Test Server 2025.07.03

NARAKA: BLADEPOINT Test Server Update – 2025-07-03

Heroes,

First, thank you for your continued support of NARAKA: BLADEPOINT. You've been granted Beta Server access.

New Content

I. New Wuxia Treasure-Hunting Mode: Rift Traversal Launches (Trailblazer Season)

The Ancient Deity has awakened. The Heavenly Dao crumbles, rifts tear open, and heroes face the calamity together.

Here, your goal is to scavenge lost supplies, defeat opponents, and escape safely through a Rift Gate. Anything you bring out of the rifts goes into your personal out-of-match Storeroom, becoming resources for your next venture.

1. Basic Rules

  1. In Rift Traversal Mode, players take on the role of Travelers, collecting lost Relics across the time-twisted continent of Holoroth.
  2. On your treasure hunt, you'll need to handle hostile creatures and watch out for rival "Companions" eyeing your loot. You can bring Divine Armory weapons as Support gear or travel light — but once you Rebirth, you'll lose everything you're carrying.
  3. Find a Rift Gate on the map, awaken Fusang (扶桑, literal translation), restore the balance of Yin-Yang, and you can escape with all your looted treasures intact.

2. Out-of-Match Systems

(1) Prepare

In the Prepare menu, purchase and equip the supplies you want to bring into the rift. You'll spawn into the match with whatever you've prepared.

(2) Storeroom

Supplies extracted from a match can be deposited into the Storeroom, where you can also sort and trade them.

(3) New Assist Gear: Mole Hook

Players can freely swap between the Grappling Hook and the Mole Hook as their Assist Gear during the Prepare stage or at a Rift Dealer in-match. The Mole Hook consumes Hook items just like the Grappling Hook.

  • Stealth Movement: Used on the ground to burrow under and tunnel while hidden. While underground, you can sort your Bag, discard items, and even search for treasures.
  • Air Dash: Rush in any direction, including straight up into the sky.
  • Leaping Fish: While Tunneling, press dodge to consume Stamina and leap over terrain, with a brief window of invincibility during the leap.
  • Underground Moves: Horizontal Strike unleashes a Charge Impact toward your crosshair; Vertical Strike performs an Uppercut Slash. You can also charge an attack underground and burst out at the right moment.

3. In-Match Mechanics

(1) Spawning: After the Preparation stage ends, heroes spawn randomly on either side of the map.

(2) Resource Search: Interact with in-match objects (interactive items with highlighted outlines) to search for resources.

(3) Rare Resources: Drunken Fire Crates are scarce, high-value resources scattered across the map, with a higher chance of yielding high-tier Relics. (Some Drunken Fire Crates require careful timing when opening — use Counters to weaken their seal value.)

(4) Weather System:

  • Snowstorm: During a Snowstorm, your character's Cold meter continuously rises. Once it hits the threshold, your Rage drains constantly — find a Campfire to warm up in time. Snowstorms also cause ice-sealed treasures to spawn around the map.
  • Sandstorm: During a Sandstorm, crouching lets you hide within the dust — useful for ambushes or escapes.

(5) In-Match Quest System:

As the match progresses, Quests gradually activate across the map.

  • Quest-Contract: Defeat designated targets such as Yushan Ruins cultists, Plumed Castle bandits, or City of Tang shadow guards, per the quest's requirements.
  • Quest: Valiant Challenge: Once accepted, your position is exposed, but at intervals you detect enemies within a certain radius. Survive within the time limit.
  • Quest-Revenge: Avenge a fallen teammate — deal 1,000 damage to the enemy responsible and your party gains one extra Rebirth. (Acceptance condition: party must be down a member.)
  • Quest-Flag: Escort your team's flag carrier into range of the target Spirit Well. When the Quest Progress fills, you obtain a Drunken Fire Crate.
  • Quest: Escort Convoy (任务-押镖, literal translation): Capture and escort the Golden Roc to a Station to obtain a Drunken Fire Crate.
  • Quest: Clear-Out (任务-清缴, literal translation): Wipe out an Evil-Ent Stronghold to obtain a Drunken Fire Crate.
  • Quest - Guard: Protect the target boss from being defeated within the quest's time limit.
  • Quest - Challenge: Collect 2 Rune Stones by clearing Evil-Ent Strongholds, then open a Boss Challenge. Defeating the boss yields a Drunken Fire Crate.

(6) Treasure Vaults (宝库, literal translation)

Over 10 types of Vaults are scattered through each match, each requiring a Key to open. Every Key has Durability, and opening different map difficulties and Vault types consumes different amounts of Durability. Special Vault Keys can be bought from Rift Dealers; Keys with special notes cannot be carried out of the match.

(7) Escape Mechanics

As the match progresses, escape points — Rift Gates — gradually activate across the map. Different Rift Gates have different use counts, activation times, and durations. Once a Gate's duration ends, it closes. Beyond the Regular Rift Gates, there are gates with the following special conditions:

  • Weight-Limited Rift Gate: To escape, your Relic Bag must be below a certain weight.
  • Switch-Activated Rift Gate: Activates only after triggering the Rift Gate Tuner mechanisms at Plumed Castle (West), Forecourt (前庭, literal translation), and East in sequence. (Each time an enemy escapes through this type of gate, it enters cooldown and cannot be used immediately by other parties.)
  • Quest-Conditional Rift Gate: Requires completing any Quest to use.
  • Hidden Rift Gate: Requires purchasing a specific item from a Rift Dealer to activate.

4. In-Match Items

(1) Combat Items

Each match, players can pick two of the following Combat Items to bring in:

  • Morph Rune: This rune holds the morphing arts of the Hidden Clan's Psylith (隐族通教, literal translation). Once used, you transform into an ordinary nearby object.
  • Enigmatic Rift: Pick a location in a valid area to summon a pair of Enigmatic Rifts linking it to your current position for a limited duration. (Only accessible for allies.)
  • Forbidden Seal Talisman: Summons a Forbidden Seal at your current location for a limited duration.
  • Scout Eye: Detects enemies in the selected area.
  • Convoy Flag: Summons a Convoy Chest. When the countdown ends, if the Chest hasn't been destroyed, items stored inside are sent out.
  • Treasureseer: For 180 seconds, see nearby Drunken Fire Crates through walls and gain a Search Speed boost.
  • Wind Horn: A horn crafted by the Hidden Clan. When used, summons a Roc to carry you on the wind. Flight distance is reduced by the weight of your Relic Bag.
  • Enchanting Incense: A special sleep-inducing trap crafted by the Hidden Clan. Once placed, it puts enemies into Slumber, letting you steal from their bags. Stealing may startle them and risks waking them early. The incense becomes visible after 90 seconds and can be seen by everyone. Cannot put enemies in Ultimate Focus to Slumber; you can slap sleeping teammates to wake them.

(2) New Buff Items:

  • Wedding Wine: For 600 seconds after drinking, Attack Increased by 5% and Damage Reduction Increased by 5%.
  • Rejuvenation Nectar: For 600 seconds after drinking, taking damage triggers a surge of vitality, granting 36 seconds of Armor Restored at 30 Armor per second. Triggers once every 60 seconds, up to 2 times.
  • Vajra's Sobriety: For 300 seconds after drinking, Being Countered won't disarm you, and restores 450 Health. Triggers up to 2 times.
  • Green Plum Brew: For 600 seconds after drinking, when an Uppercut Slash launches you airborne, releases a green protective light that interrupts surrounding enemies. Triggers once every 60 seconds, up to 3 times.
  • Sorrow-free Dew: For 600 seconds after drinking, taking lethal damage makes you immune and knocks surrounding enemies back; gain 30% Damage Reduction for 5 seconds and restore 1,000 Health. Triggers up to 1 time.
  • Mythic Dew: For 600 seconds after drinking, your maximum Health is increased by 50%.
  • Throat-burning Hard Liquor: For 600 seconds after drinking, warms you to the bone and dispels the cold. Your melee attacks also gain a fire explosion that burns all nearby enemies. Triggers once every 120 seconds, up to 2 times.

II. New Machine: Dragonsteed Chariot

  1. The new Dragonsteed Chariot has been added to Survival Modes (excluding Immortal War). Each chariot carries three players — one driver and two passengers.
  2. The driver steers; passengers can throw spears at enemies.
  3. The chariot deals continuous ramming damage while moving, and can actively charge for a powerful Charge Impact.
  4. Driving and ramming consume the chariot's Durability. At 0 Durability, it can no longer move; the driver can use Weapon Repair Kits to fix it.

Hero Adjustments

I. Yoto Hime

  1. Skill Flying Edge updated:

    Throws the Demonic Blade at long range to damage enemies. The Demonic Blade blocks Ranged Weapon attacks.

    • When not hit, pressing the skill key again teleports you to the blade's position and triggers an Uppercut Slash.
    • When in a hit state, pressing the skill key again performs a Horizontal Strike on the spot, knocking back nearby enemies.
    • Defeating an enemy Hero immediately resets this skill.
  2. Ultimate Demon Blade updated:

    Yoto Hime's weapon is replaced with the Demonic Blade — lasts 20 seconds in Solo, 25 seconds in Duos and Trios.

    • Horizontal Strike and Vertical Strike gain entirely new Common Attack and Charged Attack movesets.
    • When struck by specific Focus moves during a Charged Attack, you enter the Zanshin (残心, literal translation) stance. After entering Zanshin 3 times in succession, you can press Horizontal Strike to use Zanshin Strike (残心斩, literal translation).
    • During the Ultimate, Willpower continuously builds. At max, press the Ultimate key to unleash the finisher Blade Assault (刀袭, literal translation).
  3. Ultimate Demon Blade: Combo now produces a single strike 0.8 seconds after activation, pulling enemies at Move Gold Focus or below to your side.

  4. Skill Flying Edge: Callback has been removed.

  5. Ultimate Demon Blade: Restore has been removed.

II. Zai Ji

  1. Skill Flame Ward's casting animation now has Skill Gold Focus defense.
  2. The follow-up move from Flame Ward triggered by pressing the skill again while airborne — its defensive Focus has changed from Move Gold Focus to Skill Gold Focus.
  3. Improved the melee tracking on the Ultimate weapon Chain Scythe's Grappling Strike.
  4. The Chain Scythe's crouching Vertical Strike now supports input buffering for the hook chain, and the knockback effect after a hit has been improved.
  5. Ultimate Chain Scythe: Flame Wave (无常锁·焰浪, literal translation) — the time for Heartless Force (无情劲, literal translation) to reach maximum has been reduced from 8 seconds to 7 seconds.

III. Tianhai

Divine Bell and Divine Bell: Counter can now be canceled with a dodge when cast in the air.

IV. Wuchen

Spirit Blades can now be canceled with a dodge when cast in the air.

V. Yueshan

  1. While in Ultimate, the cooldown on Rampage and Rampage: Formation has been reduced from 25 seconds to 21 seconds.
  2. Improved enemy displacement detection when Rampage hits during Ultimate General's Call's Almighty General state.

VI. Tarka Ji

  1. Slightly reduced the travel distance of the second dodge (knee strike) in the Frenzy (超燃, literal translation) state. The damage coefficient has been changed from 1.8 to 1.3.
  2. In Ultimate Fire Frenzy: Extend's Frenzy state, the Vertical Strike follow-up that chains after the second dodge (knee strike) now has added startup, and the hit detection window has been slightly shortened. The damage coefficient is changed from 2.0 to 1.5, and the recovery coefficient from 0.5 to 1.0.

VII. Universal Ultimate Adjustments in Survival Modes

  1. Tianhai, Yueshan, Feria Shen, Zai Ji, Shayol Wei, and Lyam Liu — Ultimate duration uniformly changed from 30 seconds to 25 seconds.
  2. Tarka Ji's Rage consumption rate during Ultimate has been increased. Fire Frenzy's default duration: Solo changed from 24s to 22s, Duos/Trios from 32s to 25s. Fire Frenzy: Extend: Solo changed from 18s to 17s, Duos/Trios from 22s to 20s.
  3. Matari — Ultimate Invisible Assassin: Restore duration changed from 30s to 25s.
  4. Valda Cui — Ultimate Rising Tide: Unchained duration: Solo changed from 18s to 17s, Duos/Trios from 25s to 22s.
  5. Justina Gu — Ultimate Frost Wraith (寒冰飞影, literal translation) duration changed from 30s to 25s.
  6. Wuchen — Ultimate Tai Chi Teleport: Blade Storm duration changed from 30s to 25s.
  7. Takeda Nobutada — Ultimate Demonic Aid and Demonic Aid: Force duration changed from 30s to 25s.
  8. Akos Hu — Ultimate Feral Frenzy and Feral Frenzy: Tiger's Pounce (虎威·饿虎扑食, literal translation) duration: Solo changed from 24s to 22s, Duos/Trios from 30s to 25s.
  9. Hadi — Ultimate duration: Solo/Duos changed from 20s to 19s, Trios from 25s to 22s.
  10. Kylin Zhang — Ultimate duration uniformly changed from 25s to 22s.
  11. Cyra — Ultimate Light's Mercy duration: Solo/Duos changed from 18s to 17s, Trios from 22s to 20s. The light field from Cyra's Light's Mercy: Field no longer provides Damage Reduction.
  12. Lannie — Ultimate Tricky Bounce: Leap duration changed from 30s to 25s.
  13. Kurumi Tsuchimikado — Ultimate Purified Circle field duration changed from 14 seconds to 12 seconds.

Developer Comment: Our original design intent was for these duration-based Ultimates to give players a longer, more satisfying experience with more room for error. However, as the game has evolved and players have become more skilled with these heroes, the effective utilization of these long-duration Ultimates has steadily climbed compared to other Ultimates. This has led to more frequent Ultimate trading and an ever-mounting sense of pressure in combat. By uniformly reducing these Ultimate durations, we hope to "cool things down" and ease the tension of the combat tempo. We've also adjusted the Ultimate duration of some non-offensive heroes accordingly, with the goal of encouraging more diverse team compositions.

We'll keep a close watch on the live data after these changes and make balance corrections as needed.

Weapon Adjustments

I. Flying Knives

  1. Added startup to the Vertical Strike Charged Attack Rapid Throw.
  2. Increased the stun on Rapid Throw when the knives are countered.

In-Match Adjustments

I. Feature Improvements

In Survival Modes and Rift Traversal Mode, when a party holding a Rebirth Charm is wiped, the Rebirth Charm item now drops in their Remains.

II. Gameplay Adjustments

1. Blessed Brutality Adjustments and Improvements

  1. All players now share a single random pool of effect Anima Rings. Each Anima Ring has a limited quantity — first come, first served.
  2. New Anima Ring Selection phases have been added in Rounds 3 and 7. Teams with lower Morale get first pick.
  3. Added the Frostbite School Blessing and related Anima Rings.
  4. A notification message now pops up when you obtain an Anima Ring.
  5. You can now use the middle mouse button / controller RT (right trigger) to mark Anima Rings you already own in your bag and active Blessings. Marking automatically sends a message to teammates in the chat window.
  6. The weapon order you set in your bag during the Preparation stage is now saved. No matter what happens during combat, returning to the Preparation stage resets weapons to that saved order.
  7. Bye rounds no longer play the battle countdown.
  8. The estimated Team Morale loss for the current round is now displayed below the minimap.
  9. The Anima Ring Sleight can now trigger only 2 times per round.
  10. Blessed Brutality is now supported in Custom Rooms (referee spectating not yet supported).
  11. The number of effect Anima Rings required to unlock each School's Tier-1 and Tier-2 Blessings has been adjusted to 4 and 8 respectively.
  12. A new batch of Souljade Anima Rings has been added.
  13. Increased the level-scaling multiplier for Evil-Ent Anima Rings, and raised the damage coefficient of Ultimate Miasma Rattan to 10.

Out-of-Match Adjustments

I. Free Training Updates

Added Hero Counter Training, which lets you learn how to counter the Ultimates of select heroes — Tarka Ji, Yoto Hime, Yueshan, Justina Gu, and Hadi. Counter Training for other heroes will be added in future updates.

II. Music Zone on Fairyland Penglai

The dance floor and Music Zone now change in response to the party's hype level.

Showdown Adjustments

I. Combat Adjustments

1. Huanyue Phase 1 Adjustments

  1. The tornado in Huanyue Phase 1's tornado-bullet move can now be Countered, and the timing of the blue flashing indicator has been adjusted.

  2. Reduced the hitbox lingering time on some thrusting moves, and reduced the stun duration of some slashing moves.

  3. Improved the visual effects on the magic circle moves, making the outer-ring and inner-ring attack patterns easier to tell apart.

  4. Improved the visual timing of the back-leap Sand Spike (沙锥, literal translation) move and the stance counter move so they better align with the actual hits.

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  6. Reduced the hitbox and visual height of the ground-hugging Wind Wheel Blade Qi (风轮剑气, literal translation) move, making it easier to dodge by jumping.

  7. Reduced the hitbox size of the wolf-claw projectiles.

  8. The rare Souljade attribute [Scorching] has been changed to: "After a Successful Counter, your weapon moves are imbued with a fire explosion."

  9. Improved the Divine Thunder warning effect when your Thundershock meter is full, so it's no longer obscured during Tianhai's All In One.

II. Nirriti's Ruins Adjustments

  1. Adjusted the text descriptions and names of some Anima Rings for easier comprehension.
  2. Fixed an issue where some stages could spawn Eerie Ent near the player's spawn point.
  3. Added Scout Bells to the Three Tribes Assembly Hall (三族大议所, literal translation) and Abandoned Kiln (废窑, literal translation) stages.
  4. Adjusted the invisible-wall range at the Shadowjade Mine cave-exit stage, as well as the monsters that appear in Hard-difficulty monster areas.

Bug Fixes

I. Hero Bugs

  • Fixed an issue where Zai Ji could fail to properly Clash in some situations.

II. Weapon Bugs

  • Fixed an issue where the Single-edged Weapon's running Horizontal Strike could have inconsistent hit detection and visual representation.

III. Showdown Bugs

  1. Fixed an issue in Windswept Wasteland where Huanyue could fail to properly disengage from combat.
  2. Fixed an issue in Huanyue Phase 1 where the outer wind wall of the magic circle move could have inconsistent hit and visual representation.
  3. Fixed an issue in Huanyue Phase 2 where the rotating wind-pillar move could deal too many hits.
  4. Fixed an issue in Nirriti's Ruins where some stages' invisible-wall effects displayed incorrectly.
  5. Fixed an issue in Yama's Abyss Phase 1 where the Manticore's Health value was abnormal.

24 Entertainment 2025/7/3