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I've been here, waiting all this time.

Knight of Iron Defense

Clause

FOR JUSTICE!

GenderMale
RaceHuman
Age20
Height195cm
BirthdayOctober 22nd
AttributePhysical

STORY

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Clause
Demia
Morrah
Jane
Sonia

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The Constellations and the Constellation Slayers

In a world ruled by the goddesses Lua and Lea, there were those who resisted the law of the Cycle. Possessing powers beyond mortal limits, they fought to protect humanity— and were slain by the hands of the goddesses. Yet even after their bodies perished, they remained as stars, watching over the world and passing their power on to their successors. In response, the goddesses created executioners whose purpose was to kill the Constellations— the Constellation Slayers. Having slain the Constellations, they eventually fell into slumber. But as the line of succession never ended, they have begun to awaken once more. Stars and executioners. Guardians and annihilators. The struggle begins again.

Developer Note - [2nd CBT Feedback and Balance Adjustments, Part 2]

NOTICE2026. 06. 25


【Before We Begin】
In this developer note, we would like to discuss combat system changes that affect the overall flow of battle.
Early in development, our goal was to refine King’s Raid combat for the current service environment. As part of that direction, we explored ways to make manual play more rewarding, while also reducing the fatigue of repeated clears by offering a Sweep feature for content players had already completed.

As a result, hero balance and content were being developed around a structure where decision-making and skill usage in manual play carried more weight.

However, after reviewing player behavior and feedback from both CBTs, we determined that King’s Raid combat should be refined around auto-battle, which is more familiar to many players, rather than a manual-play-focused structure.

This does not mean we are simply reverting our previous direction. Based on the play patterns and feedback from the CBTs, we are reorganizing combat so King’s Raid can preserve its familiar feel while allowing each hero to perform their role clearly in auto-battle.

As part of this, we are consolidating the three previously divided hero styles and revamping the combat system so each hero’s role and strengths stand out more clearly.
In this note, we will share our future direction for Reina and Morrah, two heroes who received significant feedback regarding the burden of skill management and combat sustainability.

 

【Reina】
 

Reina is a single-target damage dealer defined by fast attacks through short cooldowns and strong Critical Hit capabilities.

During the 2nd CBT, we received feedback that maintaining her core buff became much more demanding after the duration of Skill 2, Sharp End, was reduced from 20 seconds to 10 seconds and its Mana cost was increased.

As a result, players felt that Reina’s fast attack tempo and strength as a powerful single-target damage dealer were not being expressed as well as before.

We had adjusted many heroes, including Reina, based on our initial combat direction. For Reina, this meant a structure where frequent skill usage and decisions around maintaining her buff were important.

However, now that we are reorganizing combat around auto-battle, we believe Reina’s previous adjustment direction needs to be reviewed. A short buff-maintenance structure designed around manual play can easily become a burden in auto-battle, making her feel inconvenient to use before her original strengths can shine.\

Because of this, we plan to preserve Reina’s core identity, her fast attack tempo and powerful single-target damage, while adjusting her skill uptime so she can perform more reliably in auto-battle.

Specifically, we will review the duration, Mana cost, and cooldown of key skills, including Sharp End, so that Reina can fulfill her role as a damage dealer more clearly.

 

【Morrah】
 

Morrah is a Magic DMG protection-focused Knight hero who protects her team from Magic attacks and can provide strong value in certain boss battles through Recovery reduction.

During the 2nd CBT, we received a great deal of feedback regarding Morrah’s Skill 2, Hellfire. Players felt that while the skill required a high Mana cost, its 5-second duration and 20-second cooldown made it difficult for Morrah to reliably protect the party in actual combat.

Our initial concept for Morrah was a burst-type Magic Tank who could make a major contribution when players identified the timing of powerful enemy Magic attacks and activated her skill manually. For that reason, the skill was tuned to have a strong effect, based on the assumption that it would have a short duration, long cooldown, and high Mana cost.

However, as the focus of the combat system shifts toward auto-battle, we believe Morrah’s role also needs to be reorganized. A manual-play tank structure that only responds strongly at specific moments is difficult to use reliably in auto-battle, and it also makes Morrah’s role as a Magic DMG protector harder to feel.

Going forward, we plan to refine Morrah into a Magic DMG protection-focused tank who consistently helps the party withstand Magic damage throughout battle, rather than only protecting them at key moments. Just as Klaus provides steady protection and support for Physical parties, our goal is for Morrah to contribute more reliably in battles where Magic damage is a major threat.

We will maintain Morrah’s core role as a Magic DMG protection-focused Knight, while reviewing her skill duration, cooldown, Mana cost, and the overall impact of her protective effects so that her strengths are clearly felt even in auto-battle.