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Getting Started · Skills 150+, Sovereign-tier gear or better · 38 min read

The Far Lands - Pindos and Rhodos

The expansion guide. How to reach Pindos (capital Metsovo) and Rhodos (capital Lindos), the road from the first quest through the zone ladder and the land bosses to the raid seal, all 18 Far Lands quests, the Hall of the Boreads and the Temple of the Hidden Sun, the Krystallos and Pyros raid sets and the land gear below them, skills from 150 to 200, the towns and the point-store lines.

expansionfar landspindosrhodosmetsovolindoshall of the boreadstemple of the hidden sunboreashelios-rakrystallospyrosskills 200questsprogressraid sealland bossescodexUpdated 2026-10-28
The Pharos of Lindos and the harbour where the felucca from Hellas puts in.

Two new lands

The world grows past Hellas in two directions. In the far north-west lies Pindos, a frozen land beyond the North Wind, with its capital Metsovo. Across the sea to the east lies Rhodos, the Sands of Ammon, with its capital Lindos. Each land has its own quests, a ladder of monster zones, three land bosses, dungeons, a slayer master, skilling for levels 150 to 200 and a raid at the end of it.

The two lands stand alone. You can go to either first, and everything one land asks of you is found in that land.

PindosRhodos
CapitalMetsovoLindos
ClimateBitter cold: your warmth drains outdoorsFierce heat: you thirst in the sun
Zones67
Land bossesGryps, the Ketos, KryosThe Sphinx, the Maw, the Scorpion King
RaidThe Hall of the BoreadsThe Temple of the Hidden Sun
Raid setKrystallos (ice)Pyros (fire)
Land materialRimeheartSunstone
Slayer masterAtalantaPerseus
Quest giverTheano, priestess of KhioneKleobulos, priest of Helios
★
Come prepared

There is no gear gate, but the monsters here hit hard. The game's own advice on arrival: come in Sovereign-tier gear or better. Much of the skilling and several quests start at level 150.

Getting there

PindosRhodos
TeleportTeleport menu, Locations: Pindos - Metsovo (lands in Metsovo's agora)Teleport menu, Locations: Rhodos - Lindos (lands on the harbour quay)
On foot / by seaFrom Khione's Watch (between Delphi and Trachis), take the west gate into the snows and follow the Metsovo Pass north through the Metsovo Gate. Signposts lead on through Rhipaea to Metsovo.Board the felucca at the Kenchreai quay by Corinth. It sails south-east to the Lindos harbour, and back again.

The signpost at the Kenchreai bridge points the way to both lands.

The climate

  • Pindos drains your warmth outdoors. Stop by a fire or a lit brazier - there are braziers along the roads, zones and towns. The Quartermaster, just inside Metsovo's east gate, sells the Pindos furs (25,000 Dracma a piece), an Ember flask and a Portable brazier.
  • Rhodos makes you thirst in the sun. Carry Ammon's waterskin and drink at the wells. The Quartermaster of Lindos, on the harbour quay north of the felucca, sells the waterskin and the Libyan robes (25,000 Dracma a piece).
  • The Wayfarer's outfit (Skilling Point Store, or Bond Point Store) makes you immune to both frost and heat outside the raids, and the land potions below help too.

The road: quest, zones, bosses, seal

Each land is one line from arrival to its raid. Every step is ticked off in ::progress - add pindos or rhodos to see just one land.

  1. 1
    The land's first quest. In Pindos, start The Frost-Bound Folio with Theano and read the frost-writing on the altar of Metsovo - that opens zone 1. In Rhodos, starting The Sun-Scorched Leaves with Kleobulos opens zone 1 (its first step is the zone 1 hunt). Zone 2 also needs that quest finished.
  2. 2
    The zone ladder. Each zone opens after 1,000 kills in the zone before it - either monster of that zone's pair counts. There are no instances: the zones are open-world areas of the land.
  3. 3
    The land bosses. Each boss fights you once the zone it sits by is open. You need 5 kills of each of the land's three bosses. Everyone who dealt at least 5% of a boss's hitpoints gets the kill, not just the top hitter.
  4. 4
    The raid seal. With the quest, every zone and the boss kills done, the land's seal quest opens - The Gate of the North Wind (Theano, Metsovo) or The Hidden Sun (Kleobulos, Lindos). It ends with the Seal of the North Wind or the Seal of the Hidden Sun, and the raid opens to you.
⚠
Kills only count on an open step

Kills made before a zone is open to you do not bank toward it, and each counter stops at 1,000 (or 5 for a boss). Grind the zone you are on. Without the seal, the raid's door, its Raids teleport row and its party board all refuse you - and every member of a party needs their own seal.

Pindos - six zones

Annotated map
  1. 1
    MetsovoThe capital - bank, agora, Theano and Atalanta's lodge
  2. 2
    1. The Rhipaean SnowfieldsSnow wolves and snowfield trolls
  3. 3
    2. The Pinewood of ZetesPinewood bears and frostweb spiders
  4. 4
    3. WhitestrandRime crabs and rimebound reavers
  5. 5
    4. The Crevasse FieldsIce giants and crevasse hounds
  6. 6
    5. The Tongue of BoreasGlacier wyrms and rime colossi
  7. 7
    6. The Frozen Ruins of Elder PindosFrozen hoplites and rime wraiths
  8. 8
    The Griffin's EyrieGryps, the Griffin Queen
  9. 9
    The Breach of the KetosThe Ketos
  10. 10
    The Glacier ThroneKryos, the Glacier King
  11. 11
    The Gate of the North WindThe Hall of the Boreads raid
  12. 12
    The Caves of the North WindAtalanta's Slayer dungeon
  13. 13
    The Catacombs of Elder PindosDungeon under the ruins
  14. 14
    RhipaeaMining camp
  15. 15
    Zetes' LodgeHunting lodge
  16. 16
    OreithyiaFishing village and herb beds
  17. 17
    The Metsovo PassThe road in from Hellas
#ZoneMonstersOpens
1The Rhipaean Snowfields (south of Metsovo)Rhipaean snow wolf, Snowfield troll-
2The Pinewood of Zetes (west, past Zetes' Lodge)Pinewood bear, Frostweb spider
3Whitestrand (north of Oreithyia)Rime crab, Rimebound reaver
4The Crevasse Fields (north-east)Crevasse ice giant, Crevasse houndGryps and the Ketos
5The Tongue of Boreas (the glacier, north)Glacier wyrm, Rime colossusKryos
6The Frozen Ruins of Elder Pindos (far north-west)Frozen hoplite, Rime wraith

Rhodos - seven zones

Annotated map
  1. 1
    LindosThe capital - bank, agora, Kleobulos and the Hunters' Court
  2. 2
    The PharosThe harbour, where the felucca from Kenchreai puts in
  3. 3
    1. The Shifting DunesDune jackals and sand crabs
  4. 4
    2. The Salt PansBrine serpents and salt-crusted crabs
  5. 5
    3. The Red BadlandsMesa bandits and badlands hyenas
  6. 6
    4. The Garamantian CanyonGaramantian raiders and outriders
  7. 7
    5. The NecropolisMummies and Anubite tomb guardians
  8. 8
    6. The Great Sand SeaSandworms and dune wraiths
  9. 9
    7. The Scorpion WastesGiant scorpions and brood wardens
  10. 10
    The Sphinx's courtThe Sphinx
  11. 11
    The Maw's sinkholeThe Maw
  12. 12
    The Scorpion ThroneThe Scorpion King
  13. 13
    The Great PyramidThe Temple of the Hidden Sun raid
  14. 14
    The pyramid's side doorThe galleries, deep halls and deep vaults
  15. 15
    The Tomb of the KingsDungeon - Ozymandias, King of Kings
  16. 16
    The Sandstone CavernsDungeon under the mesas
  17. 17
    The oasis of AmmonThe Oracle and the river ferry
  18. 18
    The caravanseraiEnchanting table
  19. 19
    The quarry camp
  20. 20
    The nomad campHunting and the summoning obelisk
#ZoneMonstersOpens
1The Shifting DunesDune jackal, Sand crab-
2The Salt PansBrine serpent, Salt-crusted crab
3The Red BadlandsMesa bandit, Badlands hyena
4The Garamantian CanyonGaramantian raider, Garamantian outriderThe Sphinx
5The NecropolisNecropolis mummy, Anubite tomb guardian
6The Great Sand SeaSandworm, Dune wraithThe Maw
7The Scorpion WastesGiant scorpion, Brood wardenThe Scorpion King

Lindos' town crier will point you at the zones.

The land bosses

Six bosses, three a land. Each drops its land's material every kill (5 Rimeheart or 5 Sunstone), Adamas shards often, two gear pieces at 1 in 60 each, a Reliquary at 1 in 20 and a Coffer at 1 in 400. Three of them also carry rarer cosmetic-tier pieces.

BossWhereGear (1/60 each)Rarer
Gryps, the Griffin QueenThe Griffin's Eyrie, off the Crevasse FieldsFrostfang gauntlets, Frostfang longbow
The KetosThe Breach of the Ketos, off the Crevasse FieldsHoarfrost amulet, Hoarfrost staff
Kryos, the Glacier KingThe Glacier Throne, at the head of the Tongue of BoreasAvalanche legguards, Avalanche greatswordAvalanche helm and platebody (1/90), Wings of Boreas (1/180)
The SphinxThe Sphinx's court, off the Garamantian CanyonMirage aura, Mirage ward
The MawThe Maw's sinkhole, in the Great Sand SeaDunereaver cuirass, Dunereaver swordDunereaver helm (1/90), Dunereaver wings (1/180)
The Scorpion KingThe Scorpion Throne, in the Scorpion WastesSimoom ring, Simoom crossbowPhoenix wings (1/180)

The 18 quests

The Far Lands have their own quest line in the Quest Log: seven for each land, three that need both, and The Far Grimoire, which you can do in either. 32 quest points in all. Every quest is hands-on - quest-only drops from the land's monsters, something you make on a land skill, and most end in a personal boss fight. Theano and Kleobulos give several quests each; when one person has more than one for you, their chat offers Ask about each.

Pindos

QuestStartNeeds
The Frost-Bound Folio (Experienced)Theano, in Metsovo's agora- (opens zone 1; the first part of the Tome of the Ascendant)
Frost on the Ledger (Intermediate)A banker in Metsovo's counting-houseThe Folio, Herblore 150
The Huntress of Pindos (Intermediate)Atalanta, in her hunting lodgeThe Folio, Slayer 150, Fletching 150
The Wreck at Whitestrand (Experienced)The ice-fisher on Metsovo's quayWhitestrand open, Smithing 150
Into the Crevasse (Experienced)The steward of the Boreads, at the palace gateThe Crevasse Fields open, Firemaking 150
The Furrier's Winter (Intermediate)Arktos the furrier, in the market laneThe Folio, Hunter 150, Crafting 150, Fishing 150
The Gate of the North Wind (Master)TheanoEvery step on the road done (::progress) - pays the Seal of the North Wind

Rhodos

QuestStartNeeds
The Sun-Scorched Leaves (Experienced)Kleobulos, on the road up from the Lindos harbour- (opens zone 1; the second part of the Tome of the Ascendant)
The Bridge of Helios (Intermediate)The harbour master on the Lindos quayThe Leaves, the Salt Pans open, Smithing 150
The Hunters' Court (Intermediate)Perseus, in the Hunters' CourtThe Leaves, Slayer 150, Herblore 150
The Spring of Kyrene (Experienced)The water carrier by the pool in the agoraThe Red Badlands open, Smithing 150
Look on My Works (Experienced)The pilgrim at the Oracle of AmmonThe Necropolis open, Herblore 150
Sand and Sunglass (Intermediate)The glassblower in the agoraThe Leaves, Mining 150, Crafting 150
The Hidden Sun (Master)KleobulosEvery step on the road done (::progress) - pays the Seal of the Hidden Sun

Both lands

QuestStartNeeds
The Concord of the Ascendant (Master)TheanoThe Folio and the Leaves - ends with the Tome of the Ascendant
Fur for Glass (Experienced)The steward of the BoreadsThe Folio and the Leaves. Its last choice decides which town gains the standing
The North Wind and the Sun (Grandmaster)TheanoBoth seals, one clear of each raid, the Concord, Fur for Glass and Crafting 150 - pays the title Arbiter of Wind and Sun
The Far Grimoire (Experienced)Medea, the Enchantress, at homeEnchanting 150, and Pindos or Rhodos open
ℹ
The Far Grimoire unlocks Enchanting past 150

Until you finish The Far Grimoire, Enchanting gains no experience past level 150 and the land enchanting tables turn you away. Two thieves tore Medea's book in half: beat Chione the snow-witch by the standing stones on the Rhipaean Snowfields for the frost pages, and Lamia of the Sands under the rock arch in the Shifting Dunes for the sun pages, then bind them at an enchanting table. Medea gives you the Grimoire of the Far Lands. Lose the book and she gives you another - the unlock stays.

The three tome quests - the Folio, the Leaves and the Concord - hand out the five parts of the Tome of the Ascendant: "Bind" the front cover to join them. The tome is the way to the Book of the Ascendant, the Divinity spellbook for levels 150-200, whose spells are paid in the new land runes.

What the quests pay

Expansion rewards only: Dracma, the land's boxes, its material, Adamas shards, Ascendant lamps and town standing. Each land quest pays one of three bands.

BandDracmaBoxesMaterialAdamasLampsStanding
A15,000,0009 Satchels25-2+75
B25,000,0006 Caches5023+100
C (the seal quests)40,000,0003 Reliquaries + 6 Caches7554+150

A Lamp of the North Wind or Lamp of Helios gives 5,000,000 experience in one skill that is between 150 and 199.

The Hall of the Boreads (Pindos)

The Boreads' hall sleeps under the Gate of the North Wind, north of Metsovo's north gate. With the Seal of the North Wind, go down to the Gate Hall, or use Hall of the Boreads on the Raids tab of the teleport menu. "Gather" at the Stone of the Boreads to open the party board - ::boreads opens it too when you stand in the Gate Hall.

  • Up to 5 players, Normal or Hard (Hard: bosses have 1.8x hitpoints and hit 1.4x as hard).
  • Invites are answered with ::boreadsaccept / ::boreadsdecline. ::boreadsleave walks you out of a run.
  • The hall is one walked complex: four halls behind four doors. Walking into a hall wakes its fight and shuts the door behind the party; the boss's death opens the way on. If you die, you wake at the entrance of the furthest hall your party has reached.
  • Skills play almost no part: nothing in the raid needs a skill level or a tool.

1. The Gale Hall - Zetes and Calais

Everything here is wind, and the pillars are the answer to all of it.

  • The vents. Six gale vents line the north wall. Snow streams down a vent's lane before it blasts - anyone in that lane is thrown south into the wall, unless a pillar stands between them and the vent. "Close" shutters a vent for a while.
  • Calais aloft. While Zetes lives, Calais keeps to the rafters, immune, and strafes rows of the hall with frost-fire. A pillar on your row between you and him is your cover. When Zetes falls, Calais comes down for good.
  • The vents are a dial on Calais: every vent shut while you fight him, he takes +10% damage and deals 8% less (all six: +60% / -48%).
  • Zetes' dash. A wind streak runs down a three-wide band through a player, then he charges it. A pillar stops the dash in its column.
  • The whirlwind. From 60% Zetes looses a whirlwind that wanders after a player. Touch it and it throws you. It keeps blowing after he falls.

2. The Frozen Lake - Chione

The ice under you is the fight. Lake ice cracks, fissures and then opens into water.

  • The water. You can swim, but you can't fight or run, and you drown - a hit every two ticks that grows. Step onto any ice to haul yourself out. Open water refreezes after a while.
  • Her slam. The ice under 1-3 players cracks - that is the warning - then her fist comes down on those tiles and cracks them again.
  • The ice block. She freezes a player solid. Teammates "Mine" the block, bare-handed or faster with a pickaxe, before it shatters for big damage. Alone, you can chip yourself out.
  • The drowned dead climb out of open water to fight for her. An add whose tile opens drowns - crack the ice under them.
  • 66%: the undertow. Statues wake as frozen heroes, and the lake drags anyone near open water towards it.
  • 33%: the breakup. More statues wake, and patches of ice round players groan, fissure and sink.

3. The Crystal Grotto - the Crystal Warden

  • Resonance. Six crystals charge one at a time. When three sing at once the Warden begins Prism Nova, a room-wide blast. "Shatter" a charged crystal to drain it early - the Nova fizzles - but it bursts shards over every tile within two of it.
  • The Rimewall at 75%, 50% and 25%: crystal walls seal the grotto into three pockets with the Warden caged and immune in the hub. A Shard echo wakes in each pocket. Shatter the walls through. Lattice Collapse punishes anyone left alone in a sealed pocket. Breach the hub ring and the rest of the wall crumbles.

4. The Throne over the Abyss - Boreas

The North Wind fights on a floor of stone slabs over the void, joined to the rim by bridges of stepping stones. The breaking floor is the fight.

  • Stand still and the floor goes. The storm finds whoever stands still: the slab under them shakes and its seams glow, then it falls. Ice regrows fallen slabs later, so the arena keeps changing. Two whole ways in always stand.
  • The plunge. If Boreas is standing on a slab when it falls, he falls with it, claws back and is staggered - held still and taking x1.5 damage. Lure him onto the cracks.
  • Ice spikes run along a line of rime from his feet towards a player, and icicle rain marks shadows on and round each player. Every tile that will be hit is marked for the whole windup - step off it.
  • Storm rings sweep the floor except for one gap ring, marked green. Anyone caught is shoved outward, and a shove across the void is a fall.
  • The heave (from 75%): the floor tilts and everyone slides downhill. Stand with ground behind you, or brace against Boreas himself.
  • Falling costs damage, a stun and the walk back. It is never lethal on Normal.
  • The Long Winter. Frostbite stacks build on everyone, burn, and slow you at high stacks. Stand within 3 tiles of a lit hearth or one of the four rim braziers to clear them. "Take-logs" at a woodpile and "Light" a cold hearth - anyone can. Boreas snuffs a hearth every phase.
  • 75%: Obliteration - the quarter of the floor where most of you stand crumbles, and a bridge with it.
  • 50%: Aloft - he rises over the abyss, immune, and throws ice bolts while the floor regrows. "Haul" the three wind-anchor chains on the rim to drag him down: grounded, stunned and taking x1.5. He comes back with a greatsword, and his slam cracks the slab it lands on.
  • 25%: the Last Floor - every quarter breaks away for good, and the party shares what is left under a faster storm.
  • The erosion. A slow fight loses slabs for good, and once there is nothing left to lose, frostbite builds twice as fast.

The chest stands before the throne.

The Temple of the Hidden Sun (Rhodos)

The temple lies under the Great Pyramid, south-east of the oasis. With the Seal of the Hidden Sun, go through the pyramid's portal, or use Temple of the Hidden Sun on the Raids tab. Party up at the raid board in the lobby ("Party").

  • Up to 5 players, Normal or Hard (1.8x hitpoints, 1.4x damage, and every room has one more trick).
  • ::sunaccept / ::sundecline answer an invite. ::sunleave takes you back to the lobby.
  • Six rooms, one walked complex. Each gate opens when the room before it is won, and a death wakes you at the furthest room your party reached.

1. The Hypostyle of Ra - the Name of Ra

Four of the hall's thirty lotus columns hide Ra's cartouche - a new four every run. "Read" a column: a true one turns gold, a false one looses a scarab swarm (two on Hard), and its glyphs hint which way the nearest hidden cartouche lies. Find all four and the first gate opens. Standing at a shut gate tells you what opens it.

2. The Antechamber of Offerings - the cave-in

The way on is blocked by rubble held together by the robbers' curse. The robbers' shades rise and come for you. A shade killed within two tiles of a rubble pile drags its curse out - two such kills a pile (three on Hard) and it gives way. A shade killed anywhere else is wasted, so pull them onto the stone first. The side chapels' offering tables give each player one Saradomin brew a run.

3. The Hall of the Sun Barque - Mehen, the Coiled Warden

Mehen lies coiled in the channel and can't be hurt while submerged.

  • Drain the channel. Two sluice wheels stand on opposite banks. Turn one, then the other inside the time window, and the channel drains for 25 seconds: Mehen is beached and takes +25% damage.
  • Inundation. The flood plain floods every so often - it hurts, and nobody can run in the water. The banks and causeways stay dry.
  • Coil lash sweeps a lane towards someone (two lanes on Hard), and he spits venom while submerged.

Read the confession on the Stele of Confession - four glyphs on Normal, all six in a random order on Hard - and it stays on your HUD. Step the glyph plates in that order. A wrong plate is a lie: darts fire across that row and an Assessor of the Dead wakes. On Hard a lie also resets the confession, and once the first plate is lit the rest are on a timer.

5. The Chamber of Scales - Ammit, Devourer of the Unworthy

  • The Weighing. The HUD calls "a heart of weight N". Fill the Great Scale's west pan with N Hearts of the Judged ("Take-heart" at the canopic altar) and its east pan with N Feathers of Ma'at ("Take-feather" at the urn). You carry one at a time and can't run while carrying. Balance it in time and Ammit is Judged for 20 seconds at +30% damage taken. Too slow, or a pan overloaded, and she devours: she heals and bites the whole room.
  • Quicksand. She burrows into the pit, immune, and quicksand spreads ring by ring - it holds you in place and burns. Then she erupts under whoever stands nearest the pit.
  • Jaws - a frontal cone at her target.

6. The Throne of the Hidden Sun - Helios-Ra

  • The Solar Aegis. While the sun-shaft feeds him he can't be harmed. Four bronze mirrors stand round the room - "Turn" one and it faces the next way. The shaft lights the mirror nearest it, a lit mirror throws a two-wide beam the way it faces, and a beam can bounce on from mirror to mirror. When the beam strikes Helios-Ra - after one mirror, or a chain of two on Hard - the Aegis breaks for 20 seconds, once per hour of the sun. He chases you, so lure him into the light.
  • High Noon. The sun moves through three hours - east, noon and west - and the shaft moves with it. At the end of each hour the sun strikes everyone not standing in that hour's colossus shadow.
  • Khepri at 50% (and again at 25% on Hard): he becomes the scarab of the dawn and three golden scarabs crawl to the shaft. One that arrives heals him. Kill them, or stand beside one on its path to stun it - body-blocking doesn't work here.
  • Corona - a ring of fire round him now and then.

The Treasure of the Hidden Sun waits in the victory chapel beyond the throne.

The raid chests

Both raids pay the same way, for each player, every clear. In a party of two or more you need at least 3% of the boss damage to claim.

RollNormalHard
Shards - Krystallos shards (Boreads) / Pyros shards (Hidden Sun), always1025
A purple - a set piece, or (1 purple in 50) the raid pet. Broadcast1 in 401 in 25
Uncut aetherheart - the raid gem, only from these chests1 in 151 in 8
The raid's Ascendant codex - teaches one of the Book of the Ascendant's raid spells1 in 601 in 30
Filler - bonds, consumables, land boxes, material, slayer uniques, enchant scrolls, Forgemarks, Dracma1 roll2 rolls

The raid boosts (Well of Goodwill, Daily Bonus) add to the shards like they do to every raid's fragments. The pets are the Boread fledgling and Khepri's scarab.

A chest is never lost. If your bag is full the loot goes to a bank tab with room, else to the ground beneath you, and the game says where. Leave a won run without opening your chest and it is paid as you go - or, if you log out, a few seconds after your next login.

The chests' rarest rolls
Krystallos shard
10 a Normal clear, 25 a Hard one, from the Boreads' chest
Pyros shard
10 a Normal clear, 25 a Hard one, from the Hidden Sun's chest
Enchantment: Frostfire of Calais
The Boreads' Legendary weapon enchant - only from its chest
Enchantment: Wrath of Helios-Ra
The Hidden Sun's Legendary weapon enchant - only from its chest
Boread fledgling
The Boreads' pet - 1 purple in 50
Khepri's scarab
The Hidden Sun's pet - 1 purple in 50
Codex of the North Wind
Teaches one of the Book of the Ascendant's raid spells
Codex of the Hidden Sun
Teaches one of the Book of the Ascendant's raid spells

The raid sets: Krystallos and Pyros

The expansion's top gear. Krystallos (ice) comes from the Hall of the Boreads, Pyros (fire) from the Temple of the Hidden Sun. Each set has the same 17 pieces: helm, platebody, platelegs, gauntlets, boots, wings, aura, amulet, ring, shield, tome, aegis, and five weapons - greatsword, bow, staff, sword and crossbow. Both sets deal the same single-target damage: Krystallos leans to control and survival (chill, a damage shield, freezes), Pyros to spread (burns and splash). Every weapon has its own effect and special attack.

Krystallos - the Hall of the Boreads (ice)
Krystallos helm
Frost-steel crowned in living crystal. Light burns behind the visor.
Krystallos platebody
A crystal heart beats in the breastplate; its light runs through the seams.
Krystallos platelegs
Frost-steel greaves, the knees split open by crystal.
Krystallos gauntlets
Crystal fins rake back from the vambraces like frozen flame.
Krystallos boots
Every step leaves a ring of cold light behind it.
Krystallos wings
Wings of living crystal. They catch every light there is and give it back.
Krystallos greatsword
A blade of glacier crystal on a frost-steel spine. It hums in the cold.
Krystallos bow
Frost-steel limbs crested with crystal; the string is a thread of light.
Krystallos staff
A crown of frost-steel holding a heart of crystal that never stops shining.
Krystallos aura
The frost answers you now. Crystal rises wherever you stand.
Krystallos amulet
A shard of the glacier's heart on a frost-steel torque.
Krystallos ring
A crystal held in frost-steel claws. Cold to the touch, always.
Krystallos shield
Frost-steel behind a burst of crystal blades.
Krystallos tome
Its pages are thin sheets of ice that never melt.
Krystallos aegis
A frost-steel buckler with a crystal star at its heart.
Krystallos sword
The greatsword's little sister. Just as cold.
Krystallos crossbow
Light enough for one hand; its bolts leave a trail of frost.
Pyros - the Temple of the Hidden Sun (fire)
Pyros helm
Horned obsidian, lava running in its cracks. Something burns behind the visor.
Pyros platebody
Obsidian plate over a heart of magma.
Pyros platelegs
Obsidian greaves, hot to the touch.
Pyros gauntlets
Taloned obsidian. The fingers glow when they close.
Pyros boots
They leave scorched prints behind them.
Pyros wings
Wings of cooling rock and living fire.
Pyros greatsword
Forged in the deep fire and never let cool.
Pyros bow
Its string is a thread of flame.
Pyros staff
A crown of fire on a molten haft.
Pyros aura
The ground burns where you stand.
Pyros amulet
An ember that never goes out, on an obsidian torque.
Pyros ring
An ember held in obsidian claws.
Pyros shield
Obsidian behind a burst of molten blades.
Pyros tome
Its pages are ash that never falls apart.
Pyros aegis
An obsidian buckler with a molten star at its heart.
Pyros sword
The greatsword's little sister. Just as hot.
Pyros crossbow
Light enough for one hand; its bolts leave a trail of embers.

Every weapon has its own special attack:

WeaponKrystallosPyros
GreatswordGlacier FallFault Line
BowAurora VeilPhoenix Dive
StaffWinter Wyrm - an ice dragon loosed from rangeCaldera
SwordFrostlaceObsidian Brand
CrossbowIcicle LanceMagma Core

Any piece is forged at ::forge from the raid's own shards, so you choose what you work towards:

PieceShardsDracmaForgemarksAlso
Armour, wings, jewellery, aura, off-hands3,000210,000,00025,000,000-
Weapons (greatsword, bow, staff, sword, crossbow)3,000250,000,00030,000,0001 Aetherheart

At 25 shards a Hard clear or 10 a Normal one, that is a piece of your choice about every 120 Hard or 300 Normal clears before boosts - and a purple can hand you one any run. Cut the Uncut aetherheart with a chisel at Crafting 195 to get the Aetherheart a weapon needs.

The Frost and Sun raid keys (100 key fragments each) can give Breath of Boreas, Solar Ichor and the Frostforged / Sunforged weapon frames - "Break down" turns the materials into 50 shards and a frame into 500.

The gear ladder

Below the raid sets, the lands fill every step. Each land's gear uses only that land's material.

TierGearWhere it comes from
T673-T688Town gear - Rimewarden gloves, boots and staff (Metsovo); Ring and Amulet of the Colossus, Colossus longbow (Lindos)Forged from the land's material and Adamas shards, once your town standing allows it
T695-T700Land boss gear - Frostfang, Avalanche, Hoarfrost, Mirage, Dunereaver and Simoom piecesThe six land bosses (see above)
T710Perseus' Panoply - Helm of Darkness, Winged sandals, Kibisis, Mirrored Aegis, Hermes' harpeForged from the land slayer uniques. +2% max hit on a slayer task per piece. The Helm of Darkness is the land slayer helm's upgrade
T710Aura of the Far LandsForged from 150 Rimeheart, 150 Sunstone and 10 Adamas shards - or claimed from the second Codex Book III you finish
T720 / T737Krystallos / PyrosThe raids. The Krystallos ring and aura and the Pyros amulet and wings are the T737 pieces
Town gear (T673-T688) - forged once your standing allows it
Rimewarden gloves
Fur-lined plate for the hands, given to the friends of Metsovo.
Rimewarden boots
Boots of the Rimewardens, who keep the Metsovo Pass open.
Rimewarden staff
The staff of a Rimewarden. Metsovo trusts few with one.
Ring of the Colossus
A ring cast from a fallen piece of the Colossus of Rhodos.
Amulet of the Colossus
An amulet of the Colossus. Lindos honours its friends in bronze and gold.
Colossus longbow
A bow strung for the Colossus' archers. Lindos gives it only to its own.
Land boss gear (T695-T700) - six bosses, two pieces each, plus the rare drops
Frostfang gauntlets
Gauntlets with a frost-wolf's bite.
Frostfang longbow
A longbow of frozen yew. Its arrows leave a trail of frost.
Avalanche legguards
Legguards that ride an avalanche down and walk away.
Avalanche greatsword
A greatsword with the weight of a snowfall behind it.
Hoarfrost amulet
An amulet rimed in hoarfrost. It never warms against the skin.
Hoarfrost staff
A staff that pulls the cold out of the air.
Simoom ring
A ring that carries the desert wind.
Simoom crossbow
A crossbow for the sandstorm. Its bolts come from nowhere.
Dunereaver cuirass
A cuirass scoured by the dunes and polished by them.
Dunereaver sword
A sword for the man who reaves the dunes.
Mirage aura
Is it there, or only shimmering?
Mirage ward
A ward that is never quite where the blow lands.
Avalanche helm
A helm of packed ice, crowned in the spikes of a glacier's face.
Avalanche platebody
Plate that wears the avalanche on its shoulders.
Wings of Boreas
Wings of the North Wind, shed as shards of ice.
Dunereaver helm
A horned helm, scoured red by the dunes.
Dunereaver wings
Dark wings that ride the hot wind over the dunes.
Phoenix wings
The firebird of the sun-city. It burns, and it rises.
Perseus' Panoply (T710) - forged from the land slayer uniques
Helm of Darkness
The cap of Hades. Who wears it is not seen.
Winged sandals
Hermes' gift. The ground is a suggestion.
Kibisis
The satchel that carried the Gorgon's head. It is empty. Mostly.
Mirrored Aegis
Athena's bronze, polished to a mirror. Look at the Gorgon in it, never at her.
Hermes' harpe
A sickle-sword of adamant. It took the Gorgon's head.
Aura of the Far Lands
Forged from 150 Rimeheart, 150 Sunstone and 10 Adamas shards, or claimed from your second Codex Book III

Town standing

Metsovo and Lindos each keep a standing with you, earned by playing in their land: zone and dungeon kills (1 per 10), land bosses (10 each), slayer tasks from Atalanta or Perseus (100), raid clears (150, +100 on Hard), hidden collectables, goods you make, and quests.

StandingPointsTown gear it allows
Friendly250
Honoured1,000Rimewarden gloves, Ring of the Colossus
Revered2,500Rimewarden boots, Amulet of the Colossus
Exalted5,000Rimewarden staff, Colossus longbow

You get a chat line each time you reach a new tier.

The Codex of the Far Lands

Six codex books, three per land, read beside your own codex series: Codex of Pindos I-III and Codex of Rhodos I-III. Each book claimed gives +1% damage and +0.5% drop rate (drop rate is counted in whole points, so +3% at six books). Book III of each land gives a title - Child of the North Wind or Sunborn (::codex title pindos / rhodos / off) - and whichever Book III you claim second gives the Aura of the Far Lands.

Codex of Pindos I
Pindos
Codex of Pindos II
Pindos
Codex of Pindos III
Pindos - the title Child of the North Wind
Codex of Rhodos I
Rhodos
Codex of Rhodos II
Rhodos
Codex of Rhodos III
Rhodos - the title Sunborn

Slayer

Each land has its own master, its own task list (Slayer 150-195) and slayer monsters in its dungeons. Every task from a land master also pays a land box.

13 new Slayer tasks - one for every rung from 150 to 195:

Atalanta (Pindos)SlayerPerseus (Rhodos)Slayer
Rime weavers150Myrmex diggers - the Sandstone Caverns150
Boreal direwolves159Gold-digging myrmexes - the Sandstone Caverns158
Grey sisters168Uraeus asps - the Tomb of the Kings165
Stormwing harpies177Embalmed champions - the Tomb of the Kings172
Glacial serpents186Sacred scarabs - the Great Pyramid's lower galleries180
Frost Gegenes195Mummified hall-guards - the Great Pyramid's deep halls188
Risen priests of Ra - the Great Pyramid's deep vaults195

All of Atalanta's tasks are in the Caves of the North Wind, deeper bands for higher levels.

  • Atalanta - her hunting lodge in Metsovo's north quarter. Pindos' dungeons are the Caves of the North Wind and the Catacombs of Elder Pindos.
  • Perseus - the Hunters' Court on the south bank of Lindos, with Danae, who runs the Slayer shop. Rhodos' underground has the Tomb of the Kings in the Necropolis (where Ozymandias, King of Kings waits), the caverns under the badlands mesas, and the Great Pyramid's lower galleries and deep vaults.

The slayer monsters drop the uniques that forge Perseus' Panoply, and the tier-5 enchant scrolls - Frostbite, Sunfire, Rimeguard, Solar Ward and Wayfarer - which are never sold anywhere.

Slayer rewards
Eye of the Graiai
The one eye the three Graiai share. They want it back.
Stormwing pinion
A flight feather from a storm-wing. It never stops trembling.
Hesperides' thread
Golden thread from the Garden of the Hesperides, far in the west of Libya.
Gorgon's scale
A scale from one of the Gorgon's kin. It is cold, and hard as bronze.
Adamantine fang
A fang of adamant, from something that should not have had one.
Rimebound Slayer Helm
The top rung of the slayer helm ladder, Pindos
Emberbound Slayer Helm
The top rung of the slayer helm ladder, Rhodos
Enchantment: Frostbite
An enchantment of biting frost.
Enchantment: Sunfire
An enchantment of burning sun.
Enchantment: Rimeguard
An enchantment against the cold of the far north.
Enchantment: Solar Ward
An enchantment against the desert's sun.
Enchantment: Wayfarer
An enchantment for those who walk far: neither frost nor heat finds you.

Found enchants

Twenty new weapon and armour enchants are found, never crafted - one scroll each, at full strength, dropped by the lands' own monsters. Every zone, dungeon and boss group has its own.

Pindos (P) and Rhodos (R) enchants
Enchantment: Hunter's Eye
P - the Rhipaean Snowfields (helm)
Enchantment: Glacier Ward
P - the Pinewood of Zetes (shield)
Enchantment: Rimehide
P - Whitestrand (body)
Enchantment: Glacial Chain
P - the Crevasse Fields (weapon)
Enchantment: Frostgrip
P - the Tongue of Boreas (gloves)
Enchantment: Winter's Hunger
P - the Frozen Ruins (weapon)
Enchantment: Windwalker
P - the dungeons (boots)
Enchantment: Aurora
P - the dungeons (amulet)
Enchantment: Fletch of Boreas
P - Atalanta's slayer monsters (ammo)
Enchantment: North Wind Mantle
P - the land bosses (cape)
Enchantment: Sandveil
R - the Shifting Dunes (helm)
Enchantment: Sandstrider
R - the Salt Pans (legs)
Enchantment: Sunburst
R - the Red Badlands (weapon)
Enchantment: Sun Aegis
R - the Necropolis (shield)
Enchantment: Scorpion's Sting
R - the Great Sand Sea (gloves)
Enchantment: Mirage Edge
R - the Scorpion Wastes (weapon)
Enchantment: Seal of Ammon
R - the tomb and pyramid halls (ring)
Enchantment: Phoenix Mantle
R - the land bosses (cape)
Enchantment: Frostfire of Calais
Legendary - the Hall of the Boreads' chest
Enchantment: Wrath of Helios-Ra
Legendary - the Temple of the Hidden Sun's chest

Skills 150 to 200

Every skill, combat included, now goes to 200.

  • Level 151 costs 50M experience past 150, rising steadily to 150M for level 200 - about 7 billion experience in all for 200.
  • Full rate inside Pindos and Rhodos, their dungeons and raids, and from new expansion content. Anywhere else, a skill at 150 or higher gets only x0.05 of its experience. Experience that crosses 150 still pays the part below 150 in full.
  • 150 stays the mastery level - skill capes, the Max cape and prestige still look at 150.
  • Combat: levels above 150 count at half in the combat formulas, so 200 adds roughly 15% to your max hit. Potion boosts count in full.
  • Your skill tab shows your level against the cap (for example 150/200).

Gathering and making

SkillPindosRhodos
MiningRimeiron 150, Glacite 180 (uncut rime opals)Skyfall iron 150, Electrum 195 (uncut carnelians)
WoodcuttingBoreal pine 150, Silver fir 180Date palm 150, Acacia 195 (gum arabic)
FishingRimefin 150, Ice char 180 (needs an Ice auger at the ice holes)Tritonis perch 150, Sacred carp 195
SmithingRimeiron and Glacite bars and platesSkyfall bars and rivets, Electrum bars and plates
FiremakingBurning gives Wood ash; Boreal pine also gives Pine charcoalPalm logs give Palm charcoal
CraftingFur lining 150, Lynx mantle 175 (sewn with a needle and thread); rime opals 180Glass sand from the sandstone faces, molten sunglass, Sunglass vials 150 and beads 175; carnelians 190

Smelting a land bar takes one ore and one Pine or Palm charcoal at a furnace. Cook land fish on any fire, range or brazier, and fletch land logs into kindling, rope and staves with a knife.

The other skills

  • Hunter - White fox 150 and Rime lynx 175 on the snowfields near Zetes' Lodge (box trap); Fennec fox 150 and Sacred scarab 175 in the nomad dunes (box trap, and a butterfly net for scarabs). Arktos the furrier and Artemis sell the tools.
  • Agility - four courses: the Rimewall run (150, Pindos, north-east of Metsovo), the Colossus ruins run (160, Rhodos), the Boreas icefall run (170, Pindos, above the Gate of the North Wind) and the Garamantian gorge run (180, Rhodos). The harder courses are longer and riskier. Silverhawk boots work at x1.5 inside the lands.
  • Farming - herb beds at Oreithyia in Pindos and on Rhodos' farming plots. Crops grow in 20 minutes, even while you are offline, with no disease.
  • Herblore - four land potions that only work inside the lands: the Hearthfire draught (the cold can't touch you for 15 minutes), the Snowbloom tonic (warmth and healing), the Silphium panacea (cures poison and thirst) and the Draught of Kyrene (extra skilling experience inside the lands for 20 minutes).
  • Archaeology - two dig sites a land (150 and 175), each with a restoration table. Restored relics go in the ammo slot and help in their own land - more gathering, slower warmth loss or slower thirst.
  • Summoning - four land familiars: Snow fox spirit 150 and Rime lynx spirit 175 (Rime charms), Fennec spirit 150 and Sacred scarab spirit 175 (Sun charms). Infuse their pouches at the obelisks by Zetes' Lodge and the nomad camp. They can only be summoned in their own land.
  • Enchanting - the land enchanting tables at Rhipaea and the caravanserai (after The Far Grimoire), with four land reagents.
  • Thieving - the capitals' stalls. Prayer - land bones, worth half again on a land altar.

Runecrafting 150-200

Four new runes, crafted only from Primordial essence at the new altars - the old altars turn it away, and the new altars take nothing else.

RuneLevelLand
Chione rune150Pindos
Ammon rune160Rhodos
Aurora rune175Pindos
Phoenix rune190Rhodos
  • Primordial essence is mined at Mining 150 from essence rocks that never run out. It is tradeable and can be noted.
  • The new runes pay their experience per essence, not per rune, so extra runes from a higher level don't multiply it.
  • They are the runes the Book of the Ascendant spends.
Chione Rune
Runecrafting 150, Pindos
Ammon Rune
Runecrafting 160, Rhodos
Aurora Rune
Runecrafting 175, Pindos
Phoenix Rune
Runecrafting 190, Rhodos
Primordial essence
Mining 150, from rocks that never run out

Ascendant lamps

The Lamp of the North Wind and Lamp of Helios from the quests give 5,000,000 experience to one skill between 150 and 199. A skill already at 200 is refused, and you keep the lamp.

The towns

Metsovo

The walled capital of Pindos.

  • The counting-house - a long counter with bankers.
  • The Agora of Hermes - the exchange, in the middle of the agora (an Agora spot of its own).
  • Theano in the agora, the altar of Metsovo by the south gate.
  • Atalanta's hunting lodge in the north quarter - the slayer hub.
  • The Quartermaster, just inside the east gate, and the town's traders - Arktos the furrier in the market lane among them.
  • The palace of the Boreads, with its steward at the gate, and the frozen Swan Mere, where you can ice-fish.

Elsewhere in Pindos: Rhipaea, the mining camp on the road in from the Pass; Zetes' Lodge to the west; and Oreithyia, a fishing village on a cove in the west, with herb beds and the quest of the wreck.

Lindos

The harbour capital of Rhodos.

  • The trapeza - the bank, with tellers along its colonnade.
  • The Agora - the exchange clerks, the pool, the glassblower and the town's merchants.
  • The Hunters' Court on the south bank - Perseus and Danae.
  • The harbour - the felucca to Kenchreai, the Quartermaster, the harbour master and the Pharos.
  • The Bridge of Helios over the river, with a fish market and fishing off the river stairs. The river ferryman takes you up to the oasis.
  • A provisioner, an herbalist (who refills waterskins), a smith, the priest of Zeus-Ammon and a town crier who knows the zones.

Elsewhere in Rhodos: the oasis of Ammon and its Oracle, the caravanserai, the quarry camp in the Red Badlands, the nomad camp and the Great Pyramid.

The point stores

Every point store carries the lands' lines while the land is open. Most are capped per day, so they top up the grind rather than replace it.

StoreItemPriceDaily cap
VoteRimebound / Dune-worn Satchel3 Voting Points
Frostwarden's / Sunwarden's Cache12 Voting Points3 each
Skilling Point StorePine charcoal15
Ice auger / Portable brazier15,000 / 3,000
Ember flask / Ammon's waterskin7,500 / 4,500
Rimeheart / Sunstone75025 each
Wayfarer's hood, coat, trousers, boots (+2.5% experience each at 150+ in the lands; all four +12.5% and immune to frost and heat)45,000 each
Far Lands satchel (holds 1,000 raw land resources)60,000
Olympian Point StoreRimeheart / Sunstone40050 each
Adamas shard30,0002
Frostwarden's / Sunwarden's Cache15,0003 each
Boreal Reliquary / Reliquary of Ammon75,0001 each
Frost / Sun raid key fragment1,50010 each
Bond Point StoreCoffer of the North Wind / of the Hidden Sun18
Vault of Boreas / Ark of Helios-Ra44
Far Lands satchel30
Wayfarer's outfit20 a piece

None of the stores sell the gear itself, raid shards, Panoply pieces or uniques, raid materials or frames, whole raid keys, pets, codex books, the land slayer helms or the enchant scrolls.

The Frozen March

The expansion also opens the Frozen March, a PvP land in the frozen north. It has a guide of its own: the Frozen March.

Tips

  • Check ::progress often. It shows exactly what the next step is, in both lands.
  • Do the 150 quests as you go. Most of them sit on the zones you are already grinding, and every one pays land material, lamps and standing.
  • Warmth and water first. A Hearthfire draught, an Ember flask or the Wayfarer's outfit in Pindos, and a full waterskin in Rhodos, save a lot of walking back to a fire or a well.
  • Bring friends to the raids - but make sure each of them holds the seal.
  • In the Throne over the Abyss, keep moving. A still player is the storm's favourite target.