Preview: The Khar-Tib Update
Blade and Sorcery Patch Notes — June 22, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello mates, Baron here! The Khar-Tib update is just around the corner, as the guys at Warpfrog are clamping down on the last bugs and performance issues.
While I don't have a precise release date for you yet, I feel fairly confident to say it is likely pretty soon, and I reckon the next time you hear from me after this will be in a news with the exact date.
In the meantime, check out the rest of all the goodies coming to Khar-Tib!
Kharese Themed Weapons
The Kharese weapon pack is quite unusual compared to our the other faction weapon so far, as the designs are quite exotic.
Last time, I previewed the khopesh, war scythe and double axe. Here are the remaining weapons coming in the update!

Among the bladed weaponry we have incoming is a nice Kharese scimitar, with a curved blade and bone reinforcement along the spine.
For dagger enthusiasts we also have this new and unusual dual-bladed dagger.

Something a bit different for the weapon packs - for the first time in the Byeth updates we have a new shield!
This shield has a spike on the front which can be used to stab, so it can be used both offensively as well as defensively.

Last up, a dual-bladed staff, with curved blades on both ends.
This is actually a non-magical staff, to be used as a melee weapon. It can be imbued like any regular weapon, but with the added benefit that each side of the staff can be imbued independently.


By the way, last time i mentioned the double-bladed axe could be similarly imbued on both sides. In case it was not clear, I meant the actual blade could be imbued independently on both sides, and not the blade and wooden end.
This is what I meant:

Retractable Blade
A little bonus - not quite a full new weapon, but a long wished feature for the wrist-blade; the ability to retract and extend the blade.
It is still the regular wrist blade as you know it in terms of visual design, but simply with the added bonus of this new feature.

Khar-Tib Bombs
A brand new feature: 1.3 introduces bombs!
The Kharese use crystal-infused bombs with magical triggers to unleash deadly effects. Whereas the Sentari concoctions were more about utilitarian use, the Kharese bombs are very much offensive.
As you may expect, the come in the three magical varieties:
Fire Bomb
The fire bomb has a proximity based trigger that will explode and engulf an area in flames when anyone gets too close, making it a good trap-style weapon. It can also be stuck to things, such as walls or objects, so you can get a bit creative.

Lightning Bomb
The lightning bomb embeds itself into the target before delivering a blast of electricity. But what is particularly useful about this bomb is that it benefits from a seeking function that enables it to hone in on a target, so throwing it will be assisted.

Gravity Bomb
The gravity bomb creates a springboard effect where everyone and everything in the vicinity (player included!) get launched up in the air, swiftly followed by a less elegant landing.
Watch out below!

Unlike the other bombs, the gravity bomb does have a little utility to it if used creatively. A player could strategically deploy the bomb to leap huge bounds.

Kharese Themed Armour
A new faction means all-new armour. The Kharese make their unique looking armour from carapaces sourced from their desert environment.
This armour will weigh in at T2 and be available in the Baron's Bounty at that tier unlock.

Of course there is nothing stopping you using it in sandbox, where it will be freely available to spawn.

For those wondering, I'm sad to report the cool spike in the concept art didn't make the cut! As you might imagine, it created all sorts of complexities and clipping considerations that were a headache.
Khar-Tib Enemies
As usual, the NPC can wear the new armours too.
A new Khar-Tib faction has been added to the game and you can fight them in sandbox, in sandbox dungeons, or in the Khar-Tib faction map in Crystal Hunt.

In terms of threat, the stack up about the equivalent of the Eraden faction in terms of armour and loadout. Not quite as tanky as Rakta, but they are dangerously magical.

Khar-Tib Themed Map
Included in all Byeth updates are themed maps that match the Byeth faction in question.
This time around it is the blazing deserts of Khar-Tib, home to this Kharese fortress nestled in the mountainside.



Compared to the Rakta and Sentara map, the Khar-Tib map is huge, with lots of nooks and crannies, and opportunities for parkour and climbing.
Even compared to other large maps like Citadel and Canyon, Khar-Tib is the largest map, with lots of verticality and explorable areas.


The design of Khar-Tib was completely unlike our other very European-influenced Eraden maps in terms of asset architecture and art direction, so the enviro team really went all out in giving this place an exotic feeling.



Interactable Ballistae
Mentioned briefly in the last news, the Khar-Tib map has some interactivity to it, one such example being the new ballista weaponry.

You can operate the ballista and skewer enemy with it. It is a slow firing but powerful device.
As a convenient QOL, the ballista can be easily adjusted to height.

Ballistae are dotted around the map in strategic vantage points, so you can blast enemies as they come towards you.

Traps
But that's not all; another interactive element of the map is traps!
Dotted around the Kharese fortress are switches that can trigger hidden spinning blades.

These traps are great for catching enemy at chokepoints, and will slice and dice those caught in the spinning blades, dismembering them easily.
But while we are still on the topic of maps, here is a massive surprise for you!
Dungeon to Arena Maps
The team converted ten of the most beautiful and interesting Dungeons areas into fully playable Sandbox maps.
That's ten new maps to play in sandbox, including each map being fully compatible with the new Survival mode which was rolled out in 1.2.
This should add a ton of variety to sandbox!



Some of these maps are areas from Dungeon mode where you usually fight waves of enemies, but others are just large nice looking areas from Dungeons.
You can find the converted dungeon-to-arena maps on the mapboard under two new section tabs - Outpost arenas and Dalgarian arenas.
There are 5 each maps.



For the Outpost maps, I reckon most players will instantly recognize them, as they are the most iconic areas from Outpost that were selected to be suitable for Sandbox arenas.
Most Crystal Hunt players will have commonly played in these rooms while doing dungeon runs.


However, for some of the Dalgarian maps, I would be interested to see what players say! I have a suspicion that some of these maps may feel quite new to players, since Dalgarian dungeons are played much less frequently than Outpost, and some of the rooms have a much lower spawn chance and therefor more rarely encountered.



I've obviously played dungeons to death, but still what I found really cool while playing in these familiar dungeon rooms was that in sandbox mode I discovered myself messing around and engaging with the rooms much more than I would in a traditional dungeon run.
I think the phenomenon may be from having no pressure of actually "completing the dungeon" (or fear of dying), meant I found you are able to mess around much more and appreciate the space from new angles.

New Music
Last but not least, 1.3 will come with yet another cool addition to the Blade & Sorcery Soundtrack, composed by our very own Glamdok.
That's all for now, folks!
Next time around, I should have the 1.3 Khar-Tib release date for you.
Cheers!
