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Notice on Balancing of Knights of Veda and Items
Masters of the Book, The development team plans to balance the Knights of Veda and items in preparation for the upcoming "Battlefield of the War Gods" update on June 13th. Our goal is to enhance underperforming knights, fix errors in some knights, and ensure balance for the upcoming diverse content updates. The development team has carefully reviewed the direction of players' gameplay, item possession status, and the balance of each character to adjust the balance for the future diversity of characters and the expansiveness of content. The balance improvement patch will be carried out in two phases. The first phase will be through the "Battlefield of the War Gods" on the 13th, and the second phase will be through the "Portrait of Thierry Update" (Hundred-Day Commemoration Event). To preserve the value of your items and characters, our goal is to avoid nerfs as much as possible and to meticulously refine the balance between attributes and characters. 1) Knights of Veda Balance Changes ■ General We fully understand that the Knights of Veda who use melee weapons lack stability in PVE compared to those who use ranged weapons and experience damage loss due to mob patterns. Additionally, they are often targeted in concentrated fire in PVP, which requires several improvements. The "active resistance" for Knights of Veda who use melee weapons will be increased by 40% compared to before. The time during which Knights of Veda who use melee weapons are staggered when hit while sprinting will be reduced by 75% compared to before. The delay between motions for Knights of Veda who use melee weapons has been finely adjusted to allow easier counterattacks after evasion. ■ Arin The delay between the 3rd and 4th hits of the normal attack [Shadow Slash] will be reduced, decreasing the overall time required for normal attacks and the delay after the 4th hit, thereby increasing the overall attack speed. The Z-axis range (vertical) of the normal attack [Shadow Slash] will be increased by approximately 14%, allowing you to attack a wider range of enemies more quickly. The activation condition for [Death's Grip] with the normal skill at Fate 2 will be eased from requiring 4 hits to just 3 hits for additional damage. Additionally, the damage will be increased from 42% to 63%, enhancing the overall damage effect of the normal skill. ■ Edward Using the signature skill [Time for Punishment] will now apply a 10% Damage Reduction buff, allowing for more aggressive play. After using the signature extend skill [Wounds of Flames], you will be able to attack again more quickly. ■ Atterisee The explosion from the normal skill [Roll Roll Roll!] often misses the target, making it hard to focus the damage. The animated bear is now a summon, which makes its actions more precise. It can better push and gather small monsters, and it won't miss large monsters, exploding after a short delay upon contact. Additionally, like the signature skill [Research Pays Off!], it will apply a defense reduction debuff. ■ Veleno The stationary casting motion of the signature skill [Metastases of Poisoning] often puts the user in danger. Users frequently need to dodge before finishing all three consecutive attacks. To address this, the casting motion will be changed to make the user retreat backward while firing, as it originally did. ■ Eliyar The signature skill [Reindeer Strong Bow] will be adjusted to allow for a quicker follow-up attack. ■ Rani The usage frequency of the strong attack [Midday Beam] has been found to be low, so its damage per hit will be increased by 25%. ■ Andrei The initial hit range of the signature skill [Blazing Pillar] is too small, so it will be adjusted to hit a wider range of targets, similar to its subsequent hits. The signature extend skill [Burn!], which consumes additional Veda energy, has a low damage output and is underused. It will now also inflict 'Burn' on all targets hit, with the burn effect being influenced by Andrei's DoT stat. ■ Yanko Yanko's signature skill [Complete the Bond!] has not been very useful. Therefore, at Fate 4, a piercing effect will be added (up to 2 times), and all pierced enemies will also be bound, making the skill more effective. ■ Nayan Nayan's healing skills [Elemental's Blessing] and [Walrus Vigor] are based on Nayan's HP. However, there was an error where the extra HP from the "Cooked Food" effect was not included. This will be fixed so that the "Cooked Food" effect is also counted in the recovery amount. ■ Nec The effect [Abyssal Eye] of Nec's exclusive weapon [Misplaced Love] increases HP, and the damage of Nec's normal skill [Bansch's Dance] and strong attack [Spirit's Touch] is based on HP. However, [Abyssal Eye] was not increasing the damage of Nec's normal skills and strong attacks. This has been fixed to boost Nec's damage. Additionally, the summon Roderick will now benefit from the [Abyssal Eye] effect, gaining more HP and damage. (However, the HP Nec gains from [Abyssal Eye] will not be counted again for Roderick's HP and damage.) The damage of the signature extend skill [Darkness Retribution] was supposed to increase with level, but an error prevented this when used by Roderick. This has been corrected to ensure the level increase is applied. 2) Option Balance Changes ■ DoT(%) For [DoT (%)], it generally deals damage that ignores defense, but it was not affected by attack power. Additionally, its availability was limited to rings, reducing the effectiveness of the Knights of Veda who rely on DoT. Now, DoT will be based on the attacker's attack power. Additionally, DoT options have been added to attribute enchantments, making it easier to get this option. New options [Bleed DMG(%)], [Burn DMG(%)], [Shock DMG(%)], and [Poison DMG(%)] have been added to each elemental gem. [Bleed DMG ], [Burn DMG ], [Shock DMG ], and [Poison Effect DMG ] can each be obtained through the crafting of blood, fire, lightning, and poison attribute gems, respectively, and have higher base values compared to [DoT (%)]. ■ [Bleed DMG ], [Burn DMG ], [Shock DMG ], and [Poison Effect DMG ] They can each be obtained through the crafting of blood, fire, lightning, and poison attribute gems, and have higher base values compared to [DoT (%)]. ■ Reduce Incoming Wound Rate(%) The utility of the “Reduce Incoming Wound Rate” sub-option for necklaces was deemed low, resulting in diminished usability. Therefore it has been increased to a maximum of 36%. [Updated 06/13 02:11 UTC] ■ ATK Bonus (%) The current [Attack Bonus(%)] option only affects [ATK] and not [Elemental ATK], which makes the [Elemental ATK] options less desirable. To rectify this, we’re changing the effect of [Attack Bonus(%)] to apply to both [ATK] and [Elemental ATK]. Moving forward, this will open up more avenues to strategize with elements in mind. ■ Absolute Defense The existing ‘Guard Rate’ option will be replaced with an option called [Absolute Defense]. [Absolute Defense] includes the existing [Guard Rate] effect and a new stat [Minimum Defense]. The existing Guard Rate effect will remain, reducing the amount of stamina consumed while guarding and increasing the amount of Veda Energy restored. It will also still apply up to a maximum of 80%. Now, when taking damage while guarding, the amount of Stamina consumed will be reduced, and the amount of Veda energy restored will be increased by the [Absolute Defense] value. [Minimum Defense] guarantees that your minimum defense is equal to a percentage of your [Absolute Defense], and will apply from any damaging threat, even when you are not guarding. This effect only applied to defense ignoring attacks that exceed your [Minimum Defense]. It remains effective above the maximum [Guard Rate] value of 80%, but its efficiency gradually decreases near this threshold. For example, with 10% [Absolute Defense], you will have about 28% [Minimum Defense] . Example 1) [Absolute Defense (10%)] = [Guard Rate (10%)] + [Minimum Defense (28%)] Example 2) [Absolute Defense (80%)] = [Guard Rate (80%)] + [Minimum Defense (40%)] Example 3) [Absolute Defense (200%)] = [Guard Rate (80%)] + [Minimum Defense (51%)] These values can be checked in a Knight’s Detailed Information window. Additionally, the above option values will also apply to new content’s monsters and bosses. ■ LV up effects Skill levels can be increased to level 10, and additional levels could be added through high Fate levels. While skills that hit level 11 were fine, skills beyond this level were applying less boosts than shown. This issue will be fixed. ■ Emergency Dodge The emergency dodge function will be improved for all Knights of Veda to provide a more dynamic combat experience. Before the emergency dodge function could only be activated after two stiffs, but we’re changing the rules so that it can also be used when a character is exposed to a vacuum skill that impedes their movement for a period of time. ■ Resistance Improvement Activated resistances will now provide protection against certain disruptive effects. ■ Auto-battle Strong Attack Usage Strong attacks are efficient and powerful attacks, and many Knights that rely on Auto-battle to perform well were being under-utilized. Strong attacks will now be used in auto-combat. Due to the balance changes, [Knight’s Oblivion], [Weapon’s Oblivion] items will be sent to all Masters of the Book. Each Master of the Book will receive one of these items, allowing you to reclaim resources and materials used to enhance them. ■ Knight’s Oblivion A Knight of Veda’s Level and Skills level will be reset to level 1, and you will receive all resources that have been used for their growth. ■ Weapon’s Oblivion Reset a weapon’s Level to 1, and receive all resources that have been used to enhance it. * Fate Levels, Weapon Refinement Levels, Sockets, Gems and Enchantments will not be reset. * ‘Knight’s Oblivion’ and ‘Weapon’s Oblivion’ items will be stored in your [Inventory > Valuables] tab. * Activate by pressing the ‘Use’ button from your inventory, which will bring up a list of Knights/weapons that can be reset. * As soon as you press the reset button, the Knight of Veda/ Weapon will be reset. Since consumed ‘Oblivion’ items and character progress can not be restored to their original state, please take care when using these items. This concludes our briefing of the balance changes for the Knights of Veda that will be introduced in the June 13 update. Once again, we apologize for the unavoidable need for a balance update. With the upcoming update bringing in the Battlefield of the War Gods, we’ll be introducing a variety of new content, and we’ll do our best to be more careful with character and item balancing. Thank you
Director's First Update on Future Plans Pt. 2
Hello, Masters of the Book, this is Youngmo Kim, Director of ASTRA: Knights of Veda. We sincerely appreciate your love and enjoyment of ASTRA: Knights of Veda, despite its various shortcomings. We apologize for the delay in our communications through developer's notes, as our priority has been to address urgent issues. Today, I'd like to provide further details that were not fully covered in my initial letter. Frequent Feedback on the Balance of Knights of Veda After the adjustment of the [Ignore DEF(%)] stat on April 18, we are preparing for further stat adjustments on May 2. We ask for your understanding in advance and aim to provide an early explanation of these adjustments. Many of you have commented on the change to the [Ignore DEF(%)] value on April 18. High-level players, who primarily farm mobs with high defense (higher levels and grades), have found that [Ignore DEF(%)] provides up to three times greater efficiency than [Attack Power(%)], reducing the value of other options. This imbalance necessitated a prompt revision. It was a necessary step to refine the balance of current and future Knights of Veda and their equipment. However, the significant adjustments disappointed many players, and we sincerely apologize for not explaining these changes adequately beforehand. As previously mentioned, when a specific stat or capability becomes overly dominant, it undermines the relevance of other options, making rebalancing necessary. Ideally, these issues should have been identified and addressed during testing. We apologize for this oversight and assure you that we are committed to preventing similar issues in the future. Upcoming Adjustments on May 2: The issue where the stat increase of the [Elemental ATK] on rings was inadvertently set to half of the intended amount will be corrected. Additionally, a problem where the [Movement SPD] and [ATK SPD] stats were not being properly combined will also be fixed. For rings increasing in [Elemental ATK], the base value for [ATK] was initially set to double that of [Attack Power], but the stat increase was mistakenly set to match that of [ATK]. This will be corrected to reflect the intended design of doubling the stat increase of [ATK]. Unlike [ATK], [Elemental ATK] does not benefit from the [ATK(%)] option, hence it has a higher base value. If [ATK(%)] is kept below a certain threshold, [Elemental ATK] proves to be more efficient, and if it is above that, [ATK] becomes more efficient. Cap Limitations: Furthermore, we will implement caps on the stats for [Guard Rate] and [Reduce Veda Energy Consumption]. The cap for [Guard Rate] will be set at 80%, and for [Reduce Veda Energy Consumption], it will be 30%. [Guard Rate] is an option available only to Knights of Veda who have 'guard' type heavy attacks. These knights inherently possess a certain level of [Guard Rate], making it one of the easier stats to enhance. While achieving 100% is relatively simple, at this level, guarding consumes no stamina, which could lead to unexpected behaviors and problems in various content, hence the need for adjustment. Considering the limited number of knights that can use the [Guard Rate] stat and to maintain competitiveness with other option stats, we have decided not to significantly reduce its effectiveness. Instead, we are setting a cap at 80%, allowing Masters of the Book to select this stat up to the cap or choose other options as needed. As for the [Reduce Veda Energy Consumption] stat, setting it to 100% could prevent any Veda Energy usage, which might lead to unintended gameplay issues. Exceeding specific thresholds could also undermine the effectiveness of other game mechanics like 'Sync Rate,' 'Skill Effects,' and 'Relic Set Options.' To avoid these issues, we've decided to cap this stat at 30%. We understand that reaching this cap may be difficult for some players, but maintaining a balanced and diverse strategic environment is crucial for enhancing the gameplay experience. Character Balance: Furthermore, we will proceed with balance adjustments for specific Knights of Veda in the upcoming May 2 update. Details of these adjustments will be provided in the patch notes. Our aim is to minimize the frequency of balance changes and to focus more on buffs rather than nerfs to ensure a fair and enjoyable game environment for all players. Xanthia 1. Cooldown for teleportation (dodge) will be reduced. 2. The damage from the normal skill "Law of Gravity" and Signature Skill "Event Horizon," was previously distributed evenly, will now be segmented into early, mid, and late stages. The initial damage will be more potent, decreasing as it progresses to the later stages. Albert 1. The base damage threshold on Defense-based Knights will be adjusted to increase the damage ratio (applies to all Knights of Veda with Defense-based damage) 2. The third strike of “Power of Earth” (normal attack) will be changed to defense-based damage. 3. The Veda Energy cost of the Signature Skill “The Roar of the Golden Lion” will be reduced. Atterisee 1. Cooldown for teleportation (dodge) will be reduced. 2. Roll, Roll, Roll! (Normal Skill) - When the animated bear charges, the interval between hits will be reduced, allowing it to push targets more effectively. Damage during the charge will be adjusted accordingly. 3. The Strong Attack charge time will be reduced, and a movement speed reduction effect will be added. 4. Research Pays Off (Signature Skill) will have the “Reduce Incoming Heal” replaced with “Decreased Defense”. - Before: (1) Reduces ATK, (2) Reduce Incoming Heal, (3) Reduce All RES - After: (1) Reduces ATK, (2) Reduce DEF, (3) Reduce All RES 5. The duration of debuffs granted by “Research Pays Off” will be increased. Lucian 1. “Holy Sword of Blessing” (Normal Skill) will have its cooldown reduced and its duration increased. Andrei 1. The range of “Red Meteorite” (Normal Skill) and “Narcissistic Flame” (Strong Attack) will be increased. 2. The damage of “Red Meteorite” (Normal Skill) and “Narcissistic Flame” (Strong Attack) will be increased. Yanko 1. Scaling for “Mechanic Arrow” (Basic Attack) will be increased. 2. Scaling for “Weakness Calculation” (Strong Attack) will be increased. Orlik 1. The base damage threshold on Defense-based Knights will be adjusted to increase the damage ratio (applies to all Knights of Veda with Defense-based damage. 2. The third strike of Orlik’s Strong Determination (Normal Attack) will be changed to Defense-based damage. Leon 1. The base damage threshold on Defense-based Knights will be adjusted to increase the damage ratio (applies to all Knights of Veda with Defense-based damage. 2. The third strike of Leon’s “Justice!” (Normal Attack) will be changed to defense-based damage. Arena Balance: Additionally, since launch, many Masters of the Book have enjoyed participating in Arena, and we have been closely monitoring the sentiment that Melee Knights of Veda are at a disadvantage compared to ranged Knights of Veda. The matches between melee and ranged are finely balanced, with the low stagger and tenacity of ranged Knights vs the high stagger and tenacity of melee ones playing a key role in balancing between the two. However we are aware of the disadvantages that melee Knights of Veda can run into, especially when facing highly specialized and effective ranged knights in the active 3v3 arena. Currently, we are balancing the tenacity values of melee Veda Knights, and we are considering reducing the duration of stagger when it occurs repeatedly upon being hit. We are striving to obtain balanced test results, and update as quickly as possible. Once again, we feel a heavy responsibility for not predicting these situations earlier, and apologize for any inconvenience caused. The 50/50 Issue We’ve received a lot of feedback regarding the topic of the 50/50 not being shared across pickup character banners. The development team heavily underestimated the impact that having this focused on one character instead of both would have. We have listened to your feedback, and the 50/50 will be shared across multiple banners starting from the May 2 update. Inconvenience associated with forming parties We plan to introduce an automatic matching feature to streamline party formation without needing friend requests, allowing for quick re-invitations of previous party members. We aim to launch this update by May 16 and will provide a detailed schedule in due course. We sincerely apologize for any shortcomings and assure you of our commitment to continually enhancing the game. We are dedicated to promptly addressing your feedback and understand the frustration and disappointment caused by ongoing issues and balance adjustments. To address this, we have prepared a small login event as follows: From April 24 to May 2, participants will receive 200 Starstones daily, amounting to a total of 1,600 Starstones over the eight days. Thank you for your understanding and support. Best regards, Youngmo Kim
Director's First Update on Future Plans Pt. 1
Hello, Masters of the Book. I'm Youngmo Kim. Entering the third week following the launch of ASTRA: Knights of Veda on April 2nd, I want to emphasize that delivering excellent content and service remains our utmost priority. Despite our efforts, both the development team and our publishers HYBE IM acknowledge there have been shortcomings, particularly in addressing user inconveniences and our communication. We are committed to attentively listening to every piece of feedback provided by our players on Discord and other community platforms. While we wish to respond to everyone's feedback individually, some responses and decisions require more time, and we apologize for any delays in communication. We apologize for the recent update that decreased the efficiency of the ignore-defense option and reduced the capabilities of Capecchi. We understand this has caused significant frustration for users who invested time and resources into developing their characters. In a game where collecting characters is key, it is our responsibility to ensure thorough testing, and we regret that we fell short. We will issue further details on the adjustments to character balance, options, and stats through an additional developer's note this week. Unlike previous practices, we will provide these details well in advance of the next update, ensuring there's ample time for community feedback. An upcoming developer note will also address the heavily discussed topic of the Character rate-up events, and the potential improvements we can make to them. Additionally, the upcoming developer's note will address the frequently discussed topics of the 50/50 system on the Event Call of the Stars and potential improvements we can make to it. Actions speak louder than words. We are committed to addressing the areas of discomfort you've experienced and will continue to make visible improvements, even if progress seems slow at times. We promise to do our utmost with all the resources at our disposal. This coming update on April 25th will focus on implementing changes based on the continuous feedback we've received. We are always doing our best to improve your experience with each update we roll out. The maximum number of shoes will be increased from 160 to 240, and the recharge time for one shoe will be reduced from 8 minutes to 6 minutes. The support Knights will also be modified, bringing the level range from -5 to +2 up to -5 to +5. We also intend to make some changes to Veleno, the Knight of Veda added last week. ● Regular attacks and signature skills will be modified so she doesn’t track backwards. ● The projectile range of Veleno’s strong attack will increase by 33%. ● Veleno’s Strong attack will penetrate one target when charged to the second stage. ● During Auto-battle, the Knight of Veda 'Veleno' will maintain a certain distance from the target and use normal skills. Changes to Option Stats: ● The baseline value for DoT damage will increase by a factor of 2.33 compared to its previous value (Example: 9%>21%). Additionally, there are a lot of things that we can improve on, such as the shortcomings of the party system, lack of content, insufficient on-time rewards and the lack of events. We want to make corrections and improvements as quickly as possible, but we will prioritize the most important issues and then work through everything sequentially. We’re working hard to prepare announcements of major content updates that we have planned for the future, and once we’re ready, we will make sure to announce it without hesitation. Once again, I apologize for the shortcomings of ASTRA: Knights of Veda so far, and we want to ensure that we can live up to your enthusiasm for the game. Thank you
[Director’s Note] Thank you for your patience while we address the issues
Hello, Masters of the Book, I am Youngmo Kim, the director of ASTRA: Knights of Veda. We apologize once again for the delay in addressing the various issues that have inconvenienced your gameplay experience since our launch. The volume of issues and the potential side effects they could cause have necessitated careful and thus time-consuming corrections. The maintenance on April 11th focused on addressing the most urgent issues and critical errors that could impact game balance, identified since our launch. Despite our previous notice, we've had to make difficult decisions regarding errors causing some Knights of Veda to operate differently from our development intentions. These changes, we know, affect the gameplay you've become accustomed to, and after much deliberation, considering the long-term service of the game, we found it necessary to proceed with these corrections. Once more, we apologize for any inconvenience this may have caused. Going forward, we are committed to resolving errors as swiftly as possible and will continue to offer satisfactory service through regular character balance patches and updates. We will announce the regular update schedule and further details shortly. We're closely examining all community feedback and game data related to character balance to align with a direction that you, our players, find reasonable. Moreover, we will intensify our internal testing to prevent balance issues caused by bugs. While we initially announced that the first regular update was scheduled for April 25th, we've opted to advance it to April 18th. Further details will be shared as soon as they're available. To express our gratitude for your patience as we work through these issues, we've arranged a small token of appreciation: - Adventurer's Shoes: 160 - Adventurer's Records: 20 - Weathered Refining Stones: 20 - Starstones: 200 * You have until Wednesday, 4/17 7:59 AM (PDT)/ 02:59 PM (UTC) to collect the rewards. We're excited to unveil new content updates and reconnect with you on April 18th. Thank you.