Our new hotfix patch is now live. We have fixed various bugs and issues to make your Quinfall experience smoother. You can find the details of this update below.
Weapon & Combat Balance
Weapon Critical Multipliers
Developer Note: After reviewing their performance, we feel they are currently a bit too strong compared to the rest of the weapon pool. This change is aimed at bringing them back into a healthier balance range without removing their identity or impact in combat.
Dagger base critical multiplier adjusted to 1.33.
Crossbow base critical multiplier adjusted to 1.33.
Bow base critical multiplier adjusted to 1.28.
Life Staff
Developer Note: This adjustment is intended to improve sustain and overall usability, especially in longer engagements, without pushing the weapon outside of its intended support-focused role.
Life Staff mana value increased by 15%.
Frenzy Skill Update
Developer Note: This update is designed to reduce the defensive trade-off pressure on players while maintaining the skill's strong offensive identity in combat.
Frenzy skill updated:
Now grants +10% AP.
DP reduction on activation adjusted from 20% → 15%.
Equipment & Armor Adjustments
Armor Values
Developer Note: We are making a small adjustment to armor values. The goal here is to reinforce clear identity differences between armor types while ensuring survivability scaling remains consistent and balanced across different builds.
Light Armor now grants +5% HP bonus.
Heavy Armor now provides +10% HP bonus.
Talismans
Developer Note: We found that separating AP bonuses into physical and magical damage was creating unnecessary complexity and limiting build diversity for players who wanted to invest in alternative stats. For this reason, AP bonuses from Talismans will now affect both physical and magical damage types. This change is intended to simplify stat choices and make gearing more flexible and meaningful across different builds.
AP bonuses now affect both physical and magical damage types.
PvE & Systems Progression
PvE & Creature Balancing
Developer Note: After reviewing recent changes, we noticed early-game players are struggling more than intended when fighting basic monsters, making progression feel slower and more punishing than expected. These adjustments are aimed at smoothing early and mid-game progression pacing and reducing unnecessary friction in PvE combat, while keeping the intended challenge intact.
Creature HP and damage reduced by 50% for pre-level 100 content.
Creature HP and damage reduced by 10% for level 100 content.
Regeneration Scaling
Developer Note: After reviewing the most recent changes, we’ve come to the conclusion that HP and MP scaling have become weaker than intended, making survivability and sustain feel lower than our target. Regeneration values now scale based on maximum HP/MP, moving to a percentage-based scaling model for more consistent performance across builds.
Regeneration values are now scaling based on maximum HP/MP (percentage-based scaling).
EXP Boosts
Developer Note: A boost has been applied to all players to improve overall progression flow and help players level their characters and master their weapons more smoothly.
A 50% EXP boost + weapon XP boost has been applied to all players for 5 days