
Steam news
Full Steam announcements and update articles for this title.
We have released a new patch addressing various issues and some changes.
The Action Point gain from the Kraken Boss has been increased by 50%.
An issue related to entering the Combat Zone as a party has been fixed.
An issue related to entering Dungeons through the Party Finder has been fixed.
The issue with point distribution in the Combat Zone has been fixed.
An issue affecting the scores of some clans that exceeded 2 billion points in the clan rankings has been fixed. For now, the score is capped at 2 billion, but this limit will be removed soon. Clan members may continue their activities to earn higher scores; once the limit is removed, the actual scores above 2 billion will be displayed correctly. This issue is currently caused by The Quinfall running with two separate clients.
Hey everyone,
With this update, we’re making several changes aimed at improving activity across PvP and PvE content, while also making key gameplay loops feel more rewarding.
Combat Zone is now active on all channels.
Please note that this may not be fully reflected in the UI yet, but the system is active and players can participate in all channels.
We’re reducing the Arena schedule from 1 hour to 30 minutes.
Our goal here is to make Arena more accessible throughout the day and reduce the downtime between matches.
Arena rewards have been improved.
Players will now receive 3 Tera Pieces per win.
All Open World Bosses now grant 75,000 Action Coins.
This includes Vorgath as well. Kraken remains at 30,000 Action Coins for now.
Dungeon Action Point gains have been increased by 5x.
We want dungeons to feel more worthwhile as a repeatable PvE activity, and this change is a step toward making that progression path more rewarding.
We’re increasing 3v3 Arena rewards to make competitive progression feel more rewarding across every league.
Winners will now receive Tera Pieces at the end of each round, based on their league:
Master League: 3 Tera Pieces per win
Diamond League: 2 Tera Pieces per win
Gold League: 2 Tera Pieces per win
Silver League: 1 Tera Piece per win
Bronze League: 1 Tera Piece per win
We’ll continue monitoring player activity, reward balance, and overall content participation across all systems. As always, thank you for your feedback and for helping us improve the game.
Hello everyone.
With the last server restart, the Armor Weight Change Coupon, Weapon Type Change Coupon, and Level 100 Coupon have been removed from the game shop.
Players who already possess these coupons will still be able to use them.
We would like to thank all players who shared their opinions and contributed valuable feedback throughout this process.
The Quinfall Team
Fixed various translation issues.
The Character Level 100 Coupon, Selected Weapon Level 100 Coupon, Weapon Type Changer, and Armor Type Changer have been permanently added to the store. This change is done in response to community feedback and requests for improved progression and greater customization options. Additionally, as the core content and gameplay experience largely begin after reaching Level 100, this change is intended to help players access that stage of the game more easily.
Resolved several user interface-related bugs.
Added preliminary modules for the upcoming major Optimization and Lighting Update.
Performed additional server-side optimization improvements.
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.
Developer Note: We’ve heard your feedback and reviewed the current leveling pace across all stages of progression. The journey to higher levels has been taking longer than intended, especially for players trying to catch up or experience more of the game’s core content.
The EXP requirement for characters has been halved for all levels.
Developer Note: After reviewing combat performance and player data, we found that HP Regen and MP Regen Power Stones were providing significantly more sustain than intended. To bring these Power Stones closer to their intended balance, their effects have been reduced by 50%. Our goal with this change is to keep regeneration valuable, while preventing it from creating situations where sustain becomes too difficult to overcome.
The effects of HP Regen and MP Regen Power Stones have been halved.
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.
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.
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%.
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%.
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.
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.
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.
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).
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
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.
Allows you to take any armor convert it into a different armor weight type while keeping:
Enhancement level
Gems
Grade
Talisman bonus
Each player will be given x4 Item Converters when the patch launches.
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.
Stats now scale by percentage (Instead of Flat).
At 0 points — you have a 75% modifier on said stat.
At 48 points — you have an 87% total modifier.
At 100 points — you have a 100% modifier on said stat.
Equipment values will still display their base value before calculations. In some cases, the final value will be higher; in other cases, it will be lower. We plan to make this clearer in a future patch.
Stat reset no longer costs any currency or fee for only 1 week.This change has been made for players to freely explore new attributes system. There is a visual issue for fee of 5m, and the fee display is incorrect, its free. This attribute change will remain for 1 week and will be removed in a later update.
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
+10% Physical DP
+10% Magical DP
+10% Critical Chance Defense modifier
+5% HP
-60% Mana
-30% Magical AP
-30% Physical AP
-10% Critical Damage modifier
Light Armor
+5% Physical AP
+5% Magical DP
+5% Critical Chance Defense modifier
+5% Critical Damage
-30% Mana
-20% Magical AP
Robe Armor
Medium chest now has a 19 weight maximum (down from 22)
+15% Critical Damage
+15% Mana
+20% Magical AP
+20% Physical AP
-10% HP
General Change
Light set weight limit adjusted to 20–31.
All level 100 characters received an Armor Weight Modifier material as a gift (claimable from mailbox) to allow changing armor type.
Weight capacity boosters are temporarily 50% off.
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.
Set bonuses from Blue and Purple equipment have been replaced with the Legendary set bonus effect. All talismans now grant only the Legendary set bonus effects.
These talisman set bonuses can be used on Blue, Purple, and Legendary equipment.
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
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%
Gem balancing was also applied.
The UI issue where gem and talisman success chance was not displayed on equipment has been fixed.
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.
Stamina regen delay reduced by 50% (from 3s to 1.5s)
Stamina regen rate doubled
Jumping now costs 3 stamina (10 in combat, 5 out of combat)
Stamina regen increased by an additional 30%
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
Maximum critical chance capped at 100%.
Each weapon type now has its own unique base critical damage multiplier.
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.
Necromancer scaling changed from 7.5% HP / 50% AP to 4% HP / 90% AP
Tornado: Player pull range reduced.
Agony Wall rework:
Now shreds both Physical DP and Magical DP
Slow increased from 30% for 2s → 60% for 3s
No longer cleanses buffs
Cast range significantly reduced
Damage per point reduced from 5% → 3.6%
Grave Legion (Skeletons):
Now remove buffs from targets they hit
Movement and spawn speed increased
Cooldown reduced by 0.10s per point; damage increased by 10% per point
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.
Life Staff skill cooldown durations adjusted.
Life Staff healing amounts adjusted.
MP values added to Life Staff and some accessories.
HP/MP potion prices at NPCs adjusted.
Craftable HP/MP potions: materials adjusted, HP/MP amounts increased, profession EXP adjusted.
Ready-made MP potion values adjusted.
MP display issue on some equipment fixed.
Earring MP value increased by 20%.
Health Boost and Critical Heal skill gem healing amounts adjusted.
Spirit Wanderer Changes:
Mana Tide: CD 15s → 7s | Damage/lvl 5% → 3% | Heal/lvl 2% → 3%
Soul Beacon: CD 15s → 10s
Soul Cascade: CD 6.5s → 4s | No longer grants Crit Chance on hit | Heal/lvl 0.4% → 1%
Realm Shift: CD 30s → 25s
Divine Intervention: CD 80s → 45s
Luminary Changes:
Luminary Healer is in a good spot overall, but its PvE damage was too low.
Divine Beam now deals 200% increased PvE damage
Dual Surge now deals 200% increased PvE damage
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.
Relentless Charge: DP gain reduced to 3% per stack
Rampart: Defense scaling reduced to 3% | Buff duration reduced to 6 seconds
Rallying Cry: Self bonus reduced to 15% | Ally bonus increased from 15% → 20%
Vanguard:
Vanguard is in a good place overall. Improving utility while reducing defense gains.
Shield Bash: Grants 10% defense for 3 seconds
Dread Chain: Applies 30% armor reduction for 3 seconds
Reckoning: Now deals 60% extra bonus damage in PvE
Valiant Slash: PvE damage set to 300%
Sword & Shield skill damage inconsistency (based on stated formula) has been fixed. Damage output significantly improved.
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
Frenzy: Critical Chance removed | CD changed to 15s | Scaling reduced from 0.8% → 0.6% per point | Fixed a bug where healing could occur when hitting targets at 0s
Fury Impact: Bleed damage on creatures reduced
Last Stand: Shield reduced from 0.5% → 0.25% | CD reduced to 40s | Extra damage per point reduced from 25% → 13%
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
Grasp: CD reduced to 8s | Applies 50% slow for 2s | Hitbox increased
Judgement: Damage set to 180%
Steel Vortex: CD reduced to 6s | Base value increased by 40% | Now deals 50% increased damage in PvE
Brawler
Stone Arena: CD reduced to 40s
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
Hunter Instinct (Passive): Duration 3s → 5s
Overkill: CD reduced to 12s | Attack speed → 20% | Movement speed → 15%, per level reduced from 0.5% → 0.35%
Multi-Shot: Base damage 60% → 95% | Movement speed 20% → 35% | Damage per point 2% → 3%
Quick Step: Initial damage 50% → 65%
Bolt Hall: Damage 160% → 130% | Movement speed reduction 40% → 70% | Physical defense reduction 20% → 25%
Doom Barrage: Damage 200% → 275% | CD 70s → 60s
Cleanse Speed: Base speed 20% | Per level scaling reduced from 2% → 1.5%
Auto attack damage reduced by 10%
Developer Note: Dual Axes are currently viewed as extremely strong in EU and extremely weak in NA. We plan to continue evaluating.
Rage Burst: Explosion AoE increased by %50 | CD increased by 2s
Axe Throw: Throw speed increased by 50%
Berserk: CD increased to 22s | Duration 7s → 5s | Movement speed 50% → 40%
Battle Roar: Shield reduced from 10% → 5%
Passive: Max stack count reduced from 50 → 35
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
Rule: Base damage 200% → 250%
Spearfall: Base damage 200% → 250%
Mirage: Base damage 200% → 230%
Face-Off: Base damage 200% → 250%
Legionnaire
Ruthless Dive: CC duration reduced from 2s → 1.25s
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.
Venom Burst: Damage per level reduced from 6% → 5%
Fall animation (CC effect) shortened and sped up.
Equipment can no longer be changed during 3v3 Trio Arena.
PVP defense scroll removed. Players can right-click existing scrolls in inventory to receive the refund value.
Board quests: Town quests now award Tera Fragments. More quest adjustments and new quests coming soon.
Character EXP Scroll price from Pelthera statue reduced by 35%(1.500.000 1/hr).
Shield max value capped at 50% of max HP
Some translation errors have been fixed.
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.
A collider issue related to some escape points in Trio Arena has been fixed.
Unintended escape paths have been removed to ensure fairer engagements.
An issue where set bonus items caused stat inconsistencies has been fixed.
All gear bonuses now apply correctly and consistently.
A rare issue where players were instantly removed from Trio Arena matches has been fixed.
This improves overall match stability.
Various text and localization issues have been fixed.
General wording improvements have been applied.
An issue related to clan join date updates has been fixed.
Dates are now displayed correctly.
Informational warnings have been added to certain interfaces, such as the Mail screen.
This helps players better understand interface related actions and system messages.
The number of participants is now displayed during Trio Arena matchmaking.
Players can better track queue status, and the minimum player requirement has been reduced.
Victory and Defeat indicators have been added at the end of each round in Trio Arena.
This provides clearer feedback on match progress and outcomes.
A new button has been added to the Repair screen to automatically select all repairable equipment.
This streamlines the repair process.
A guarantee system has been added to the upgrade mechanics.
After a certain number of attempts, the next upgrade is guaranteed to succeed with a dynamic counter.
Trio Arena is now only accessible on Channel 4.
This change was made to improve matchmaking speed and consistency.
If all 3 target enemies are not eliminated before time runs out, the result is now determined by the number of defeated players.
This prevents unnecessary draws and discourages passive play.
The invulnerability effect during dodge rolls has been removed.
However, crowd control protection remains active.
Low star level item bonuses have been rebalanced.
High star level items remain unchanged while lower tiers are improved.
Robe set Physical Defense reduction increased from 10 percent to 25 percent.
This creates a more noticeable risk and reward balance.
PVP Coin Market prices have been significantly reduced.
This improves accessibility to market items.
Critical Chance of Tier 2 and Tier 3 Power Stones has been increased by 20 percent.
This makes these items more impactful in builds.
Mount speed has been increased by 2 times.
PvE mount combat restrictions have been removed, while PvP restrictions remain.
Tera Protection and Tera Fragments have been added to Trio Arena rewards.
Arena participation is now more rewarding and progression focused.
Round end rewards based on player rankings have been added to Trio Arena.
Players can now see performance based rewards directly in the UI.
Sword and Shield Auto attack damage reduced by 50 percent.
Adjusted to better fit its defensive role.
Sword and Shield passive formula was changed from 33 percent magic defense, 33 percent physical defense, and 33 percent physical damage to 60 percent physical damage, 20 percent magic defense, and 20 percent physical defense.
This change is now active in the game to balance stat distribution.
Two Hand Sword Auto attack damage reduced by 10 percent.
Damage output has been balanced.
Two Hand Sword Razor Echo cooldown increased by 7 seconds.
Burst potential has been reduced.
Life Staff Realm Shift cooldown increased from 18 seconds to 30 seconds.
Mobility advantage has been reduced.
Arcane Staff Elemental Dash cooldown increased from 15 seconds to 25 seconds.
Mobility has been balanced.
Crossbow Stun Bomb stun duration increased to 0.75 seconds.
Improves control reliability.
Crossbow Explosive Arrow casting speed increased and area of effect radius expanded.
Enhances usability and effectiveness.
Crossbow Auto attack damage increased by 15 percent.
Improves overall damage output.
Bow Quick Draw hit area increased.
Improves hit consistency.
Bow Piercing Arrow casting speed and projectile speed increased.
Enhances responsiveness.
Bow Deadeye passive bonus damage increased from 10 percent to 20 percent.
Improves sustained damage potential.
Warhammer Discharge required stacks reduced from 5 to 4.
Allows more frequent usage.
Warhammer Earthshatter cooldown reduced from 80 seconds to 60 seconds.
Improves skill uptime.
Warhammer Stone Arena cooldown reduced from 80 seconds to 60 seconds.
Improves control frequency.
Warhammer Iron Will shield strength doubled.
Significantly increases survivability.
We are excited to announce our major update.
In this patch we are bringing the highly anticipated 3v3 Arena to The Quinfall. Gather your team, step into the arena and show your skills. Alongside this massive addition we also included important changes and bug fixes to make your adventure even better.
The new 3v3 event system, Trio Arena, has been added to the game.
This is our fully queue-based competitive arena where you don’t walk in to pay an entry fee or stack advantages—you queue up, get matched, and fight on equal terms. Fair matchmaking, structured teams, and a controlled environment built purely around skill expression. We’re also taking a firm stance against anything that breaks competitive integrity. Win trading and similar behaviors don’t belong here, and we’re actively putting systems and penalties in place to deal with it properly. Performance matters the most—at the end of each weekly cycle, players will be ranked and rewarded based on their standing, with high-value rewards with meaningful loot reserved for those who climb. Inside the arena, things stay clean. No consumables, no scrolls, no outside advantages. Gear is equalized so the fight starts and ends with decision-making, timing, and teamwork. Entry is free, but not unrestricted in structure—you’ll be capped at 1 tank and 1 healer per team to keep compositions readable and balanced. And every match plays out in a Best of 3 format, because one round is never the full story.
The entry fee for the Combat Zone has been removed.
Paywalls are out. The Combat Zone is now open to everyone—no entry cost, no barriers. More players, more fights, more action.
The number of monsters in the Combat Zone has been significantly increased.
The Combat Zone felt a bit too quiet. We’ve cranked up the monster density to keep the action constant, boost rewards, and make every run feel worth your time.
The HP of the world boss Vorgath has been reduced by 25%.
Vorgath was overstaying his welcome. We’ve trimmed his HP to tighten the fight’s pacing, keep the pressure high, and open the door for more players to get in on the action—without turning the encounter into a slog.
PvP Point rewards in Arena battles have been increased by 4 times.
Not enough payoff for the fight. We’ve massively boosted PvP Point rewards so every match hits harder and feels worth the grind.
Clan members can now deposit Coins into the clan storage only if at least 5 days have passed since the clan’s creation and the clan is above level 2.
This change adds a short progression gate to clan economy systems ensuring clans establish themselves before enabling coin deposits. It also helps keep early-stage systems more controlled and reduces abuse of newly created clans for unintended economic activity.
Tera Protection obtained from Silver Prize Wheels is now non-tradable.
This update is part of our ongoing efforts to keep reward systems aligned with their intended purpose. By restricting trade on certain high-value rewards, we aim to reduce unintended market activity and ensure these items are used directly by the players who earn them.
PvE/PvP Coin Teras are now non-tradable.
We did this because of the same reason with the Silver Wheel Teras. To fight RMT.
The limit for buy orders placed by players in the Central Market has been increased from 999 to 1000.
We’ve raised the cap to better support high-volume trading and make market activity a bit more flexible for players operating at scale.
The purchase limit for materials in the Central Market has been increased from 999 to 1000.
We’ve bumped the cap slightly to make bulk purchasing smoother and remove unnecessary friction when trading large quantities of materials.
A new costume wheel has been added to the shop.
Fresh looks, new styles, same spin.
The Kraken World Boss will now spawn every 12 hours.
To create a more balanced, accessible, and competitive World Boss experience, we’ve updated Kraken’s spawn cycle. With this change, encounters will feel more consistent and engaging, while ensuring rewards and content value remain meaningful and impactful each time it appears.
Vorgath World Boss: The 3x Tera reward has been removed. Total distributed Action Coins have been increased from 5k to 90k.
The old system was too top-heavy—the party dealing the highest damage would take all the meaningful rewards, leaving little room for others to compete. We’re shifting to a more inclusive model: rewards are now distributed from a much larger Action Coin pool based on your contribution. The more damage you deal, the bigger your share. You can then use these coins in the Action Coin Shop to obtain Tera, giving every player a fair shot at meaningful rewards.
Kraken World Boss: The guaranteed Tera reward has been removed. Total distributed Action Coins have been increased from 5k to 30k.
Guaranteed Tera was flattening the reward structure and limiting meaningful competition. We’ve moved Kraken to a contribution-based system with a larger Action Coin pool, where your rewards scale with the damage you deal. More impact means more coins—and more control over how you convert that into Tera through the Action Coin Shop.
Prices of items in the Olympic Coin Market have been slightly reduced.
We’ve made some targeted price adjustments to make the market more rewarding and worth engaging with. Tera pricing has been significantly reduced from 2000 to 700, and several other materials have seen their costs cut by up to half. More value, better access—go spend those coins.
NPC sell prices for equipment level 75 and below have been decreased.
Items dropped from level 75 monsters were generating unintended high-value returns when sold to NPCs, creating an unfair gold income advantage. We’ve reduced their NPC sell prices by half to bring this back in line with intended progression and keep early-mid game economy balanced.
An issue where the statue buff providing 15% PvP Defense would occasionally not apply instantly has been fixed.
PvP Defense bonus now applies instantly and reliably every time.
Various spelling errors in translations have been corrected.
We’ve cleaned up a number of translation issues and typos across the game to improve clarity and consistency.
A visual bug encountered by some users during Elite Accessory crafting at the production bench has been fixed.
The crafting UI was showing things it shouldn’t. We’ve cleaned it up so Elite Accessory crafting looks and behaves exactly as intended—no more visual noise, just clear results.
An issue where the final hit of the Spear skill Aerial Onslaught would sometimes not deal damage has been fixed.
This was a consistency issue affecting the skill’s final strike. The damage application has been corrected to ensure the ability now reliably lands all intended hits, delivering the full impact of the combo every time.
A crown indicator has been added to clan leaders’ titles to distinguish leadership.
Leaders deserve to stand out a bit more. We’ve added a crown indicator so clan leadership is instantly recognizable—no guessing, no confusion, just clear status at a glance.
An issue in the Combat Zone where dead characters would sometimes appear with full HP on the player screen has been fixed.
This was a display desync issue causing confusing health states after death. The UI now properly reflects character status, ensuring what you see is what’s actually happening in combat.
An issue where the Main Menu could not be closed with the ESC key has been fixed.
The ESC key should do what it’s supposed to do—close menus. We’ve fixed the issue so players can now smoothly exit the Main Menu without getting stuck.
The character limit for the Reference ID input field for new players has been increased to support longer reference nicknames.
We’ve expanded the limit to better accommodate longer names and improve overall usability for new players entering reference IDs.
A visual bug where other players could not properly see the resurrection animation of revived characters has been fixed.
This was a display desync issue that is fixed.
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.
Fixed various spelling and translation errors.
Removed Profession EXP bonus from starter EXP boosters.
Reduced overall damage dealt to build objects.
Purple/Legendary level 100 equipment with low or no star level can now also yield Ancient Ore when dismantled.
Fixed visual error between Evasion Power Stones and Accuracy Power Stones.
Fixed an issue related to inserting Power Stones into equipment.
Ancient Ore drop rate from mobs in the Combat Zone has been increased by 3x.
Fixed an issue where mounts could not be used at Combat Zone spawn points. Mount usage is still restricted within the PvP circle.
New accounts now receive a 1-week 50% EXP Boost.
This change is aimed at helping new players progress faster during their early game experience, making it easier to catch up and integrate into the game world.
To prevent item loss when the Central Market storage is full, placing new sell orders is now restricted. Sufficient space in the market storage is required for both buy and sell orders.
This restriction was added to prevent item loss or unintended issues caused by a full Central Market storage. Players must now ensure there is enough available space in the market storage before placing both buy and sell orders.
A custom nickname system has been added to the referral system. New players can now enter both a Referral ID and a custom Referral Nickname.
Players can now set a referral nickname of their own choice and share it with new players instead of a referral ID. In short, it is a customizable system that works the same as the referral ID system.
New tiers have been added to Power Stones. Additionally, a merging and reroll system has been introduced, which can be accessed via crafting stations.
The current power stones will be marked as Level 1, and new Level 2 and Level 3 power stones have been added to the game. Level 2 and Level 3 stones can be obtained by combining Level 1 stones. These stones can also be socketed into items in the same way and provide more powerful bonuses.
Variant 1 Silver Wheel of Fortune has been adjusted, and the silver cost has been updated to 15M.
Since the introduction of Variant 2, the popularity of Variant 1 Silver Wheel of Fortune has declined. To address this and bring it back in line with current progression, an update has been made along with an adjusted silver cost.
Clan war rewards have been increased.
The amount of coins awarded for 1st place has been increased to 20B, and additionally boss chests have been added as rewards. The 1st place will receive 100 of them. Rewards for the other rankings will also be increased gradually.
Crossbow – Steel Trap now triggers instantly without delay, slows the target by 90% for 1.5 seconds, and its projectile speed has been increased by 50%.
We noticed that Steel Trap was falling behind in fast paced combat due to its delay. With these adjustments we are making the skill much more responsive and reliable.
Crossbow – Stun Bomb – Base damage increased from 200% to 240%.
This change aims to give Stun Bomb more impact during fights. The higher base damage makes it a more reliable burst option, rewarding players who successfully hit their targets.
Crossbow – Ballista range has been increased by 20%.
Since Crossbow usage has declined after the last update, this adjustment is intended as a targeted buff to improve its overall effectiveness. Steel Trap has been enhanced to make the weapon more competitive in combat. Along with this change, Ballista has also been improved to further support its viability in combat, increasing its effective range by 20%.
The score gained from healing effects in Arena battles has been reduced by half.
An issue was identified where healers could gain an unfair advantage by healing players at full health to farm score in Arena battles. To ensure a more balanced and competitive environment, the score gained from healing has been reduced accordingly.
PVP score gain in the Combat Zone has been increased from 3x to 4x.
Based on feedback from our players, we are increasing the PVP score gained in the Combat Zone to make it more rewarding and engaging.
PVE rewards from mobs in the Combat Zone have been increased from 1k to 3k.
Based on feedback from our players, we are increasing the PVE score gained in the Combat Zone to make it more rewarding and engaging.
The drop chance of Tera Shards from mobs in the combat zone has been doubled.
Based on feedback from our players, we’ve increased the drop chance of Blueprint fragments from mobs in the Combat Zone to improve progression and overall rewards.
This change also addresses an unintended strategy where players could surround the Kraken to zone others out, creating an unfair advantage in encounters.
Fixed an issue where certain skills were being canceled during movement-based auto attacks.
This was one of the bugs caused by the free-form melee movement system. When players performed auto attacks while moving, certain skills could unintentionally get canceled. Adjustments have been made to ensure smoother combat flow and prevent these interruptions.
Fixed a bug that prevented players from assisting characters who died while sprinting with the Q key.
This unintended behavior has been corrected, and reviving now properly follows normal combat and rules.
Fixed an issue where excess EXP was not carried over to the next level upon leveling up Profession EXP and Clan EXP.
Previously, any excess EXP gained during level-ups for Profession and Clan EXP was not being carried over correctly. This has now been fixed so overflow EXP is properly applied to the next level.
Fixed an issue where, in some cases, enemy players were not affected by CC effects.
This issue was related to the free-form melee movement system, where desync or timing inconsistencies could sometimes prevent CC effects from applying correctly. The behavior has been fixed for more consistent combat interactions.
Fixed a visual bug where the Silver Wheel of Fortune list would sometimes appear invisible.
This was a UI-related issue where the Silver Wheel of Fortune rewards list would fail to render properly in certain cases, the display issue has been fixed.
Fixed an issue where ranged attacks could pass through the wall created by Warhammer – Stonewall.
This fix addresses a collision issue where ranged projectiles were incorrectly able to pass through the Stonewall barrier. The wall now properly blocks incoming ranged attacks as intended.
Fixed an issue where ranged attacks could pass through the wall created by Warhammer – Stone Arena.
This fix addresses a collision issue where ranged projectiles were incorrectly able to pass through the Stone Arena barrier. The wall now properly blocks incoming ranged attacks as intended.
Dual Dagger – Blindside now prevents the character from taking damage during its usage.
It now works as intented.
Fixed an issue where Two-Hand Sword – Frenzy would not trigger its cooldown in some cases.
It now works as intented.
Fixed an issue where materials refunded after canceling high-cost crafting could become unusable in certain cases.
In some cases, refunded materials would return in a broken state and couldn’t be used again. This has been resolved.
The drop chance of Tera Shards from mobs in the combat zone has been doubled.
Based on feedback from our players, we’ve decided to increase the drop rate of Tera Shards to improve overall accessibility and progression.
Blueprint fragment rewards from the Vorgath World Boss have been increased from 1 to 5.
Based on player feedback, we’ve significantly increased the Blueprint fragment rewards from the Vorgath World Boss to make the encounter more rewarding and worth the effort.
With this update, we are making in game combat mechanics much more fluid and completely reshaping class balance. A much more exciting experience awaits you in the Quinfall world with comprehensive changes made in the combat zone, free form melee abilities, and new reward systems.
In this update, our primary focus has been improving combat clarity, responsiveness, and overall gameplay flow.
Over time, we observed that the high density of crowd control effects across multiple classes was negatively impacting the pace and readability of combat. Encounters—especially in large-scale battles—often left little room for counterplay. With this patch, we are taking a significant step toward reducing excessive crowd control and creating a healthier, more skill-driven combat environment.
Additionally, based on valuable player feedback collected throughout the week, we’ve implemented a number of targeted improvements in the Combat Zone to better align with community expectations and gameplay experience.
The Necromancer has been performing beyond its intended role. While designed as a durable, frontline-capable caster, its damage output exceeded expectations, allowing it to dominate fights without meaningful trade-offs.
To better align the class with its core identity, we’ve adjusted its damage profile while reinforcing its summoner and debuff-oriented strengths:
Necro Herd
Damage behavior has been reworked: each summon now deals damage only once.
Overall damage has been adjusted accordingly.
Grave Legion
Skeleton movement speed increased by 50%.
Spawn rate increased by 50%.
Revenant’s Vengeance
Now reduces the target’s damage by 20% for 5 seconds.
Necromancer’s power was too heavily concentrated in burst damage while also maintaining high durability. With these changes, we’re redistributing its strength into sustained pressure and team utility, reinforcing its intended identity without allowing it to dominate fights uncontested.
The Elementalist excels in long-range area control and large-scale engagements. However, the immediacy of its abilities and the amount of crowd control available left little room for opponents to react.
To improve counterplay and reduce frustration in large fights:
Meteor
Crowd control effect removed.
Tornado
Added a 0.7-second pre-impact indicator before activation.
Ice Cage
Added a 0.7-second pre-impact indicator before activation.
All ranged AoE abilities
Maximum range reduced by 10%.
Elementalist remains a powerful area-control class, but its previous lack of counterplay created frustrating gameplay, especially in large-scale fights. These changes introduce clearer reaction windows and slightly higher positioning risk while preserving its core strengths.
While originally designed as a high sustained DPS class, Dual Crossbow had access to excessive crowd control and chaining potential, creating an unhealthy balance dynamic.
To address this:
Explosive Arrow
Projectile speed increased by 25%.
No longer collides with friendly units.
Stun Bomb
Stun duration reduced to 0.5 seconds.
Fixed an issue where the character could get stuck mid-air during casting.
Steel Trap
Armor reduction decreased from 50% to 25%.
Dual Crossbow was offering too much control alongside its already high damage output. By reducing its crowd control and defensive shredding, we’re keeping its DPS identity intact while removing its ability to lock down targets for extended periods.
Ambush
Cooldown reduced from 27s to 24s.
No longer collides with allies.
Poison Shroud
Retreat distance increased by 25%.
These changes are focused on improving fluidity and consistency. Dual Dagger should feel agile and precise, rewarding smart positioning and quick engagements rather than being limited by mechanical friction.
The Two-Handed Sword represents a high-impact melee playstyle, built around strong engagements and sustained frontline pressure. While effective in close combat, some aspects of its kit were overly restrictive in moment-to-moment gameplay.
To improve overall combat flow and responsiveness, we’ve adjusted how the class interacts with its core mechanics:
Frenzy
Damage component removed.
Can now be activated while moving without entering animation lock.
Two-Handed Sword should feel powerful and fluid in close-range combat. Previously, Frenzy created unnecessary rigidity despite being a core part of the kit. By removing its damage and allowing activation during movement, we’re giving players more control and flexibility while maintaining the class’s aggressive identity.
Spear and Dual Dagger
Auto-attack damage reduced by 25%.
Basic attacks were contributing disproportionately to total damage output. This adjustment emphasizes ability usage and decision-making, leading to more interactive and skill-based combat.
Dodge Mechanic
Energy cost increased from 25 → 33.
Power Stones
Critical Strike Chance reduced from 1.3% → 1%.
Heavy Set Bonus
Added +10% Critical Defense Chance.
These systemic changes aim to reduce excessive burst and mobility while strengthening defensive options. Overall, this should lead to more deliberate combat pacing and greater build diversity.
Our goal with this patch is not simply to reduce power, but to improve the overall quality of combat.
By lowering excessive crowd control, toning down outlier damage sources, and introducing clearer counterplay windows, we aim to create a more balanced, fair, and engaging experience for all players.
We understand that balance changes—especially nerfs—can be sensitive. Every adjustment in this patch has been made with long-term game health in mind, ensuring that each class retains its identity while contributing to a more enjoyable and competitive environment.
We will continue closely monitoring gameplay data and your feedback as these changes go live.
Free form melee movement has been added.
All melee characters can now perform basic attacks while moving, providing a more dynamic gameplay experience for melee classes.
Adjustments has been made to Combat Zone.
The entry fee for the Combat Zone has been set to 10m. The number of monsters has been increased by 3x, and the zone is now accessible only via Channel 4 (CH4).
A new Silver Prize Wheel Variant (Variant 2) has been added.
Added new rewards including 5x Tera and 1x guaranteed Tera, along with additional bonus rewards.
Adjustments has been made to Vorgath World Boss.
Vorgath World Boss HP has been reduced by 10%.
Adjustments has been made to PvP bonus gain in the Combat Zone.
The PvP bonus gained in the Combat Zone has been increased from 2x to 3x.
A visual stat issue related to newly added Elite accessories has been fixed.
This fix ensures that the displayed stats of Elite accessories now accurately reflect their actual in-game values, providing a more reliable and consistent experience for players.
Adjustments has been made to grindable items for Ancient Ore.
Equipment that can yield Ancient Ore but was previously marked as non-grindable can now be placed into the grinder.
Buffs obtained from the Pelthera Statue are now received as Scrolls and can be activated from the inventory.
This change has been implemented to provide greater flexibility and convenience, allowing players to activate their buffs at the time of their choosing directly from their inventory.
A new buff has been added to the Pelthera Statue.
Granting +15% PvP Defense for 10 minutes.
Alchemist and Weaponsmith NPCs have been added to the Combat Zone.
Longer gameplay sessions in the Combat Zone by allowing players to manage their needs without leaving the area.
Fall damage and damage treshold has been adjusted.
Fall damage has been reduced by 30%, and the minimum damage threshold has been increased by 50%.
Fixed an issue where players could move into safe zones from certain edge points within the Combat Zone.
This fix addresses unintended access to safe zones, ensuring fair gameplay and preventing players from gaining an advantage by bypassing Combat Zone mechanics.
Vorgath World Boss timers has been adjusted.
Vorgath World Boss will now spawn every 6 hours in the Combat Zone.
PvE Score gain has been adjusted in the Combat Zone.
Combat Zone mobs now grant 1000 PvE Score when defeated.
A guaranteed Tera Protection reward has been added for the player who deals the highest damage to the Kraken Boss (or a random member of their party). This is in addition to the existing Tera drop chance.
This adjustment has been made to increase the overall value of Kraken Boss rewards and ensure that top contributors are more meaningfully rewarded.
Tera Shards have been added to the game.
Collect 100 shards and right-click to obtain 1 Tera Protection. These shards are now guaranteed drops from all World Bosses and Dungeon Bosses. Additionally, Combat Zone mobs and Treasure Room Chests now have a chance to drop Tera Shards.
The drops from creatures in the combat zone, except for bosses, are shared equally among everyone in the party. with the upcoming patch.
This adjustment aims to promote cooperative gameplay in the Combat Zone by ensuring that all party members are fairly rewarded for their efforts.
Hello everyone We are going to release a new patch today. This is the first major patch of the full release. It includes combat zone updates, balance changes, and much more. You can find all the details below.
Fixed an issue where sprinting while jumping did not consume stamina.
Increased the daily limit of the Prize Wheel (using in-game Silver)
Removed the fall damage animation.
Fixed a visual issue related to the recently added armored costume.
Fixed an issue where characters could sometimes take damage in their spawn area after dying in Arena battles.
Made minor adjustments to World Boss schedules.
Introduced Elite Accessories along with the Blueprint system used to obtain them. A new Elite Conversion system has also been added to crafting stations, allowing players to upgrade existing accessories.
Added Vorgath Blood, which is used in the Elite Conversion process.
Added Concentrated Creature Essence to the production station.
Level 100 Legendary/Rare equipment can now be recycled at the recycling station to obtain Ancient Ore, with the amount varying based on the item’s star level.
Added the Nyxium material to Smelting stations.
Sword and Shield Shield Bash, After using the skill the character now gains 25% movement speed for 3 seconds. The stance animation at the end is removed.
Sword and Shield Heroic Drop, Area diameter is increased by 25%. The character getting stuck on the target is removed.
Dual Dagger Razor Shuriken, After using the skill the character now gains 30% movement speed for 3 seconds. Damaged enemies are slowed by 30% for 2 seconds.
Dual Dagger Death Waltz, Attack animation is sped up by 80%.
Spear Rule, The character getting stuck on the target during use is removed.
Spear Face Off, The character getting stuck on the target during use is removed.
Spear Mirage, The character now gains immunity to negative effects for 1 second during skill use. Also, the character getting stuck on the target during movement is removed.
Spear Equilibrium, The HP value of the passive skill is increased from 40% to 60%.
Spear Spearfall, Area of effect is increased by 20%.
Spear Lance Cyclone, Area of effect is increased by 20%.
Dual Axe, Basic attack animations are sped up by 25%.
Dual Axe Slaughter, Slows the damaged target by 30% for 2 seconds.
Dual Axe Battle Roar, HP loss during skill use is removed.
Dual Axe Deathroll, Area of effect is increased by 20%.
Dual Axe Rage Burst, Movement range is increased. HP loss during skill use is removed.
Dual Axe Guillotine, Animation speed is increased by 40%, range is increased. 2X
Dual Axe Cruel Authority, Effect range is increased by 40%.
Greetings Adventurers,
We are rolling out a new update to improve your gameplay experience. This patch addresses several bugs reported by the community, some changes and includes general stability improvements.Here are the patch notes for version 1.0.0.22:Fixed an issue where sprinting while jumping did not consume stamina.
Characters will now correctly consume stamina when performing sprint-jump actions, ensuring consistent and intended movement behavior.
Fixed a bug where the stats window in clan wars remained open after leaving the area.
This issue occurred when players exited the arena while holding the TAB (stats) key. The stats interface will now properly close upon leaving the combat zone.
Added PvE point gain proportional to the EXP earned from professions.
Players will now receive PvE points based on the amount of EXP gained through professions. This system remains active even after reaching level 100, allowing continued PvE progression beyond the level cap.
Activated the new costume wheel that was postponed in the previous update.
The feature is now fully available and accessible in-game as intended.
Rebalanced Tera protection across achievements.
This feature was previously removed due to abuse cases. After adjustments, a total of 16 Tera protections have been removed from certain achievements, and 14 Tera protections have been added to different achievements to ensure improved balance and fair distribution. Terra rewards have been removed from achievements related to production. This system was being abused through alternate accounts, and this change has been implemented to prevent that.
Performed server-side optimization improvements.
Various backend optimizations have been implemented to enhance overall performance, stability, and server responsiveness.
Fixed several translation errors.
Minor localization issues across multiple languages have been corrected for improved clarity and consistency.
Greetings Adventurers,
We are rolling out a new update to improve your gameplay experience. This patch addresses several bugs reported by the community, some changes and includes general stability improvements.Here are the patch notes for version 1.0.0.21:Dual Dagger Blindside skill not dealing the stated damage has been fixed to deal damage through a bleed effect.
A visual bug in the charge bar of the Bow Charge attack has been fixed.
The cooldown of the Arcane Staff Necro Herd skill has been increased from 13 seconds to 15 seconds.
A collision error regarding the healing of the LifeStaff Mana Tide Skill has been fixed.
A translation adjustment was made regarding the Spanish language with Community Support.
Fixed the Fish Bread Tier 2 food not being active for the specified duration.
In arena combat characters on the bridge and in the Base can no longer use skills.
The shield effect obtained by players has been adjusted to decay over time proportionally to the shield amount. So instead of a fixed decay it now decays quickly when there is a high shield amount and slowly when there is less shield.
A 1 second damage protection and immunity has been added to stamina consuming roll movements. The stamina requirement for the roll movement has been set to a fixed 25.
Stamina consumption for the jump movement has been removed.
PvP score can no longer be earned in Custom clan wars.
A 10 percent PVP score effect has been added to Ordenus Secret Arts Package.
PVP Coin and PVE Coin which correspond to PVP and PVE points have been added to the game. These Coins are obtained in the same amount when PVP and PVE points are earned. Accordingly markets where valuable materials can be purchased for PVP and PVE Coins have been added.
A new costume wheel has been added to the store.
Greetings Adventurers,
We are rolling out a new update to improve your gameplay experience. This patch addresses several bugs reported by the community, some changes and includes general stability improvements.Here are the patch notes for version 1.0.0.20:The cooldown of the Immunity Potion has been reduced to 15 seconds.
The Combat Mode duration has been corrected to 10 seconds.
The drop rate of Legendary equipment from dungeon boss rewards has been increased by 40%.
Adjustments have been made to wind intensity and sea wave length.
A visual issue in the Central Market has been fixed where buy and sell orders were displayed as 200 even though the maximum limit is 112.
A special reward chest containing the same contents as the Twitch Chest has been added to all World Bosses.
A discounted Bundle related to the Weight Pack has been added to the shop.
World Boss schedules have been adjusted into specific intervals based on each server’s peak activity hours.
Fixed an elevation issue in Arena battles that caused players who died from fall damage to die again immediately after respawning.
Fixed an issue where healing done in Arena battles was not displayed on the scoreboard.
Healing done in Arena battles now also affects character points.
Waiting times during Clan War rounds have been reduced.
Waiting times between Clan War rounds have also been reduced, allowing all matches to be completed more quickly.
A scoreboard has been added for Clan Wars.
A Custom Match feature has been added for Clan Wars.
Greetings Adventurers,
We are rolling out a new update to improve your gameplay experience. This patch addresses several bugs reported by the community, some changes and includes general stability improvements.Here are the patch notes for version 1.0.0.19:Combat Mode duration has been reduced from 15 seconds to 10 seconds. Consequently, the time required to mount up after combat has also been shortened.
The loading speed of build objects and altars has been increased.
Life Staff: Fixed an issue where the Radiant Halo skill was providing less shield than stated in the description. This skill now applies a stacking effect every second.
The immunity effect triggered by teleporting in Olympiad battles has been removed.
Fixed a collision bug that allowed unauthorized entry into the Arena area.
Fixed a visual bug regarding the cooldown indicators for HP/MP and Immunity potions.
Added a new visual effect for the usage of the Immunity potion.
The maximum listing price in the Central Market has been increased to 100 billion.
The range and damage of Auto-Turrets have been significantly increased.
The range at which ranged characters can deal damage to build objects has been reduced.
The quantity of cannonballs rewarded from the Silver Lucky Wheel has been increased.
Improvements have been made to the sea creature spawn system. The issue where the population of creatures decreased over a long period of time has been resolved.
Greetings Adventurers,
We are rolling out a new update to improve your gameplay experience. This patch addresses several bugs reported by the community, some changes and includes general stability improvements.
Here are the patch notes for version 1.0.0.18:
The chance to get Tera Protection from the arena material reward box and the Kraken Boss is increased.
A visual problem with the numbers on some quests is fixed.
A take all button is added to dungeon and world treasure boxes.
A hit problem with the Dread Chain skill for the sword and shield is fixed.
A problem with the bow charge attack is fixed.
A problem with hiding the skill effects of other players is fixed.
Same language translation problems are fixed.
Server side optimization work has been carried out.
A new immunity potion is added to the alchemy table, and the automatic immunity effect during fights is removed.
Important changes are made to the olympic system, you can see the details of the new system inside the game menu.
The arena map is changed so players can join the fights much faster.
The option to hide other players’ effects has been added to Settings.
The rare issue where characters could not revive after dying in Arena battles has been fixed.
An access error related to PMs has been resolved.
The minimum NPC sale price for stackable materials has been updated to 100. Additionally, the recovery cost for items in the Recovery section has been updated to 20 times the NPC sale price. This change prevents abuse of the Recovery system.
The issue where Drop and Pull effects could sometimes be applied to players with Immunity has been fixed.
Players who receive more than 2 negative effects within 3 seconds will now automatically gain 3 seconds of Immunity. During this effect, the character cannot receive new negative effects, but previously applied effects are not canceled.
The invulnerability duration for players who revive in Clan Wars has been increased to 1 minute.
Improvements have been made regarding loading screens in Clan Wars; further adjustments will continue based on player feedback.
Translation issues in certain languages have been addressed.
A control error related to area-targeted skill shots has been fixed.
In EU Channel 3, the bonus EXP for a specific profession being lower than intended has been corrected.
A dungeon entry issue in Party Finder has been fixed.
Party Finder now correctly counts party members in all scenarios.
HP Potion cooldown is now 10 seconds and MP Potion cooldown is 6 seconds.
Spear – Mirage: Bleed effect now applies correctly. Movement speed per point increased from 0.4% to 1.6%.
Spear – Aerial Onslaught: Speed increased by 40%.
Spear – Face-Off: Throw distance increased by 25%, damage area increased by 20%.
Spear – Ruthless Dive: Range increased by 25%, animation speed increased by 25%.
Spear – No Quarter: Speed increased by 40%.
Spear – Supreme Force: Speed increased by 40%.
Spear – Lance Cyclone: Speed increased by 35%.
Dual Axe – Execution: Stun duration increased by 1 second.
Bow – Piercing Arrow: Now heals the user for 15% of the damage dealt.
Bow – Skyfall Shot: Base damage increased from 180% to 220%. Additionally, applies a 30% slow to the target for 2 seconds.
Bow – Quick Draw: Base damage increased from 60% to 100%.
Bow – Evasive Shot: Grants the user 25% movement speed for 3 seconds after use.
LifeStaff – Soul Beacon: Now grants 4 seconds of immunity to the character.
LifeStaff – Radiant Halo: Movement speed increased by 20%. Characters and allied players within the halo are now immune to negative effects and cleansed of existing ones.
Sword & Shield – Unending Vow: Area increased by 20%. Characters and allied players within the circle are now immune to negative effects and cleansed of existing ones.
Fixed the issue where equipment obtained from the Kraken boss could not be used in the recycler.
Fixed the issue where the clan home page was not displayed in some cases.
Fixed a rare issue where the respawn button did not work when the character died.
Twitch Reward chest has been updated and will be active for Twitch Drops soon.
Added bulk item selection from the inventory for NPC Sell transactions.
Inventory Slot protection system has been added. With this system, items in protected slots cannot be sold to NPCs or discarded. This system is a precaution to protect your items while bulk selling.
Server-side optimization work has been performed.
Warhammer - Judgment damage per point increased from 7% to 9%.
Warhammer - Juggernaut skill has been sped up by 50%.
Warhammer - Fixed the issue where the Homerun skill aimed slightly below the crosshair.
Warhammer - Normal attack speed increased by 30%.
Warhammer - Defensive stance duration in Stone Arena skill increased by 1 second.
Warhammer - EarthShatter damage per point increased from 8% to 15%.
Dual Axe - Rage Burst skill has been sped up by 50%.
Dual Axe - Berserk defensive stance increased by 1 second and movement speed increase raised from 30% to 50%.
Dual Axe - Deathroll damage per point increased from 8% to 9%. Base damage increased from 100% to 120%.
Dual Axe - Cruel Authority skill has been sped up by 50%.
Dual Axe - Rift Maker skill has been sped up by 50%.
Dual Axe - Guillotine movement range has been doubled.
Arcane Staff - The shield dispel effect in Agony Wall skill has been moved to the Necro Herd skill.
Bow - Charge attack has been sped up by 50%.
Dual Dagger - Razor Shuriken skill range increased by 40%.
Dual Dagger - Blindside defense increase extended by 1 second.
Dual Dagger - Characters can now pass through friendly players with the Fade to Black skill.
Dual Dagger - Death Bloom skill has been sped up by 30%.
Dual Dagger - Blood Harvest now grants invisibility for 2 seconds. Becomes visible again when dealing damage.
Dual Dagger - Death Waltz skill now grants immunity against negative effects during use. Also, damage per point increased from 17% to 22%. Healing amount increased from 80% to 100%.
Fixed an issue where indicators during World Boss and Zenith Boss attacks were sometimes not visible to players.
Work has been done on the issue where some players could not see enemy players during Olympiad battles. Monitoring and checks will continue on this matter.
Fixed an issue where blocked players could still send PMs from a different channel in-game.
Fixed an issue where players in a different channel could not be blocked instantly in-game.
Added a counter showing the total number of players in a party in the Party section.
Important French language translation improvements have been made. (Community Support)
Server-side performance improvements were made for crowded areas.
Fixed an issue where individual and clan altars in the red zone were not affecting lifeskill EXP at the specified rate.
Fixed an issue where the Altar Lost Items section was not working correctly for many players and items could not be transferred to the inventory.
Fixed an issue related to looting red zone altars after they were destroyed.
Fixed a bug that sometimes negatively affected skill usage in the skill bar.
Fixed a sorting issue in the crafting/workbench production window.
Fixed an issue where incompatible luck boosters were consumed during star enhancement, even though they did not affect the success chance.
Added an item recovery system accessible from the inventory. You can now recover items that you previously sold to a vendor or discarded.
Kraken Boss drop rates have been improved.
Twitch reward chest has been added.
Adjustments were made to mob spawns. New spawn points were added in areas where mobs were limited.
Important improvements have been made to the America server, and it has been migrated to a new server architecture similar to the EU region.
Arcane Staff – Necro Herd: An issue where it did not deal damage to the target in certain situations has been fixed.
Bow – Dragon’s Wrath: An issue where the skill would incorrectly launch upward in certain situations has been fixed.
Crossbow – Overkill: An issue where the skill did not grant the correct amount of Attack Speed has been fixed.
The description of the Weapon Level Transfer Coupon item has been corrected. This item can be used for weapon levels on the skill page and is not related to the item level used in the inventory.
Important server-side optimization improvements have been implemented.
Level 100 monster spots have been made more dense. There are now more mobs available in farming spots. (This change was implemented based on player feedback and was made to eliminate the KS issue.) Some monster zones have been updated to Level 100 Party zones. Areas that were previously non-party zones are now designated as party zones.
The drop variety in certain monster zones has been increased. Different mob zones now drop different types of items (accessories, weapons, armor). You can check the spots on the map to see this.
Some language translation -errors have been fixed.
An issue related to being teleported to the incorrect area from a dungeon has been fixed.
The knockback effect on the character during PVE combat has been removed.
The time to send away the caravan mount when left far away has been adjusted to 30 minutes.
Optimization improvements have been made in certain areas of the map.
The lucky wheel in the shop now requires a minimum level of 80 to do.
Fixed an issue where clan storage history could not be viewed in clans with a large amount of stored history data.
Cross-channel private messaging (PM) has been activated.
Fixed an issue where the Kraken Boss would sometimes spawn incorrectly.
Performed additional server-side optimization work.
Fixed an issue where ship costumes would not appear for some players after switching channels.
Fixed an issue where pets on auto-loot would not collect valuable equipment even when the red filter was enabled.
Added a new Prize Wheel that can be used with in-game Silver and contains valuable rewards. It is accessible via the Content Menu.
Spear - Rule: Adjusted the skill cooldown refresh timing when the skill is canceled.
Arcane Staff - Necro Herd: The collision radius has been extended backward. Fixed an issue where it did not deal damage at the player’s position.
Arcane Staff - Agony Wall: Fixed an issue where the skill would sometimes fail to remove the target player's shield.
Fixed an animation synchronization issue related to Bow Auto Attack and Charge Attack.
Life Staff - Heavenly Blessing: Fixed an issue where the buff effect did not function correctly in certain cases.
Spear - No Quarter: Fixed an issue where the skill would sometimes fail to knock down the target.
Legendary equipment now appears in red when dropped by mobs.
The mail interface has been improved to prevent accidental mail deletions.
Fixed an issue in the Olympiad system where fewer points were granted in certain cases.
Fixed an issue where the running direction would change when opening the World Map while auto-running (Q).
Additional server-side security measures have been implemented along with further optimization work.
Fixed translation errors in several languages.
Iron has been removed from the required materials to prevent build chests from decaying. Many players were overlooking altar decay due to the iron requirement.
Arcane Staff - Agony Wall: The skill now also removes shield effects from targets.
Bow - Charge attack speed has been slightly increased. Additionally, the auto-attack speed has been increased by 50%.
Equipment drop rates from mobs have been adjusted to improve Silver income balance.
Made adjustments to the crosshair.
The system message now displays who received the damage.
A “Help” indicator has been added above injured allied characters during battles.
Fixed an issue where, due to invitation acceptance conflicts in some clans, the same player could appear multiple times in the member list. If this issue reoccurs, it will be automatically corrected upon server restart.
Minor visual issues related to tags have been fixed.
LifeStaff – Skill area radii have been slightly increased.
LifeStaff – The projectile speed of the Soul Cascade skill has been increased by 50%.
Arcane Staff – The movement behavior of the Necro Herd skill has been adjusted. They now move in a single wave. Their damage has been normalized based on the total number of summoned units and fixed to deal consistent total damage.
Sword and Shield – Fixed an issue where the Rampart skill did not provide the correct defense increase based on allocated points.
Fixed an issue where auto-fishing would stop during situations such as combat invitations.
Various translation errors have been corrected.
The description related to workstations placed on ships has been revised.
A new button has been added to the Ship Controller that permanently deletes all objects on the ship. Please use this option carefully. Objects such as chests and workstations will be deleted along with their contents.
The interaction range for viewing info and removing objects on ships has been increased. This does not apply to interactions using the E key.
Since resource availability for these professions is lower compared to others, Harvesting EXP has been increased by 100%, and Mining EXP has been increased by 200%.
Damage dealt to mobs by party members is now calculated collectively. This change affects drop distribution.
The camera’s vertical movement limits have been expanded, allowing more flexibility during close-range combat.
Auto-sort functionality has been added to the Personal Storage.
Fixed an issue where mounts would stop when using control keys, even if auto-run (Q) was active.
Fixed an issue where gathering and other E-interaction actions were canceled when using control keys. This improvement will be expanded further in future updates.
Tooltips have been added to stat buttons, showing detailed information about the stats they affect.
The despawn time for caravan mounts when the player is out of range has been updated to 10 minutes.
The Dynasty Armor Wheel will now deactivate on the 100th spin, rather than when the armor is obtained.
Fixed an issue where certain items could not be salvaged despite not displaying the “Cannot be Salvaged” label.
A cooldown refresh indicator has been added to the casting bar during skill usage.
Additional server-side security measures have been implemented, along with further optimization work.
Olympiad point distribution has been adjusted so that players without an opponent during the match will now receive full points.
Dual Dagger - Characters will now become visible if they take damage while invisible.
Crossbow - Relentless Pursuit (Passive): Now requires 10 stacks to trigger. Additionally, the Hunt Thrill skill is no longer affected by this condition.
Crossbow - Prowl Step: Intangible duration adjusted to 1.5 seconds.
Two-Handed Sword - Hellbringer: The knockdown effect has been moved to the initial hit.
Life Staff - Radiant Halo: Fixed an issue where the skill was not granting a shield.
Life Staff - Divine Beam: Projectile width increased by 50%.
Life Staff - Soul Cascade: Projectile width increased by 50%.
Life Staff - Casting speed of all skills has been increased.
Life Staff - The area radius of some skills has been slightly increased.
We are rolling out a quick hotfix to resolve specific issues reported by the community. Here are the details:
Bow: Fixed an issue where the Breakaway skill's cooldown was resetting due to animation cancellation.
Network: Resolved connection issues and inability to access EU servers for the Russia region.
Infrastructure adjustments for the EU1 server have been completed, and its capacity has been increased threefold. The same server architecture is planned for the America region soon. Work is also ongoing to address instant connection fluctuations and connection issues in the Russia region.
Starting with this update, deleted characters will now remain in a waiting period for 7 days instead of 30 days.
Dual Dagger - Ambush: Cooldown increased by 6 seconds. The invisibility duration has been reduced to 5 seconds.
Dual Dagger - Poison Shroud: Invisibility duration reduced to 2 seconds.
Dual Dagger - Venom Burst: Damage per stack reduced from 120% to 100%.
Bow - Dual Barrage: Fixed an issue where the second attack would not deal damage in certain situations.
Dual Crossbow: Normal attacks (non-skill damage) reduced by 15%.
Sword & Shield - Solidarity: Cooldown adjusted to 15 seconds.
Arcane Staff - Elementalist - Tornado: Enemy pull range increased by 30%.
Arcane Staff - Elementalist: Skill animation durations shortened, allowing for faster skill usage.
Arcane Staff - Elementalist - Elemental Dash: Range increased and animation made smoother. The skill has been adjusted to allow passing through targets. Additionally, the character now gains 1 second of immunity when using this skill.
Player MOD indicators have been adjusted.
The maximum inventory weight setting for auto fishing has been updated.
Fixed an issue where the Spear – Equilibrium passive skill was functioning inconsistently.
The EU1 server location has been changed.
Fixed several translation errors.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for The Quinfall, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main The Quinfall statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.