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Game data: patch 1.0.0.30 updated 2026-05-27 what changed →

Reference

Glossary

Plain-language definitions for the abbreviations and stats math used across the codex. Tap any underlined term on the tools to see its definition inline — or search the full list here.

Showing all 43 terms

Market

Silver coin · coins · gold

Quinfall's base currency — what you pay and earn in shops and the auction house.

Every price in the codex is in silver. For a rough sense of scale: a basic gathered material trades for a few hundred to a few thousand silver, while top-tier crafted gear and rare drops run into the millions (shown as e.g. "3.2M").

AH tax auction house tax · market tax · tax

The cut the auction house takes from a purchase — bigger the farther you are from the listing.

Quinfall charges tax based on the distance between the town you are buying from and the town the item is listed in. It starts at 4% for a local listing and climbs with distance (capped). The flip calculator subtracts this before ranking profit.

Flip flipping · flip calc

Buying an item cheap and reselling it for a profit after fees.

The flip calculator ranks items by the margin left over once the AH tax is subtracted from a buy-low / sell-high spread. A profitable "flip" needs the gap to beat the tax.

Buy order buy-order · buy orders

A standing offer to buy an item at a price you set, filled when a seller accepts.

Rather than buying an existing listing, you post the price you are willing to pay and wait for a seller to match it. Tax still applies based on distance.

Mover movers · 24h mover · price mover

An item whose price jumped or dropped sharply in the last 24 hours.

The Movers tab surfaces the biggest 24h price changes so you can spot demand spikes and crashes at a glance.

Margin profit margin

The profit left over after you subtract the buy price and fees from the sell price.

Combat

AP attack power · physical ap · magic ap

Attack Power — the offensive stat that drives how hard your hits land.

Split into Physical AP and Magic AP depending on your damage type. Higher AP scales your damage roughly linearly. The Focus class buff adds +5% AP.

DP def · defense · defence

Defense — the stat that reduces incoming damage.

Also written DEF. Quinfall uses a flat-mitigation model, so each point of defense shaves a slice off incoming hits rather than a flat percentage. Split into physical and magic defense.

eHP effective hp · effective health · e-hp

Effective HP — how much raw damage you can soak once defense is factored in.

Your HP scaled up by your damage mitigation. A build with 10k HP and good defense might have an eHP of 18k, meaning it takes that much pre-mitigation damage to kill it. The eHP tool makes two builds' tankiness directly comparable.

TTK time to kill · time-to-kill

Time To Kill — how long it takes one build to kill another at a steady damage rate.

The defender's eHP divided by the attacker's damage per second. The duel tool reports TTK both directions to show who would win and by how much.

Mitigation damage mitigation · damage reduction · flat mitigation

The portion of incoming damage your defense cancels out.

Quinfall uses a flat-mitigation model: defense subtracts from incoming damage via floor(ATK × skill × 1000 / (1000 + DEF × armorPenMul)) rather than a simple damage-reduction percentage.

Hidden MP armor mp · mp = hp · silent mp

Armor silently grants MP equal to its HP — the in-game tooltip leaves the MP line out.

QA-confirmed: each point of HP an armor piece grants also grants 1 MP, even though the in-game tooltip omits the MP line. The build tools account for this so MP totals match what you actually have in-game.

Focus buff focus

A temporary class self-buff that raises your Attack Power by 5%.

Applies to both Physical and Magic AP. Because it sits at the AP layer it propagates through the whole damage formula. Off by default in the calculators since it is temporary, not a permanent stat.

Action combat action-combat · aim combat

Combat where you aim and dodge in real time — no tab-targeting or auto-locking.

Quinfall is fully action combat: hits land based on where you aim and your timing, so positioning, dodging, and crit-rate matter as much as raw stats.

Skill coefficient skill coeff · coeff · coefficient

How much of your attack power a skill deals — e.g. 200% means the hit lands for twice a basic attack.

Each skill scales its damage off your Attack Power by a percentage (its coefficient). A basic attack is 100% (×1.0); a skill listed at 200% hits roughly twice as hard before defense is applied. The per-skill table multiplies this into the damage formula.

Armor archetype archetype · armor archetypes · defender archetype

A stand-in target wearing a full Heavy, Light, or Robe set so you can compare your damage against each.

The PvP calculator pits your weapon against three reference defenders — a Heavy set, a Light set, and a Robe set, each at level 100. They represent the three armor weight classes a real opponent might wear, so you can see how your hits land against a tank versus a glass cannon.

Gear & Stats

Grade grade 320 · item grade · gear grade

A number on a piece of gear that scales its stats up — higher grade means stronger.

Quinfall computes a piece's rarity color and stat strength from its grade. Stats scale as base × (1 + grade/200), so a grade-200 piece is roughly double its base. Grade 288–320 reads as gold/legendary in-game (QA-verified).

Rarity quality · tier · rarity color

The color tier of an item (common → mythic) that signals how strong it is.

In Quinfall the rarity color is derived from a piece's grade rather than stored separately. The ladder runs common, uncommon, rare, epic, legendary, mythic.

Weight class weight · armor weight · heavy

Whether your armor is Heavy, Light, or Robe — each trades survivability for speed and damage differently.

Armor weight grants a set of percentage bonuses/penalties: Heavy leans into defense/HP at the cost of run-speed and magic, Robe trades durability for magic AP and MP, Light sits between with evasion and crit. This is a separate system from talisman set bonuses — do not conflate them.

Talisman set bonus talismans · set bonus · lineage

Bonuses you earn for wearing several talismans of the same lineage.

Wearing a threshold count (e.g. 4) of one talisman lineage triggers a set bonus that scales with lineage, rarity, and the threshold. This is independent of armor weight bonuses — they stack but are tracked separately.

Run-speed run speed · movement speed · move speed

How fast your character moves — affected by armor weight class.

Movement speed, modified by your armor weight: Heavy applies a run-speed penalty, Light and Robe grant bonuses. Matters for kiting and repositioning in action combat.

Crit rate crit chance · crit-chance · critical rate

Your chance, per hit, to land a critical strike that deals bonus damage.

Also called crit chance. Pairs with crit damage: crit rate is how often you crit, crit damage is how hard the crit lands. The damage calc models expected damage as perHit × (1 + critRate × (critMul − 1)).

Crit damage crit multiplier · crit-mult · critical damage

How much extra damage a critical strike deals — e.g. 150% means a crit hits for 1.5×.

The multiplier applied when you crit. 150% means a critical strike does one-and-a-half times a normal hit. Works together with crit rate to raise your average damage.

Enhancement & Refining

Enhancement enhance · enhancing · +n

Upgrading gear with a chance to succeed or fail — each level (+N) makes the item stronger.

Distinct from refining. Each enhancement attempt either succeeds (the gear gains a level, +1, +2, …) or fails. Higher levels have lower success rates. Tera Protection can shield you from the downside of a failure. The Enhance Sim projects attempts, materials, and silver to reach a target +N.

Refining refine · refinement

Turning raw materials into refined ones — it always succeeds; the only variable is yield.

Mechanically different from enhancement: refining NEVER fails. Each attempt produces at least one output, with a chance (chance-for-2x) to produce double. Lifeskill level and profession bonuses raise that double-yield chance. This is why the Refine tool talks about yield, not success rate.

Gathering gather · harvesting

Professions that harvest raw materials from the open world — mining, foraging, fishing, and the like.

The extractive professions you level by collecting raw resources out in the world (ore, herbs, fish, wood). Their output feeds refining and crafting.

Property profession property · beekeeping · farming

Professions whose yields come from an owned asset over time — beekeeping, farming, and husbandry.

Extractive like gathering, but the harvest comes from a property you own (an apiary, a field, a livestock pen) rather than wandering the world. Their outputs are consumed by recipes rather than crafted at a station.

Tier craft tier · crafting tier

A recipe difficulty band — higher tiers need higher-tier materials and a higher profession level.

Crafting recipes are grouped into tiers (T1, T2, …). A higher tier generally means rarer ingredients, a higher required level, and a stronger output. This is separate from item rarity, which comes from grade.

Chance for 2× chance for 2x · c2x · double yield

The odds a single refine produces double output instead of one.

Refining always succeeds; this is the probability each attempt yields two outputs instead of one. Profession and pet bonuses stack onto it. It is the main lever in the Refine calculator.

Tera Protection tera · teras · tera protections

A premium item that protects your gear when an enhancement attempt fails.

Consumed on a failed enhancement so you do not lose progress (or the item). Teras are a paid resource — the Enhance Sim can price an upgrade in "Teras consumed", grinder-weeks, or whale-dollars so you see the real cost of pushing a high +N.

Grinder-weeks grinder weeks · grinder-week

How many weeks of normal play it would take to earn the Teras an upgrade needs.

A free-to-play yardstick: the projected Tera cost of an upgrade divided by how many Teras you realistically earn per week. The whale-dollars readout is the paid alternative.

Pity pity counter · max fails · guarantee

A safety net: after enough failed protected attempts at a step, the next one is guaranteed to succeed.

Some enhancement steps have a "pity" cap — after that many failed Tera-protected attempts, your next attempt succeeds for sure. So the worst case at a step is the pity count plus one. Steps without pity are pure RNG (no guarantee).

Stats Math

p50 median · p-50 · 50th percentile

Typical (median) result — half of outcomes land above this, half below.

The 50th percentile. For sale prices, half of items sold for more than the p50 and half for less, so it is a more honest "typical price" than the average, which a few huge sales can skew.

p10 10th percentile

A low-end (10th percentile) result — only 1 in 10 outcomes is worse than this.

The 10th percentile. Useful as a pessimistic floor: 90% of observed outcomes were at or above it.

p90 90th percentile

A high-end (90th percentile) result — only 1 in 10 outcomes is better than this.

The 90th percentile. Useful as an optimistic ceiling and, in enhancement sims, as the unlucky "tail" you should be able to afford.

EV expected value · expected-value

Expected value — the long-run average result if you repeated the action many times.

Each outcome weighted by its probability, summed. EV is what you average over many tries; any single attempt can swing well above or below it.

Monte Carlo simulation · mc

A simulation that rolls the dice thousands of times to show the full range of results, not just the average.

Instead of only reporting the expected value, the tool simulates the action many times and reports the distribution (p10 / p50 / p90), so you can see the unlucky tail risk as well as the typical case.

Distribution spread · tail · tail risk

The full spread of possible results and how likely each one is — not just a single number.

Community

PVP player vs player · player versus player

Player versus player — a guild focused on fighting other players (sieges, arenas, open-world combat).

PVE player vs environment · player versus environment

Player versus environment — a guild focused on fighting the world: dungeons, raids, and world bosses.

PVX pve and pvp · mixed

A mix of both — the guild does PvP and PvE, without specialising in either.

RP role-play · roleplay · role play

Role-play — members stay in character and build stories together, not just chase loot or rankings.