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The Quinfall - Patch v1.0.0.29

The Quinfall · Community Announcements · May 25, 2026

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Greetings Adventurers,

[p align="start"]Patch 1.0.0.29 is focused on building a stronger foundation for future balance and design work. In the previous patch, many systems scaled in a way that made tuning extremely difficult. Because several values grew exponentially or relied too heavily on flat bonuses, small balance adjustments could create massive outliers. Changing basic numbers often caused unexpected spikes in damage, defense, healing, or survivability, which made the game harder to balance cleanly. This patch moves several core systems toward percentage-based scaling and clearer class identity. The goal is to make builds easier to understand, easier to adjust, and easier to design around moving forward. Armor weight, attributes, gems, talismans, stamina, and critical damage have all been updated with that goal in mind. Players should have more meaningful build choices, while the design team should have a more stable foundation for future balance passes.

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Item Converter

Developer Note: Many players invest heavily into a gear set, then eventually grow bored of that weapon or class. This game should encourage players to try multiple gear sets. The Item Converter is intended to help players who have invested in one "main class" carry that investment into a new class or build without having to start over completely.


Foundational Changes

Attributes

Developer Note: Attributes were in a strange place. Because they gave flat values, the classes that should have benefited the least from certain attributes often benefited the most. This led to builds like "muscle wizard" allocations, where players could ignore damage-focused stats and still perform well by stacking survivability (e.g., 0 INT / 50 DEF / 100 CON / 50 RES). Going forward, players who want to deal damage should need to invest into damage through their attributes.


Armor Weight Sets

Developer Note: The original goal of armor weight was to create meaningful armor diversity. However, due to how each armor set was buffed or nerfed, that goal was missed. Outside of a few exceptions, most players using the same weapon class ended up using the same armor weight. The goal of this rework is to increase customization and give players more agency in how they equip their character.

Heavy Armor

Light Armor

Robe Armor

General Change


Talismans

Developer Note: Talismans were creating very few meaningful decisions, while also being overly complex for new players. Talisman sets are now the same regardless of armor rarity. For example, purple and gold pieces can now be equipped together and still count toward the same set bonus.

Updated Talisman Sets:

Seraphic Grace

2-piece: +20 Health Regen

3-piece: +5% MP

4-piece: +3 Speed

Divine Harmony

2-piece: +20 Mana Regen

3-piece: +5% Physical DP

4-piece: +10% Healing Multiplier

Astral Conflux

2-piece: +20 Mana Regen

3-piece: +5% Magical DP

4-piece: +10% Healing Multiplier

Dragonclaw

2-piece: +20 Health Regen

3-piece: +5% Critical Chance

4-piece: +10% Critical Damage Multiplier

Bladeweaver

2-piece: +20 Mana Regen

3-piece: +5% Magical DP

4-piece: +15% Physical AP

Ravager's Dominion

2-piece: +40 MP Regen

3-piece: +20 HP Regen

4-piece: +3 Speed

Fortress of Valor

2-piece: +20 Health Regen

3-piece: +3% HP

4-piece: +7.5% Physical DP

Sovereign Legacy

2-piece: +20 Mana Regen

3-piece: +40 HP Regen

4-piece: +15% Critical Chance Defense

Divine Aegis

2-piece: +20 Health Regen

3-piece: +3% HP

4-piece: +7.5% Magical DP

Eldritch Catalist

2-piece: +50 Health Regen

3-piece: +5% Magical AP

4-piece: +10% Critical Damage Multiplier

Spellfire

2-piece: +20 Mana Regen

3-piece: +5% Critical Chance

4-piece: +10% Magical AP

Tempest Bound

2-piece: +20 Mana Regen

3-piece: +40 hp Regen

4-piece: +3 movementspeed


Gems

Developer Note: Gems previously gave flat values. This meant they often gave the most value to classes that were weak in those stats, while providing relatively smaller gains to classes that had already invested into them. With percentage-based values, gems should now magnify your strengths instead of simply covering your weaknesses.

AP Gems → T1: +0.2% | T2: +0.3% | T3: +0.4%

DP Gems → T1: +0.3% | T2: +0.45% | T3: +0.6%

HP Gems → T1: +0.35% | T2: +0.47% | T3: +0.70%

MP Gems → T1: +0.35% | T2: +0.47% | T3: +0.70%

Regen Gems → T1: +10 | T2: +15 | T3: +20

Crit Chance Gems→ T1: +0.69% | T2: +1.035%| T3: +1.38%

Crit Defence Gems → T1: +0.345%| T2: +0.517%| T3: +0.69%


Stamina Rework

Developer Note: Stamina was an overly punishing system. We have adjusted the regen rate and regen delay to give players more opportunities to dodge, jump, and roll. Because bunny hopping has become so prevalent, jumping now has a small stamina cost.


Critical Damage Rebalance

Developer Note: Some weapons should be encouraged to build full damage, while others should be encouraged to invest into Critical Chance and Critical Damage. In the old system, nearly every DPS weapon wanted Critical Damage as much as, or more than, AP. Weapons intended to have higher sustained damage have had their Critical Damage multipliers reduced more heavily. Weapons intended to rely on burst damage and critical hits have been affected less.

Warhammer: 1.21x

Two-Handed Sword: 1.22x

Dual Axes: 1.22x

Daggers: 1.43x

Sword and Shield: 1.23x

Spear: 1.28x

Arcane Staff: 1.3x

Life Staff: 1.1x

Crossbow: 1.43x

Bow: 1.3x


Class Balance

Necromancer (Arcane Staff)

Developer Note: Necromancer has been difficult to balance because it was extremely tanky, dealt high damage, and brought powerful debuffs at the same time. Going forward, Necromancer should still be able to access those strengths, but not all at once. Different armor weights should now support different Necromancer playstyles.

Healer (Life Staff)

Developer Note: Healers were in an awkward spot. They had limited agency due to long cooldowns, but were still extremely difficult to kill. We want healers to feel more active and rewarding to play, while creating more counterplay.

Spirit Wanderer Changes:

Luminary Changes:

Luminary Healer is in a good spot overall, but its PvE damage was too low.

Sword & Shield

Developer Note: Sword and Shield has been a dominant part of the meta for the past month. These changes are intended to reduce its most extreme moments while keeping the core class intact.

Iron-Warden:

Iron-Warden was reaching extreme levels of defense, which made the class difficult to balance.

Vanguard:

Vanguard is in a good place overall. Improving utility while reducing defense gains.

Two-Handed Sword

Developer Note:

While Two-Handed Sword has been a dominant force, we don’t believe its recent strength is entirely tied to its core mechanics. Instead of nerfing the entire class, we’re addressing the most impactful outliers while keeping the class’s identity intact.

Hellknight

Warhammer

Developer Note: While we believe Hammer is in a much healthier state after the recent changes, it still needed an extra push to truly compete with the more popular classes. With these buffs, we’re giving it the tools it needs to take another step forward.

Demolisher

Brawler

Crossbow

Developer Note: The Crossbow Hunter skill tree has struggled to find a place in the meta since the early days of the game. With these changes, we’re aiming to strengthen its identity and help it stand alongside the more popular classes and builds.

Hunter

Dual Axes

Developer Note: Dual Axes are currently viewed as extremely strong in EU and extremely weak in NA. We plan to continue evaluating.

Spear

Developer Note: The Lance Master skill tree (Left side) was underperforming compared to the Legionnaire skill tree (Right side). Therefore, we are introducing several changes to better integrate it into the meta. The Legionnaire skill tree has received feedback from players regarding excessive stunlock. To improve overall combat smoothness, stun duration is being slightly reduced.

Lance Master

Legionnaire

Daggers

Developer Note: Following our testing, it has been identified that Dagger damage was slightly higher than intended. As a result, this adjustment has been made to ensure balance.


General Changes


This is only one step in our ongoing effort to improve the overall gameplay experience. Going forward, we will continue monitoring class performance, game balance, and player feedback closely, while making adjustments that not only meet the game’s needs, but also reflect the expectations and wishes of our community.

We want Quinfall to become a game that players can truly enjoy spending time in, and future updates will continue pushing the game in that direction with stronger improvements, healthier balance changes, and more enjoyable gameplay experiences.

Some areas may still need further refinement, and we are fully committed to continuing that work in the updates ahead. Your feedback, support, and passion for the game play a huge role in shaping these changes, and we sincerely thank you for continuing to support us throughout this journey.

We’ll continue working hard to bring you even better patches and improvements in the future.

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