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Changelog Spring Season

This section outlines the most important changes and improvements introduced to the server in recent months, specifically for the upcoming season starting on March 27, 2026.

1. CORE GAME FEATURES

The 15.20 update introduces several core gameplay systems and engine-level improvements that significantly enhance combat, progression, and overall player experience.

๐Ÿงฌ Core Systems Introduced

The following systems form the foundation of the new gameplay experience and redefine progression, combat efficiency, and player interaction with the world.

  • Weapon Proficiency System โ€” introduces weapon-based progression, allowing players to gain bonuses and improve performance through active combat
  • Task Board System โ€” replaces Thomas the Hunter and introduces a structured system of Bounty and Weekly tasks
  • Monster Reference System โ€” provides players with direct access to detailed information about creatures and their attributes
  • Bestiary Rework โ€” introduces RL-like mechanics and adds experience rewards for completing entries

โš™๏ธ Imbuing & Equipment Systems

Item customization and progression systems have been expanded to provide more flexibility and better integration with gameplay systems.

  • Imbuing Shrine now supports Scroll Imbuing

๐ŸŽฎ Combat & Interface Improvements

Several new mechanics and interface improvements have been added to make combat smoother, faster, and more responsive.

  • Multi Hotkey support
  • Hotkey on Mouse Target functionality
  • Attack First Target shortcut
  • Spell transparency system
  • Condition status display
  • New NPC interaction UI โ€” introduces a dedicated chat window for conversations with NPCs, improving clarity and interaction flow

๐Ÿ›ก๏ธ Gameplay & Control Enhancements

Additional improvements have been introduced to give players better control over combat and interaction with the game environment.

  • Ability to report bots and macros directly in-game

2. BALANCE

This update introduces a wide range of balance changes aimed at improving combat flow, class viability, and overall progression. The focus was placed on making gameplay smoother while maintaining meaningful challenge across all stages.

โš”๏ธ Combat Adjustments

Core combat mechanics have been reworked to improve responsiveness and class balance, especially for melee-focused gameplay.

  • Knight Healing
    • Cooldown of Wound Cleansing and Fair Wound Cleansing increased to 2 seconds
    • Healing values adjusted after initial release to maintain balance
  • Savage Blow critical damage reduced: 35% โ†’ 25%
  • Utito Tempo redesigned into a stance system with 6s cooldown
  • Forceful Uppercut cooldown reduced: 60s โ†’ 24s

๐Ÿงช Vocation & Potion Balance

Potion access and defensive options have been adjusted to improve class flexibility and survivability.

  • Knights can now use Great Mana Potions
  • Paladins and Monks can now use Ultimate Mana Potions
  • Mana Shield Potion added to NPCs (Cledwyn & Nishat)
  • Magic vocations can no longer equip Energy Ring

โš”๏ธ Weapon & Item Balance

Endgame weapons and item-based bonuses have been rebalanced to better align with the Weapon Proficiency system.

  • Tainted / Grand Sanguine weapons
    • Critical damage bonuses removed
    • Skill values reduced by 1 point
    • Attack values reduced (melee and distance weapons)
    • Bonuses moved into the Weapon Proficiency system

๐Ÿ“ˆ Progression & Rewards

Progression systems have been adjusted to better reward active gameplay and boss encounters.

  • Experience stages have been rebalanced to smooth out early and mid-game progression:
    • Level 1 โ€“ 30: x20
    • Level 30 โ€“ 50: x15
    • Level 50 โ€“ 80: x10
    • Level 80 โ€“ 130: x8
    • Level 130 โ€“ 200: x7
    • Level 200 โ€“ 251: x6
    • Level 251 โ€“ 300: x5
    • Level 300 โ€“ 451: x4
    • Level 451+: x3
  • Master Task experience increased: 12% โ†’ 15% of level progression
  • Charm points increased for selected monsters: 50 โ†’ 100

๐Ÿ’ฐ Economy Adjustments

The in-game economy has been tuned to better reflect progression and reduce excessive gold generation.

  • Gold drops from monsters reduced (Platinum & Crystal Coins)

๐ŸŽฏ Gameplay Adjustments

Additional changes were introduced to improve overall gameplay feel and resource management.

  • Stamina regeneration: 4 minutes โ†’ 5 minutes
  • Arrow weight reduced: 0.70 oz โ†’ 0.50 oz

3. SYSTEMS & QUALITY OF LIFE

This update introduces a wide range of quality of life improvements designed to streamline gameplay, reduce friction, and make progression more intuitive across all stages of the game.

๐ŸŽ’ Delivery Loot Pouch Improvements

The Delivery Loot Pouch system has been significantly expanded to better integrate with gameplay systems and reduce inventory management overhead.

  • Task-related items are now automatically sent to the Delivery Loot Pouch
  • Added support for a wide range of creature products and loot items
  • Items stored in the pouch can now be managed using the โ€œstowโ€ option
  • Additional creature drops and task items have been continuously added to the system

๐ŸŽ“ Character Progression Support

New systems have been introduced to make early and mid-game progression smoother and more accessible for all players.

  • Players receive useful equipment and runes automatically as they level up
  • Monk vocation now receives equipment upon promotion, consistent with other vocations

๐Ÿ“ฆ Item & Inventory Improvements

Several improvements have been made to item handling and equipment interactions to improve overall usability.

  • Improved handling of equipment bonuses and item interactions
  • Better consistency across containers, backpacks, and equipment slots

โš™๏ธ Gameplay Flow Improvements

Changes aimed at improving the overall flow of gameplay and reducing unnecessary interruptions.

  • Combat damage is now visible for all players
  • Improved interaction with various in-game systems and mechanics

๐Ÿงญ System Integration Improvements

Several systems have been better integrated with each other to provide a more cohesive gameplay experience.

  • Task Board integration with item systems and loot handling
  • Improved interaction between progression systems and rewards

4. BOSSES & PVE

This season significantly expands endgame and PvE content, introducing a wide range of new boss encounters, additional minibosses, and improved reward scaling for high-level fights.

๐Ÿ‘‘ New Boss Encounters

The following boss encounters are now available and form the core of the current PvE progression.

  • Wrathful Archivist
  • Vladrukh
  • Court Warlock
  • Sir Leonard
  • Blight Mariner
  • Tropical Desolator
  • Inkwing
  • Adventurer Group
  • The Gravedigger
  • Eldritch Dragon Lord
  • Ice Horror
  • Bone Overlord

โš”๏ธ New Minibosses

Additional miniboss encounters have been introduced to increase variety and provide more dynamic combat opportunities across the world.

  • Ayana the Crimson Curse
  • Tamru the Black

โš™๏ธ Boss Encounter Improvements

Improvements have been introduced to enhance boss accessibility and overall encounter flow.

  • Added second levers to the following bosses:
    • Goshnar's Megalomania
    • Timira the Many-Headed

๐Ÿ“ˆ Raid Boss & PvE Scaling

Selected raid bosses have been significantly rebalanced to better reflect their intended difficulty and importance in progression.

  • Zomba: 3,000 โ†’ 50,000 HP
  • Pale Count: 50,000 โ†’ 250,000 HP

๐ŸŽฏ Boss Rewards & Progression

Experience rewards from boss encounters have been increased, making high-tier fights a much more valuable source of progression.

  • Bane: 500 โ†’ 5,000
  • Archfoe: 5,000 โ†’ 15,000
  • Nemesis: 15,000 โ†’ 25,000

5. NEW MAPS & WORLD EXPANSION

 

This update brings a major expansion of the game world, introducing new hunting grounds, a brand-new custom city, and extensive reworks of existing locations to better support progression and the Task Board system.

๐ŸŒ New Hunting Grounds

A wide range of new hunting areas has been introduced, expanding available content across multiple level ranges and playstyles.

  • Book World
  • Crumbling Caverns
  • Norcferatu Dungeons
  • Norcferatu Fortress
  • New Ice Library section
  • Burster Spectres Zah'din
  • Arctic Fauns Island
  • Isle of Ada
  • Draconia Crypts

๐Ÿ™๏ธ New Custom City โ€” Ashkara

Ashkara is a new custom city designed as a high-risk, high-reward environment, offering multiple hunting grounds and expanding endgame content.

  • Flimsy Cavern
  • Lava Lurkers & Dragon Lords
  • Brawling Dwarfs
  • Roshamuul
  • Dread Roshamuul
  • Grimeleech Sanctum
  • Hellfire Fighters & Furies
  • Doom Pit (Doom Warlord, Doom Devastator, Doom Bringer)
  • Ashbound Warfront
  • Mutated Human Sewers

๐ŸŒŠ Greenshore

A new location has been introduced, expanding travel options and world accessibility.

  • Accessible via Captain Greenheel
  • Integrated into the ship travel system
  • Adventurer Stone is now usable in this area

โš™๏ธ Hunting Grounds Reworked for Task Board

A large number of existing locations have been expanded or adjusted to better support Task Board objectives and improve overall hunting flow.

  • Added Nomad Cave โ€” Ankrahmun
  • Added Female Nomad Cave โ€” Turtle Island
  • Expanded Isle of Evil
  • Expanded Furious Fire Elemental Cave
  • Connected Wildening Gazers corridors
  • Increased Grave Robbers spawn
  • Increased Mine Worker & Undead Prospector spawn
  • Expanded Gloom Wolf Cave
  • Increased Hungry Wolves density (Ab'Dendriel)
  • Increased Barbarians on Tyrsung
  • Expanded Issavi Exotic Cave + added 3rd floor
  • Expanded Carlin Cults
  • Expanded Crystal Golems
  • Added Coryms in Carlin
  • Increased Lions in desert areas
  • Expanded Mad Mage corridors
  • Added Orc Riders (Orc Fortress & Zao)
  • Expanded Hyena spawns (Ankrahmun & Darashia)
  • Isle of Kings: Monks & Demon Skeletons added
  • Increased Mutated Humans & Mercury Blob (Yalahar)
  • Expanded Summer Castle underground (-1, -2)
  • Expanded Winter Castle underground (-1, -2)
  • Expanded Court of Dusk
  • Expanded Court of Dawn
  • New rooms โ€” Wardragons (-1)
  • Expanded Werecreatures Cave (Ul'den)
  • Expanded Warlocks & Infernalists + new floor (Ul'den)
  • New floor โ€” Mother of Scarab Lairs
  • Expanded Worker & War Golems (Quest Room)
  • Increased Worker Golems (Yalahar)
  • Increased Tarantulas (Port Hope)
  • Increased Slugs (Venore)
  • Improved Lava Lurkers density (Ul'den)
  • New floor โ€” Mini Rosha (Feyrist)
  • Expanded Grimvale (-4)
  • New rooms โ€” Giant Spiders (Port Hope)
  • Unlocked Blue & Green Djinn access (Ankrahmun)
  • Expanded Exotic Cave corridors

๐ŸŒ Additional World Improvements

Several global changes have been introduced to improve accessibility and interaction with the world.

  • Access to quests, trainers and casino added in all starter cities
  • New creatures added across the world (e.g. Rabid Wolves)

 

 

 

 

 

 

 

6. TASK BOARD & PROGRESSION

The Task Board system is one of the core features of this update, replacing the previous hunting system and introducing a structured, reward-driven progression model based on Bounty and Weekly tasks.

๐ŸŽฏ Bounty Task System

Bounty Tasks provide a flexible and repeatable system focused on short-term objectives, allowing players to customize their progression and rewards.

  • Players start with 3 Preferred Task slots
  • Reroll system:
    • Maximum reroll tokens increased to 20
    • New players start with 20 Daily Rerolls
  • Rewards:
    • Completing a Bounty Task grants two reroll tokens
    • Igla Tokens are now correctly awarded and stack up to 100
  • Task difficulty and rewards:
    • Bounty tasks are divided into Bronze, Silver, and Gold tiers
    • Task chances have been rebalanced:
      • Bronze: 65% โ†’ 50%
      • Silver: 25% โ†’ 35%
      • Gold: 10% โ†’ 15%
    • Bounty point rewards have been adjusted:
      • Bronze: 27 โ†’ 54
      • Silver: 54 โ†’ 81
      • Gold: 108

๐Ÿ“… Weekly Task System

Weekly Tasks provide longer-term objectives with higher rewards, encouraging consistent gameplay and progression across multiple sessions.

  • Weekly Tasks now reset twice per week on a fixed schedule (Monday and Thursday)
  • Kill requirements adjusted:
    • 850 โ†’ 550 kills (initial adjustment)
    • Further tuning:
      • Minimum: 350 โ†’ 300
      • Maximum: 550 โ†’ 450
  • Experience rewards increased:
    • Beginner: x2
    • Adept: x1.5
  • Task logic improvements:
    • Task item pool now scales with player level
    • Unwanted monsters are always skipped
    • Missing creature products added to task pools

๐Ÿ“Œ Task Board System Changes

The Task Board fully replaces the previous hunting system and has been integrated with multiple gameplay systems.

  • Thomas the Hunter has been removed and replaced by the Task Board
  • Task Board is no longer available on Rookgaard
  • 15.20 monsters added to task pools
  • Multiple monsters removed or reclassified to improve balance

๐Ÿง  Integration with Game Systems

The Task Board has been deeply integrated with other systems to create a cohesive progression loop.

  • Delivery Loot Pouch integration for task-related items
  • Map reworks and hunting ground adjustments to support task completion
  • Improved reward distribution and progression scaling

7. WEAPON PROFICIENCY

The Weapon Proficiency system introduces a new layer of character progression, allowing players to develop bonuses based on the weapons they actively use. This system replaces traditional item-based bonuses and creates a more dynamic and scalable combat experience.

โš”๏ธ Core System

Weapon Proficiency is a progression system tied directly to weapon usage, rewarding players for actively fighting with specific weapon types.

  • Players gain proficiency experience when defeating creatures, based on their contribution to the fight
  • Each weapon type progresses independently
  • Higher proficiency levels grant increased combat effectiveness and bonuses

๐Ÿ“ˆ Experience & Progression

The way proficiency experience is gained has been redesigned to better reflect actual combat contribution and group play.

  • Players who actively deal damage to a target are eligible to receive proficiency experience
  • Boss kills grant full proficiency experience to all valid contributors
  • Boss proficiency experience:
    • Bane: 5000
    • Archfoe: 15000
    • Nemesis: 25000

๐Ÿงช Proficiency Catalysts

Catalysts provide a direct way to accelerate weapon progression by granting fixed amounts of proficiency experience.

  • Normal Catalyst: 25,000 XP
  • Greater Catalyst: 100,000 XP

โš™๏ธ Mechanics & Improvements

Several improvements have been introduced to make the system more consistent and intuitive.

  • Missing proficiencies have been added for specific weapons (e.g. bow, crossbow of destruction)
  • Damage and healing scaling has been corrected for all vocations
  • Elemental pierce now respects monster immunity and intended mechanics

๐ŸŽฏ Gameplay Impact

The Weapon Proficiency system shifts progression from static items to active gameplay, rewarding consistent combat and long-term weapon specialization.

  • Encourages active combat and weapon specialization
  • Reduces reliance on static item bonuses
  • Creates a more scalable and balanced progression system

8. WEBSITE

The website and account systems have been expanded to improve accessibility, account management, and communication between players and the support team.

๐Ÿ“ง Account Access Improvements

Logging in and recovering access to an account is now more convenient and aligned with modern standards.

  • Accounts can now be accessed using an email address
  • Account recovery is now available through email reminders

๐Ÿช™ Account Overview Improvements

The account panel has been expanded to provide better visibility of owned resources.

  • Players can now view the amount of non-transferable coins on their account
  • The coin balance is available after logging in, in the Accounts section

๐ŸŽซ Support System

A new ticket system has been introduced to make communication with the team more structured and efficient.

  • Integrated ticket system added to the website