.lpc, logind.lpc, named.lpc, and versiond.lpc are structured almost line-for-line the same. A byte-level, line-ending-normalized comparison of the /d room tree confirms the shared world runs deeper than the engine files: this build is 88% identical to hell's own map, and even closer to its own zjdy-branded siblings — 95% to zjdyaryl, 90% to zjdyzj, and 76% to both zjdywzb and zjmudhell — so all six archives (hell, zjdy2008wzb, zjdyaryl, zjdywzb, zjdyzj, zjmudhell) are snapshots/variants of one authored wuxia world rather than independently-designed games. This edition's own distinguishing touches: registration splits surname and given name into separate prompts and adds an explicit 1-5 character-type menu, new characters start from 'Peach Blossom Spring' (世外桃源) rather than the more common south-city inn, and the sect map includes 'Dragon Slaying' (屠龙) and 'Blood Blade' (血刀) rooms nodding to specific Jin Yong weapons/factions alongside the standard Shaolin/Wudang/Emei/Beggars'-Sect/Mingjiao roster.
Ultimate Hell: Complete Edition
✅ Playablezjdywzb
Ultimate Hell: Complete Edition (in-game banner: 'Emperor of Ultra Hell (Blood & Magic), from 2002.06.2'). Part of the same six-way 'Hell'/Doing-lineage map family as this collection's hell, zjdy2008wzb, zjdyaryl, zjdyzj, and zjmudhell (the original archive was itself named hell) — its adm/single/master.lpc, logind.lpc and named.lpc are structurally near-identical to zjdy2008wzb's, and a byte-level, line-ending-normalized room-tree comparison found the shared map is roughly 67-76% identical across the family (closest to zjdy2008wzb, more diverged from the tighter zjdyaryl/zjdyzj cluster), covering the same Shaolin/Wudang/Emei/Beggars'-Sect/'Dragon Slaying'/'Blood Blade' zones. This build's own versiond.lpc (2,194 lines) is a substantially more complete build/sync daemon than zjdy2008wzb's. It includes 43 bulletin boards spread across its sect and city zones.
Tianya Reborn
✅ Playablezxty
Tianya Reborn (in-game banner: 'Dream Return to Tianya'). Unrelated to the Doing-lineage 'Hell' family covered elsewhere in this collection, but shares the same source code as this collection's wider 'Tianya' family — its 'Peak of the World' cliff-jump scene is byte-for-byte identical to tybxjh (the lineage's root), xhcii, ffxymud, jhfy2, xysylmhb, and xyzxiiylzymh, while wlhd shares the same map but independently rewrote that one room. Its wizard hierarchy tops out one rank differently from most siblings, at (boss) rather than (admin). Character creation takes a single combined 2-4 character name (unlike the separate surname/given-name split used by the zjdywzb-family titles) with a random attribute-talent menu, starting new characters at the Inn of Leisure. A 2008 revised re-release of this same game is also in this collection as zxty08nxgbb. Its bulletin-board system spans 105 boards across the sect and city zones.
Tianya Reborn (2008 Revised Edition)
✅ Playablezxty08nxgbb
The 2008 revised re-release of the same 'Tianya Reborn' game as this collection's zxty (and, through it, the wider 'Tianya' family sharing the byte-identical 'Peak of the World' cliff-jump scene) — the master.lpc content differs with no exact hash match, but the map is essentially unchanged and it shares the same title and origin. Its own registration-room implementation (named.lpc) turns out to share its exact design with this collection's unrelated NT/nitan family (e.g. nt1), rather than only with sibling zxty/jym as previously assumed — a cross-family infrastructure link not otherwise documented. Its quit command has a genuine anti-abuse mechanism: a new account logged in for under 30 minutes must press quit twice to actually exit without saving, a deliberate design choice rather than a bug.
Zhengzhou Storm 3 (Xgchen's Build)
✅ Playablezzfy3
Zhengzhou Storm 3 (in-game banner: 'Fengyun Series: Invincible Under Heaven'), a Gu Long-style wuxia MUD founded by Xgchen ('Elder Sun Wuqing'). Shares the same 'Zhengzhou Storm' map and codebase as this collection's wqfy ('Heartless Storm', which carries the same 'Invincible Under Heaven' banner) — a relationship neither archive's documentation had previously noted. It also turns out to be a near-duplicate of this collection's other 'Zhengzhou Storm 3' archive (zzfy): same engine and map, over 10,000 files nearly all identical, differing in fewer than 200 — the two are kept as separate entries rather than merged.
wxddym
A wuxia MUD that begins in the "Peach Blossom Spring," a legendary hidden utopia, built around a non-standard mobile-client protocol rather than plain-text telnet prompts. New characters must complete an elaborate, multi-step "rebirth" ritual — allocating attribute points, rerolling aptitudes, choosing a temperament, and picking one of seven ancestral clans — before they truly enter the world.
Mire 6 (nt6)
✅ Playablent6
A large NT/nitan ('Mire') lineage wuxia mudlib built on a creation myth — Pangu splitting heaven and earth, yin and yang emerging from chaos — and spanning over 23,000 source files, making it one of the largest games in this collection. Its signature touch is a 'birth ceremony': after registering, `score` reports the character as not yet 'born' until they travel to the Registration realm and complete a ritual dialogue with mythic NPCs Pangu and Ksitigarbha (地藏王/Earth Treasury Bodhisattva), weaving the tutorial gate directly into the game's own mythology rather than just an email-confirmation step. The map stretches from the Central Chinese heartland cities of Chang'an and Luoyang out to Annam (Vietnam), Korea, Kazakhstan, and Taiwan. A separate database-free 'win_nodb' packaging of this same world also exists in this collection as nt6nitan6win, sharing the same registration-room mechanic plus its own dedicated 'reborn' area.
nt6nitan6win
A same-lineage variant of nt6 (Mire 6), packaged as a database-free 'win_nodb' build sharing the same underlying codebase file-for-file. It shares nt6's sprawling map, stretching from the central Chinese heartland cities of Chang'an and Luoyang out to Annam (Vietnam), Korea, Kazakhstan, and Taiwan, plus its own dedicated 'reborn' area layered onto the same registration-room mechanic.
War of Demons and Gods
✅ Playableyszz
A xianxia MUD set in the mythological world of Journey to the West, with new characters entering through the pilgrimage-to-the-West framework and starting at the South City Inn in Chang'an. Its eight-stat talent system (Strength/Courage/Comprehension/Spirituality/Composure/Looks/Constitution/Fortune) feeds a two-camp, ten-sect roster split along the novel's own good-versus-evil axis: five "Divine" sects (Five Villages Temple, Moon Palace, Dragon Palace, Putuo, Fangcun Mountain) against five "Demon" sects (Bottomless Cave, Xuanyuan's Ancient Tomb, Water Curtain Cave, Great Snow Mountain, the Underworld), each favoring different builds of fist/weapon/spell/internal-power/lightness-skill and gated on gender and Looks — the newbie manual even notes some demon sects specifically want a LOW Looks score. Death is a full afterlife ritual: Judge Cui Jue of the Vermilion Brush escorts the ghost to the Yin-Yang Boundary, with automatic revival after a short wait.
njhhdxdes2hx
A hybrid of the ES2 and Xiake Xing ('The Wandering Knight') engine lineages, built as a computer-science-department test build at Hohai University in Nanjing, with a standard shared wuxia sect map (Shaolin, Wudang, Huashan, Taishan, Mingjiao, Beggars'-Sect, Peach-Blossom Island). The content is still a work in progress, but the world already has personality — the pawnshop owner in Snow Pavilion Town (安惜迩) is secretly a hidden master with far more combat prowess than any other early-game NPC, useful as a deliberately unbeatable trigger for testing the death-and-revival flow, while the doorkeeper at the Chunfeng martial arts hall (刘安禄) hides a real secret identity behind his everyday flavor text: ask him the right question — naming 'Bloody-Hand Liu San' — while you're experienced enough yourself, and he drops the disguise, reveals himself as the deputy chief of Wild-Goat-Mountain's bandits, and comes at you at more than double his original strength.
sgzmudsgz
A year-2000 Lima-mudlib Three Kingdoms game from the sgz/lib tree of archive 145. Distinct from the later GitHub sanguozhi snapshot (162). Runs on the shared default FluffOS (no ARRAY_RESERVED_WORD). New players start in 华阴草庐 (/a/huayin/vhall) with water-mirror NPC, a village map, nations, troops and historical horses.
Ocean (Base Edition)
✅ Playablehy
A wuxia MUD set in the world of Jin Yong's novels (new characters are asked not to reuse the novels' own character names), whose community calls itself the Qingyimeng, the "Covenant of Passion and Righteousness." Despite sharing the "Ocean" name with this project's hy2000/hy2002/hy5, a comparison found no lineage relationship -- master file hashes and securd.lpc/feature/skill.lpc don't match any of them. Characters roll four attributes -- strength, comprehension, physique, and agility -- and can randomize any or all of them at creation. New characters progress from registration through the newbie sequence (inn, West Main Street, Yangzhou martial hall), a Central Square brawl, death, the five-part Ghost-Gate dialogue with the White-Robed Ghost, and revival at the martial temple; the bulletin board's post/look chain also works end to end. Night genuinely darkens the map -- bare direction words like "north" stop working after dark with a "too dark to see" message, forcing "go <direction>" instead -- an intentional day/night mechanic, not a bug.
Ocean 5
✅ Playablehy5
The community calls this world "Ocean V," and despite the "hy" slug prefix suggesting kinship with hy/hy2000/hy2002 (this project's other "Ocean"-titled family), a file comparison shows hy5 is actually much closer to a different sibling: haiyang2 (Ocean II / Star-Moon Legend) elsewhere in this collection. Its adm/obj/master.lpc is byte-for-byte identical to haiyang2's, and a large sample of domain files came back roughly 90% byte-identical too — the two are effectively the same base world, not just "another branch of the Ocean line." hy5's own security daemon (securd.lpc) has been independently rewritten, and it extends haiyang2's ~141-zone map with roughly 50 more regions — Annan (Vietnam), Gaoli (Korea), a Japan region (Kobe/Kyoto), Tibet, Xinjiang, Loulan, Taiwan — making its total map one of the largest in this project, though the extension (not the whole map) is what's genuinely distinct here. It also carries the family's marriage system, a GB/Big5 character-set prompt that reads like a yes/no question but only accepts gb/g or big5/b (answering y/n loops forever), and an unusually layered new-character death-protection stack (a combat-experience threshold, safe zones, and a separate near-death auto-full-heal-once effect) that makes a natural death rare for new characters.
Jin Yong's Dream
✅ Playablejym
A wuxia MUD that deliberately blends the sect systems of several different Jin Yong novels into one shared world: newcomers arrive at a Hall of Heroes where Jin Yong himself appears as a friendly, talkative NPC who introduces all 12 joinable sects — the Beggars' Sect, Quanzhen Sect, and Peach Blossom Island from Condor Heroes; the Tianlong Babu-era Ming Cult, Xingxiu Sect, and White Camel Manor; the Sunflower Manual world's Mount Hua and Shaolin; and more, crossing Legend of the Condor Heroes, Demi-Gods and Semi-Devils, Swordsman, and Heaven Sword and Dragon Saber into a single continuity. Registration uniquely splits the account password from a separate 10+ character "recovery password." Its map directory structure heavily overlaps with this project's xkx2000zxb (Ode to Gallantry 2000, Latest Edition, MudOS v22b25 lineage) — scenes such as the ancestral hall at the Lake Tai ancient tomb are identical, differing only in the "cracked by" credit in the file headers ("Cracked by Kafei" there versus "Cracked by Roath" here) — indicating both are different circulating copies of the same underlying "Ode to Gallantry I" codebase, a relationship neither archive had previously recorded. xkm (Ode to Gallantry's Dream) and bmxkx2001 (Ode to Gallantry, North America 2001 Edition) are sibling archives from the same "Cracked by Roath" release line.
Mire I (nt1)
✅ Playablent1
An independent branch of the NT/nitan ('Mire') engine family, with no exact code match to sibling games nitan170911, nitan6, or hhsj — it grew up on its own. New characters must first pass through a 'registration room' and use a built-in register-with-email command before their attributes are even assigned, an extra gate reminiscent of the 'reincarnation' step found in the Hell/Doing family of games. Character creation also layers a temperament type and a character-class type on top of the usual gender choice.
wdxtym
A large, 46,890-file archive built for a dedicated GUI client rather than plain telnet: on connecting, the server issues a version challenge the client must answer with a correctly encrypted response (or one of two built-in bypass strings) or be disconnected as an "illegal client," and registration/character-creation fields arrive as single lines separated by a full-width vertical bar (║) rather than one prompt at a time — neither is a bug. Alongside a standard Jin Yong sect map (Huashan, Wudang, Emei, the Beggars' Sect, Ming Cult), it layers on a full modern MMORPG-style instanced-dungeon system (副本/"fuben" zones, including named boss instances) that is unusually elaborate for this generation of mudlib, plus a real payment-callback service (payd.lpc) — evidence this install was once wired up to an actual web-recharge storefront rather than being a purely free text MUD. Shares its connection protocol and mixin architecture with this collection's NT/nitan/Lonely-lineage libs (xfbhh, hhsj, nt1, nitan170911), with its own additional F_SUIT mixin.
Knight's Dream
✅ Playablexkm
A wuxia MUD from the same "Ode to Gallantry I" codebase lineage as this project's jym (Jin Yong's Dream) and xkx2000zxb -- all three are separately circulating copies of one underlying archive, sharing the same simul_efuns and the same roughly 50-zone map skeleton (Taihu Ancient Tomb, Kunlun, Shaolin, Wudang, Emei, the Beggars' Sect, the Sun-Moon Holy Cult, Peach Blossom Island, and more), though xkm's own registration flow adds two steps unique to this copy -- confirming you've read the "Xiake Meng player code of conduct" and supplying a QQ number -- so its connection sequence should not be assumed identical to jym's. New characters wash up on the beach at Xiakedao ("Isle of the Chivalrous"), greeted by a smiling fisherman, before heading out to join sects and build a reputation. Its standout mechanic is a custom equipment-forging system: high-level players who gather rare materials (a sea-bottom "Golden Mother" relic, thousand-year spirit wood) can commission the legendary smith Mo Ye to forge a weapon or suit of armor at the Mysterious-Weapon Ancient Cave, temper it through training, and pay the Taoist master Zhang Tianshi at a Western-Regions immortal's cave to socket it with gems earned by killing assassins or exploring a maze. Dying more than 200 times without reaching 50,000 combat experience permanently locks a character in a death-penalty room.
Storm Clouds Rising II
✅ Playablefqyy2
Part of the same "Ocean" codebase lineage as several sibling archives in this project, sharing their distinctive hardcoded backdoor admin mechanism. Features a larger-than-usual map including the classic sects alongside an independent Assassins' Tower faction and a marriage system, blending social and underworld gameplay. Its admin roster is stored not in a plain text file but inside the security daemon's own save data.
Storm II (US Edition)
✅ Playablefy2mg
A wuxia MUD set in Gu Long's jianghu, built on the "Jinyong Qunxiazhuan"/XKX framework — it shares the same adm/obj/master.lpc as siblings jyqxc, jyqxc2, jyqxc2013fwq, and xkx2017. It was previously catalogued as having "entirely different" game content from every other sibling, but a file-level check found that overstated: roughly 30% of its domain files are byte-identical to fy330's (also an XKX-framework game), including the exact room-name skeleton for the central Fengqiuhuang square and Chenxiang Town — both draw on the same underlying Fengyun-world template, each independently re-skinned on top of it rather than built from nothing. Distinctive touches of its own: a registration password rule requiring mixed case plus a special character (matched byte-for-byte by fy330, but stricter than most of this collection), ethnicity selection at signup, wounds that permanently lower a character's HP ceiling instead of just draining current HP, and government constables who — unlike most NPCs in this collection — actively chase fleeing players into adjacent rooms.
Storm III (v3.0)
✅ Playablefy330
Storm III v3.0. Despite a master-file mismatch that put it under its own number, a file-level check found its actual game world is not a standalone creation: its domain tree is 90-96% byte-identical to siblings fy3dz (Storm III Collector's Edition) and fy3xd (Xingxing's Revision), sharing the same map for Shaolin, Huangshan, Songshan, Taishan, and a dozen other named areas almost file-for-file — these three are successive snapshots of one "Storm III" world rather than independently written games (fy330 looks like the plainest/earliest cut; fy3dz layers in a couple of extra zones on top). It also shares login/registration framework code (check_legal_name, password rules, ethnicity selection, all byte-for-byte) with fy2mg, and — less expected given the two are usually described as unrelated — roughly 30% of its actual domain files literally match fy2mg's too, including the central Fengqiuhuang square's room-name skeleton; the wider "Fengyun"/Storm lineage across this collection clearly grew from one shared base template. On its own terms: a Gu Long-style jianghu starting at the chatty, heartbeat-driven Fengqiuhuang Inn, with a fully fleshed-out Shaolin apprenticeship ladder (15th-to-23rd-generation disciples up through an abbot who demands a hidden trial be passed first) and a combat auto-flee safety net.
xbtxiii
A genuine 1997-2001-era mudlib, by its own author's admission a deliberate patchwork rather than a single lineage: the archive's own bundled readme tells players not to bother exploring most of the map because it stitches together zones borrowed from the ES2, XKX, and Fengyun codebases, plus one original area — a foggy island inspired by the novel "Wizard's Diary," begun as an East-meets-West collaboration that was abandoned when the group lost its server. (A separate, unrelated archive in this collection, ldtx, uses the same in-game "Xiongba Tianxia" brand name but was confirmed to share only a distant common ES II ancestor, not this codebase.) The author's own notes single out its combat system as the standout feature: fights play out on tactical 3x3/5x5/7x7 grids with real positioning and distance-based spell ranges, a more tactical layout than the typical single-room exchange. Character creation otherwise blends Western MUD-style classes (a choice between enchanter and fighter) with the wuxia setting, and death leads into an unusually elaborate five-stage ghost journey — Ghost Gate Road, the Naihe Bridge, the gates of Fengdu, the Hall of Sen Luo, and Hell's entrance — narrated throughout by the deity Bai Wuchang and adjudicated by King Yama himself. The original archive shipped as four split zip volumes containing twelve directory-by-directory tar.gz files rather than a flat directory tree.
xkxlb
A wuxia MUD whose map is a genuine Jin Yong multi-novel mashup rather than a single-book setting: alongside the standard Huashan/Wudang/Shaolin/Beggars' Sect roster shared with the jyqxc/jyqxc2 family, it includes Tianlongsi (the Tianlong Monastery from Demi-Gods and Semi-Devils), Heimuya (Black Wood Cliff, home of the Sun Moon Holy Cult from The Smiling, Proud Wanderer), Taohua/Peach Blossom Island (Legend of the Condor Heroes), and a Mystic Dragon Cult hall (The Deer and the Cauldron). One archival curiosity: extracted from a mislabeled ".rar" that is actually a POSIX tar file, it also carries an unused adm/obj/master.lpc byte-identical to the jyqxc/fy2mg/xkx2017 framework master, but the game actually boots from a different file, /adm/single/master, so this look-alike was never really loaded — a red herring for lineage-tracing rather than a real shared codebase link.
Journey to the West 4.2
✅ Playablexyj42
An independent Journey to the West mythology implementation with a fuller mythological map than most siblings in this family -- the Thirty-Three Heavens, the Garden of Immortal Peaches, Penglai, and the Heavenly Palace are all built out, plus a guild-hall zone (d/banghui/) unique to this archive. New characters can apprentice into the Lingtai Fangcun Mountain sect under disciple Yun Qing, and a poem-guessing minigame quizzes players with real Tang-dynasty poetry drawn from a library of hundreds of poems (confirmed real works by Pei Di and Gao Shi, not placeholder text). Death sends characters to the underworld (阴阳界), where Judge Cui reviews the register of life and death and resurrects them at a waystation.
Book and Sword 3
✅ Playableshujian3
Extracted from a nested archive that also bundled an Android client APK alongside this source tree, which uses it: connecting players get a one-shot handshake banner and then submit account/password/nickname/gender fields via a custom delimiter-based mobile protocol rather than the usual line-by-line prompts. Despite the shared "Book and Sword" branding, it shares no code lineage with bxsj/bxsj1 or any other library in this collection — an entirely independent codebase, richer than a simple sect-and-map layout thanks to instanced dungeon content (`d/fuben/`) plus dedicated music and guild areas, with apprenticeship into the Wudang sect, sect-map travel, combat, death, and a Ghost Gate revival cycle among its systems.
Fingertip MUD
✅ Playablezjmudhell
Extracted from a nested archive (zjmud.7z, containing a folder named 'hell'). Its core system files (master.lpc, logind.lpc, and others) were heavily rewritten to support a custom mobile-phone client protocol — different master-file hash, different registration flow — but the map itself belongs to the same six-way 'Hell'/Doing-lineage family as this collection's hell, zjdy2008wzb, zjdyaryl, zjdywzb, and zjdyzj: a byte-level, line-ending-normalized comparison found its /d room tree 83% identical to zjdyzj, 79% to zjdyaryl, 76% to zjdy2008wzb, and 67% to both hell and zjdywzb — the entire sect-and-city world ported onto an independently developed mobile client engine rather than a simple in-engine derivative. It shares the same mobile-app protocol and custom logind.lpc lineage as shujian3, and unlike shujian3 its password field is genuinely cryptographically verified (a real crypt(ZJKEY, ...) challenge with no bypass string) — the most carefully-implemented of this family's mobile protocols. The system rewrite came at a cost: legacy features tied to the old core (bulletin-board posting, player-run shops, mail) were never carried over to the new engine and simply don't exist here.
Romance of the Three Kingdoms
✅ Playablesanguozhi
A Three-Kingdoms-themed Chinese MUD built on the Lima mudlib base (TMI-2/Ellery security lineage). Players start from a Lima-style wizard hall, roll a talent template (valor/strategy/charisma archetypes), and build a career across a real map of Three-Kingdoms-era cities, garrisons and nations -- recruiting personal troops, riding named historical horses, and taking government office.
Return of the King (nt7 / Mire 7)
✅ Playablent7
A member of the NT/nitan/Lonely engine family (see nitan170911, nitan6, hhsj, xfbhh, nt1, nt6). Core daemons (master.lpc, logind.lpc, securityd.lpc, chinesed.lpc) share the family's overall shape but have diverged substantially in content from every sibling checked (hundreds to thousands of differing lines even after whitespace normalization) -- a real independent branch, not a duplicate. New characters undergo the same Pangu creation-myth 'birth ceremony' as hhsj/nt6 (choose a personality, wash attributes in the Valley of Life, land in the Ancient Village).
Eastern Story II (ES II)
✅ Playablees2
One of the earliest Chinese-language LPC mudlibs -- GitHub's mudchina org describes it as "the progenitor of Chinese MUDs" (中文MUD鼻祖). A from-scratch LPMud-lineage codebase (credited to [email protected], 1994-1995, built on the Lil mudlib with TMI feature-mixin code) rather than a reskin of an existing engine -- this project's own recurring "ES2/TMI-2/Falcon family" terminology for dozens of later Chinese mudlibs traces back to this exact lineage. Players register with a real Chinese name, land at a mountain inn (饮风客栈), and explore a wuxia/xianxia world of domains (city gates and streets, snow-capped mountains, a temple, a bamboo canyon, a ghost/graveyard area) with guild-style skill training, a two-tier reputation system, and NPCs including a Dragon Ball crossover cameo (孙悟空/Son Goku, described in-game as ESII's first self-growing NPC whose combat experience permanently accumulates from the moment he's created).
Demigods and Semi-Devils (TLBB)
✅ Playabletianlongbabu
An incomplete 2000-01 TLBB mudlib shipped as a ZIP misnamed .tgz: daemons/feature/obj plus area trees (Kaifeng, Luoyang, Juxianzhuang, …) but no master/simul_efun source (only MudOS MASTER.B / simul_efun.b binaries), no cmds/, no std/, no /t/tutor start room. Ported onto this collection's es2 work/ skeleton, with the DOS-uppercase trees lowercased onto /adm/daemons, /feature, /obj, and /t/<area>. Port 40269.
Yan-Huang Wuhun reference code
✅ Playableyhwhckdm
A 2017-03-03 reference drop (d/ + kungfu/ + clone/ only, no master) of the then-current 炎黄武魂 tree, released so players could plan ids and study content. Bootable by overlaying those three trees onto the already-converted yanhuangwuhun work/ skeleton (same yh 2003 /adm/single/master engine). Port 40270.
Chinese Hero
✅ Playablezhyx
中华英雄 (Chinese Hero), the current, actively-maintained version of an ES II-lineage mudlib whose author still runs the live production server at mud.ren:5000. Shares its registration flow and F_DBASE-style property-storage architecture with this collection's other yh2003-family libs (yanhuangwuhun, yhyxs) -- an English login id, Chinese surname and given name, dual admin/regular passwords, a 1-5 character-aptitude choice, and a gender choice -- but has diverged over years of independent development into its own large domain and quest-line list: nearly 100 named locations built around traditional wuxia themes of sect apprenticeship, martial-arts training, and itinerant heroism, alongside a reincarnation system, an auction house, and a bulletin-board system. New arrivals land in the 世外桃源 entry scene shared with this lineage's sibling libs, greeted by the NPCs 水笙 and 狄云. dns_master.lpc keeps a real UDP socket open and has been observed exchanging live 'mudlist ping' broadcasts with another real Chinese MUD on the public internet.
Naruto X Hunter (NaHu)
✅ Playablenaruto
A Chinese-community MUD self-branded "獵火影忍者人(NaHu)" -- a deliberate portmanteau of 獵人 (Hunter x Hunter) and 火影忍者 (Naruto), crossing over the two anime series. Login displays two ANSI-art banners, one captioned "Hunter X Hunter" and one captioned "火影忍者". A fully built-out ~20-domain world spans both source series' iconography: 木叶 (Leaf Village) and 砂 (Sand Village) imagery from Naruto alongside four_wheel_tower, god_forest, and whale_island locations. A dual class/skill system lets characters train Naruto-style ninjutsu classes or Hunter x Hunter's license-based Hunter classes, with the source material's six Nen categories -- 放出 (Emission), 操作 (Manipulation), 変化 (Transmutation), 特質 (Specialization), 具現化 (Materialization), and 強化 (Enhancement) -- implemented as real, trainable skill categories. New characters register with an English account id, a Chinese display name, and a gender, then land in 巫師神殿 (Wizard's Temple), the game's starting area.
Ultimate Hell: Legend of Xuanyuan
✅ Playablerevive
A stripped-down 'base engine' snapshot of the same Doing Lu 'hell' ES II-lineage codebase as this collection's hell/hellxg/zjmudhell, self-titled 终极地狱-轩辕传说 (Ultimate Hell: Legend of Xuanyuan) and opening on the banner 'EMPEROR OF ULTRA HELL (BLOOD & MAGIC) FROM 1999.12.12.' Only three domains ship in this particular release -- the reincarnation/afterlife hall, the arena (pk), and the registration entry -- rather than the roughly 54 city and sect domains of the full hell release, though the shared engine's own registration flow, combat system, and daemons are all intact. New characters go through the lineage's classic reincarnation ritual: an English login id, an optional Chinese surname and given name, dual admin/regular passwords, a 1-5 aptitude choice (猛士/智慧/耐力/敏捷/均衡), and a gender choice, arriving in the 世外桃源 (Peach Blossom Land) entry scene where the NPC 水笙 greets newly arrived souls and nudges them toward the register command to claim an email address for password recovery.
RevivalWorld
✅ Playablerevivalworld
A Taiwan-origin, Traditional Chinese (BIG5) mudlib self-titled 重生的世界 (RevivalWorld), built on MudOS v22.2b14 and its own RWlib codebase. Unlike the wuxia combat-focused Simplified-Chinese family that dominates most of this collection, RevivalWorld is an economic-simulation and city-building game with English-named content throughout (areas, cities, and quest chains such as a 'Suphia and Benjamin' storyline): players occupy land, found cities and governments, build houses, shops, and warehouses, and progress through an agricultural-then-industrial-then-knowledge-era production chain, trading the results on an in-game stock market. New characters start at the Wizard Temple and choose a city to settle in via the gocity system. Boot renders a full HTML world map, and a real intermud2 daemon exchanges startup/mudlist broadcasts with other MUDs on the public internet.
Eastern Story I
✅ Playablees1
The original 'ES1' engine -- ancestor of this collection's es2/haiyang2/demonangel/xkx2001 family -- but despite its Chinese name ('东方故事', Eastern Story) this is actually a Western D&D-flavored fantasy world, not a wuxia setting: registration is English-name-only, with no Chinese-name mechanic in this early snapshot at all. New adventurers choose a gender and one of sixteen playable races -- human, elf, dwarf, half-orc, gnome, halfling, lizardman, imp, demon, centaur, dark elf, beholder, vampire, birdman, or shapeshifter -- before landing together at the Adventurer's Guild in Farwind Town. Rather than martial-arts sects, advancement runs through Western-style guilds scattered across the world's domains: a mage's tower, a monastery, a knights' order, and a thieves' guild sit alongside eastern-flavored zones for killers, monks, and scholars. Score displays a six-stat sheet (strength/wisdom/agility/constitution/piety/luck) alongside stamina, spirit, and social/charisma bars, and the game maintains its own kingdom map, player leaderboard, and adventurers' bulletin board right in the guild hall.
The Dream of Seven
✅ Playabledreamofseven
A Taiwan-origin wuxia MUD dating to February 1999, built on a distant, independently-forked branch of the ES II/Annihilator lineage. Two large regions, world1 and world2, hold content stitched together by many different wizards over the mud's history -- one contributor alone ('tmr') built an entire multi-zone questing area spanning a barbarian island, a dead forest, a mist forest, a whale river and forest, and a Taoist sect compound. New characters register with a Chinese name, choose one of six races (human, immortal-sect, demon, beast-kin, tiger-folk, or titan), and land in 朝天樓 (Chaotian Tower), an inn beside the fictional Chaotian Lake staffed by a newbie tutor and a waiter NPC, with a 500+ message community bulletin board posted right in the entryway. Sect membership is discoverable rather than menu-driven: joining the Baji Fist sect (八極門) requires finding a password phrase carved into a wall plaque inside its own hall before the sect teacher will accept a student. Skills are trained and advanced through slist/train/level/advance commands, and the game's own go command intentionally suppresses failure messages on blocked exits so that other verb handlers can take over cleanly.
immaster
A small, real Chinese-language LPC learning project built on 'MudCore', a modern (2019-2020) FluffOS-native engine framework (github.com/oiuv/mudcore) that immaster's own README describes as 'ongoing building of the mudlib, as a learning project'. immaster itself supplies only the thin content layer: a short outdoor/indoor tutorial map (game/world/tutorial/ -- start room, courtyard, backyard, forest, stream, waterfall, cave, tomb, cliff, treehouse, a random-maze-capable dungeon system, ~12 rooms total) plus a couple of player commands (help, test); MudCore supplies the actual account/login/registration flow, save/restore, room/movement/action dispatch, wizard tools, and a set of daemons (combat, chat/emote, virtual-object/maze, database, time-of-day, Chinese-name validation). There is no combat content, no NPCs, and no items in this specific archive -- the tutorial world is pure exploration -- and this is the archive's genuine, intentional scope, not a conversion gap: MudCore's own combat/NPC/item primitives compile and are fully present in the engine layer, immaster's game/ layer simply never uses them yet (an in-progress learning project, per its own README). Login uses a real account (English login ID) + password + Chinese character-name + gender registration flow, with save/restore verified to survive a real driver restart. A hardcoded engine account name (getuid()=="teamug") is automatically granted wizard privileges on login -- register with that id to get wizard commands (eval, whoami, update, dump, etc.), no separate seeding step needed.
pkuxkx
The well-known Peking University wuxia MUD 北大侠客行 (PKUXKX), a large ES-II-descended tree distinct from this collection's 侠客行一百 snapshots (xkx100/xkx2017/xkx2001). New characters type new, pick an English id, a 1-6 character Chinese name, a complexity-checked password, email, and gender, then land in 未明谷 (Weiming Valley), the PKU-themed newbie area, until they finish the village tutorial. In-game text is Chinese (look/score/quit). Admin is a standard wizlist file. No MySQL required for play.
Formosa Saga
✅ Playableformosasaga
A Taiwan-history exploration MUD (源流福爾摩沙) by wade-fs. New characters pick a language, id, password, nickname, race, and nature; the first player names the mud and becomes god, then starts in 民雄鄉 (Minxiong / 打貓社), a Chiayi township built as layered historical sites rather than square rooms. Play is Traditional Chinese (look/info/quit); travel uses place names (民雄車站, 大士爺廟, 甘蔗田). No MySQL required.
Cultivation World
✅ Playablexxsj
A small original FluffOS cultivation MUD (修仙世界) by Nuiio, set on Qingyun Sect (青云宗). New characters pick a dao-name and awaken one of eight spirit roots, then start on the sect square with twelve linked areas (training hall, scripture pavilion, alchemy room, quest hall, herb garden, weapon shop, back hill, mountain gate, wilds, forest, cave). Play is Chinese look/score/xiulian/quit; eleven realms from mortal through immortal. Not the xxcq/xxcqii lineage.
Demon Angel (DA)
✅ Playabledemonangel
A Chinese wuxia/xianxia MUD built on the ES II engine (the same framework as this collection's es2/haiyang2/xkx2001 family) but with its own completely independent game world. New characters land in the central plaza of Gourd City (葫芦城中央广场), a hub with roads leading to four city gates, a bulletin board, and an NPC greeter. The world is organized into six domains -- gourd (the starting city), grid, pet, ship, special, and wiz -- and score displays a six-stat sheet (strength/wisdom/agility/willpower/constitution/luck) plus stamina and mana bars. Rather than a traditional wuxia master-disciple sect system, character progression runs through a profession office (职业介绍所) offering mage/warrior/priest classes, and further advancement is tied to a kingdom-building economy: players can construct a magic tower, training yard, or hero's guild once a kingdom accumulates enough gold and territory. A separate marriage/kinship system (swear/adopt/marry) handles social bonds instead of the genre's usual apprenticeship convention. An in-combat party/team-formation mixin is misleadingly named 'irc' in the source but has nothing to do with actual IRC chat.
dtxyzjb
A 2009 'Zhijian' (finger-tip / mobile-era) build of the Great Tang Journey to the West mudlib. The RAR is per-file encrypted; the archive comment itself prints the password (QQ group 676036579). Converted from GB18030 and assigned port 40267. Distinct from the empty-status GitHub dtxy clone and from dtxywzxzb.
Tales of Wulin Heroes mudlib
✅ Playablewlqxcmudlib
A complete 炎黄/武林群侠传-lineage mudlib (adm/single/master, same yh 2003 engine as yanhuangwuhun). The 7z header is encrypted; a GBK trailer after the archive end states 解压密码: mud.ren. Converted from GB18030 and assigned port 40268.