The Far Lands - Pindos and Rhodos, two raids and skills to 200
Our biggest update yet. Two new lands - frozen Pindos and sunburnt Rhodos - with 13 zones, 42 new monsters, 6 bosses, 2 raids, 13 Slayer tasks, 18 quests, the Krystallos and Pyros sets, 20 found enchants, 288 new items, and every skill raised to 200.
The world grows past Hellas. In the frozen north-west lies Pindos, the land beyond the North Wind. Across the sea to the east lies Rhodos, the Sands of Ammon. Each is a whole land of its own: a capital, a zone ladder, land bosses, dungeons, a Slayer master, seven quests, skilling from 150 to 200 and a raid at the end of the road.
Pindos - the land beyond the North Wind
Pindos is bitter cold: your warmth drains whenever you're outdoors, so you live from fire to fire. Its capital, Metsovo, is a walled town of steep roofs and braziers, with the palace of the Boreads and the frozen Swan Mere at its heart. Take the Metsovo Pass north from Khione's Watch, or Pindos - Metsovo on the teleport menu.

- 1MetsovoThe capital - bank, agora, Theano and Atalanta's lodge
- 21. The Rhipaean SnowfieldsSnow wolves and snowfield trolls
- 32. The Pinewood of ZetesPinewood bears and frostweb spiders
- 43. WhitestrandRime crabs and rimebound reavers
- 54. The Crevasse FieldsIce giants and crevasse hounds
- 65. The Tongue of BoreasGlacier wyrms and rime colossi
- 76. The Frozen Ruins of Elder PindosFrozen hoplites and rime wraiths
- 8The Griffin's EyrieGryps, the Griffin Queen
- 9The Breach of the KetosThe Ketos
- 10The Glacier ThroneKryos, the Glacier King
- 11The Gate of the North WindThe Hall of the Boreads raid
- 12The Caves of the North WindAtalanta's Slayer dungeon
- 13The Catacombs of Elder PindosDungeon under the ruins
- 14RhipaeaMining camp
- 15Zetes' LodgeHunting lodge
- 16OreithyiaFishing village and herb beds
- 17The Metsovo PassThe road in from Hellas



Six zones, each opening after 1,000 kills in the one before:
| # | Zone | Monsters | Opens |
|---|---|---|---|
| 1 | The Rhipaean Snowfields | Rhipaean snow wolf, Snowfield troll | |
| 2 | The Pinewood of Zetes | Pinewood bear, Frostweb spider | |
| 3 | Whitestrand | Rime crab, Rimebound reaver | |
| 4 | The Crevasse Fields | Crevasse ice giant, Crevasse hound | Gryps and the Ketos |
| 5 | The Tongue of Boreas | Glacier wyrm, Rime colossus | Kryos, the Glacier King |
| 6 | The Frozen Ruins of Elder Pindos | Frozen hoplite, Rime wraith |








Below ground are the Caves of the North Wind (Atalanta's six Slayer monsters), the Catacombs of Elder Pindos and the vault of the Keeper of the Deep Vaults. Around Metsovo are Rhipaea, the mining camp on the road in; Zetes' Lodge in the pinewood; and Oreithyia, a fishing village on a western cove.
Rhodos - the Sands of Ammon
Rhodos burns. You thirst in the sun, so carry Ammon's waterskin and drink at the wells. Lindos is its harbour capital: the Pharos lighthouse, a market colonnade, the river and the Bridge of Helios. A felucca sails there from the Kenchreai quay by Corinth, or take Rhodos - Lindos on the teleport menu.

- 1LindosThe capital - bank, agora, Kleobulos and the Hunters' Court
- 2The PharosThe harbour, where the felucca from Kenchreai puts in
- 31. The Shifting DunesDune jackals and sand crabs
- 42. The Salt PansBrine serpents and salt-crusted crabs
- 53. The Red BadlandsMesa bandits and badlands hyenas
- 64. The Garamantian CanyonGaramantian raiders and outriders
- 75. The NecropolisMummies and Anubite tomb guardians
- 86. The Great Sand SeaSandworms and dune wraiths
- 97. The Scorpion WastesGiant scorpions and brood wardens
- 10The Sphinx's courtThe Sphinx
- 11The Maw's sinkholeThe Maw
- 12The Scorpion ThroneThe Scorpion King
- 13The Great PyramidThe Temple of the Hidden Sun raid
- 14The pyramid's side doorThe galleries, deep halls and deep vaults
- 15The Tomb of the KingsDungeon - Ozymandias, King of Kings
- 16The Sandstone CavernsDungeon under the mesas
- 17The oasis of AmmonThe Oracle and the river ferry
- 18The caravanseraiEnchanting table
- 19The quarry camp
- 20The nomad campHunting and the summoning obelisk



Seven zones, out into the deep desert:
| # | Zone | Monsters | Opens |
|---|---|---|---|
| 1 | The Shifting Dunes | Dune jackal, Sand crab | |
| 2 | The Salt Pans | Brine serpent, Salt-crusted crab | |
| 3 | The Red Badlands | Mesa bandit, Badlands hyena | |
| 4 | The Garamantian Canyon | Garamantian raider, Garamantian outrider | The Sphinx |
| 5 | The Necropolis | Necropolis mummy, Anubite tomb guardian | |
| 6 | The Great Sand Sea | Sandworm, Dune wraith | The Maw |
| 7 | The Scorpion Wastes | Giant scorpion, Brood warden | The Scorpion King |









Underneath are the Sandstone Caverns under the mesas, the Tomb of the Kings in the Necropolis, where Ozymandias, King of Kings waits, and the Great Pyramid's galleries, deep halls and deep vaults. Out in the sands you'll find the oasis of Ammon and its Oracle, the caravanserai, the quarry camp and the nomad camp.


One road to each raid
Each land is a single line from arrival to its raid. ::progress ticks off every step, and you can take the lands in either order:
- The first quest - The Frost-Bound Folio in Pindos, The Sun-Scorched Leaves in Rhodos.
- The zone ladder - 1,000 kills a zone. Every zone is open world, with no instances.
- The land bosses - 5 kills of each of the land's three. Anyone who deals 5% of the boss's health gets the kill.
- The seal quest - The Gate of the North Wind or The Hidden Sun hands you the land's raid seal.
Six land bosses
Every kill drops 5 of the land's material (Rimeheart or Sunstone), often Adamas shards, and two gear pieces at 1 in 60 each. Kryos, the Maw and the Scorpion King also carry rarer pieces: helms, platebodies and three sets of wings.
| Boss | Lair | Drops |
|---|---|---|
| Gryps, the Griffin Queen | The Griffin's Eyrie | Frostfang gauntlets and longbow |
| The Ketos | The Breach of the Ketos | Hoarfrost amulet and staff |
| Kryos, the Glacier King | The Glacier Throne | Avalanche legguards and greatsword. Rarer: Avalanche helm and platebody, Wings of Boreas |
| The Sphinx | The Sphinx's court | Mirage aura and ward |
| The Maw | The Maw's sinkhole | Dunereaver cuirass and sword. Rarer: Dunereaver helm and wings |
| The Scorpion King | The Scorpion Throne | Simoom ring and crossbow. Rarer: Phoenix wings |
























Raid 1 - the Hall of the Boreads
Under the Gate of the North Wind, north of Metsovo. Up to five players, on Normal or Hard, walk through four halls and fight five bosses. Every hall has its own rules.

The Gale Hall - Zetes and Calais. Everything here is wind, and the pillars are your answer to all of it. Six gale vents blast anyone in their lane into the far wall unless a pillar stands in the way. Calais strafes rows of the hall from the rafters, immune, until his brother Zetes falls. Every vent you shutter makes Calais take 10% more and deal 8% less. From 60%, Zetes looses a whirlwind that hunts the party.
The Frozen Lake - Chione. The ice you stand on is the fight. Her slams crack it, and cracked ice opens into real water: you can swim, but you can't fight, and you drown. She freezes players in blocks of ice for their friends to mine out. The drowned dead climb out of the holes. At 66% the undertow drags you towards open water, and at 33% the whole lake starts to break up.
The Crystal Grotto - the Crystal Warden. Six crystals charge, and when three sing at once she unleashes Prism Nova. Shatter one early, and take the shards. At 75%, 50% and 25%, the Rimewall seals the grotto into three pockets, each with its own Shard echo. Break through, and don't get left alone.
The Throne over the Abyss - Boreas. The North Wind fights on stone slabs floating over the void, and the floor is the fight. Stand still and the slab under you glows at the seams, then drops into the abyss. Lure Boreas onto a cracking slab and he falls with it: staggered, taking x1.5 damage.


Ice spikes race along the rime towards you. Icicle rain marks every tile it's about to hit. Storm rings shove you outward, and over the edge. From 75% the floor tilts and everyone slides downhill. Frostbite stacks build all fight long, and only the hearths and the four rim braziers burn them off, so somebody has to keep those fires lit.


At 50% he rises over the abyss, immune, and rains ice bolts. Haul the three wind-anchor chains on the rim to drag him back down, and he comes back with the Krystallos greatsword. Every slam of it cracks the slab it lands on. At 25% every quarter of the floor breaks away for good, and the party fights on what's left.


Raid 2 - the Temple of the Hidden Sun
Under the Great Pyramid. It's a different kind of raid: six chambers, three of them puzzles and three of them guardians, for up to five players on Normal or Hard.

- The Hypostyle of Ra. Four of thirty lotus columns hide Ra's cartouche, a new four every run. A false one looses a scarab swarm, and its glyphs point you to the nearest true one.
- The Antechamber of Offerings. The robbers' curse holds the rubble together. Kill their shades next to the rubble to drag the curse out of it.
- The Hall of the Sun Barque - Mehen. The serpent can't be hurt underwater. Turn both sluice wheels in time to drain the channel and beach him, then dodge the floods and the coil lash.
- The Gallery of Judgement. Read the Negative Confession on the stele, then step the glyph plates in order. Every wrong plate is a lie: darts fire, and an Assessor of the Dead wakes.
- The Chamber of Scales - Ammit. Balance the Great Scale, Hearts of the Judged against Feathers of Ma'at, and Ammit is Judged and takes 30% more. Too slow, and she devours the room. Between weighings she burrows and the quicksand spreads.
- The Throne of the Hidden Sun - Helios-Ra. The sun-shaft makes him untouchable. Turn the four bronze mirrors to bounce the light into him and break his Aegis. Meanwhile the sun crosses the sky and strikes anyone outside the colossus's shadow, and golden scarabs crawl to the shaft to heal him.
The Krystallos and Pyros sets
Each raid has its own top-tier set, 17 pieces each: helm, platebody, platelegs, gauntlets, boots, wings, aura, amulet, ring, shield, tome, aegis and five weapons. Krystallos (ice) leans to control and survival: chill, a damage shield and freezes. Pyros (fire) leans to spread: burns and splash. Both deal the same single-target damage.




































Every weapon has its own special attack:
| Weapon | Krystallos | Pyros |
|---|---|---|
| Greatsword | Glacier Fall | Fault Line |
| Bow | Aurora Veil | Phoenix Dive |
| Staff | Winter Wyrm | Caldera |
| Sword | Frostlace | Obsidian Brand |
| Crossbow | Icicle Lance | Magma Core |

You choose your piece. Every clear pays every player shards: 10 on Normal, 25 on Hard. 3,000 shards forge any piece you want at ::forge, and weapons also need an Aetherheart, the raid gem. On top of that, every clear rolls a purple (a set piece, at 1 in 40 on Normal or 1 in 25 on Hard), the uncut aetherheart, the raid's Ascendant codex, its pet and its Legendary enchant.








Every step of the gear ladder
The lands fill every tier below the raid sets, and each land's gear uses only its own material:
| Tier | Gear | From |
|---|---|---|
| T673-T688 | Town gear - Rimewarden (Metsovo) and Colossus (Lindos) | Forged once your town standing allows it |
| T695-T700 | Land boss gear - Frostfang, Hoarfrost, Avalanche, Mirage, Dunereaver, Simoom | The six land bosses |
| T710 | Perseus' Panoply | Forged from the Slayer uniques - +2% max hit on task per piece |
| T710 | Aura of the Far Lands | Both lands' material, or your second Codex Book III |
| T720 / T737 | Krystallos and Pyros | The raids |












Town standing rises with everything you do in a land - kills, bosses, Slayer tasks, raid clears, quests, the goods you make - through Friendly, Honoured, Revered and Exalted.
13 new Slayer tasks
Two new Slayer masters, Atalanta in her hunting lodge in Metsovo and Perseus in the Hunters' Court of Lindos, set tasks for Slayer 150 to 195. Every task pays a land box on top.
| Atalanta (Pindos) | Slayer | Perseus (Rhodos) | Slayer |
|---|---|---|---|
| Rime weavers | 150 | Myrmex diggers | 150 |
| Boreal direwolves | 159 | Gold-digging myrmexes | 158 |
| Grey sisters | 168 | Uraeus asps | 165 |
| Stormwing harpies | 177 | Embalmed champions | 172 |
| Glacial serpents | 186 | Sacred scarabs | 180 |
| Frost Gegenes | 195 | Mummified hall-guards | 188 |
| Risen priests of Ra | 195 |
They drop the uniques that forge Perseus' Panoply, the top rung of the slayer helm ladder, and five tier-5 enchant scrolls you can't buy anywhere.












20 found enchants
These enchants are found, never crafted: one scroll each, already at full strength. Every zone, dungeon and boss group in the two lands drops its own, so every grind has a prize of its own. The two Legendary weapon enchants come only from the raid chests.




















18 quests
Seven quests a land, three that need both, and The Far Grimoire: 32 quest points in all. They're hands-on: quest-only drops, things you make on the land skills, and most of them end in a personal boss fight.
- Pindos: The Frost-Bound Folio, Frost on the Ledger, The Huntress of Pindos, The Wreck at Whitestrand, Into the Crevasse, The Furrier's Winter, The Gate of the North Wind.
- Rhodos: The Sun-Scorched Leaves, The Bridge of Helios, The Hunters' Court, The Spring of Kyrene, Look on My Works, Sand and Sunglass, The Hidden Sun.
- Both lands: The Concord of the Ascendant (the Tome of the Ascendant, your way to the Divinity spellbook for 150-200), Fur for Glass, and the Grandmaster finale The North Wind and the Sun, which names you Arbiter of Wind and Sun.
- The Far Grimoire - Medea's quest, which unlocks Enchanting past 150.
Each quest pays up to 4M Dracma, land boxes, material, Adamas shards, town standing and Ascendant lamps (5M experience in a skill between 150 and 199).
Every skill to 200
Every skill, combat included, now goes to 200. Level 151 is 50M experience past 150, and it climbs to 150M a level near the top. Above 150, skills train at full rate inside Pindos and Rhodos and at x0.05 anywhere else. 150 is still the mastery level for capes and prestige. In combat, levels past 150 count at half, so 200 adds about 15% to your max hit.
Both lands have something for every skill:
| Skill | Pindos | Rhodos |
|---|---|---|
| Mining | Rimeiron 150, Glacite 180 | Skyfall iron 150, Electrum 195 |
| Woodcutting | Boreal pine 150, Silver fir 180 | Date palm 150, Acacia 195 |
| Fishing | Rimefin 150, Ice char 180 (through the ice) | Tritonis perch 150, Sacred carp 195 |
| Hunter | White fox 150, Rime lynx 175 | Fennec fox 150, Sacred scarab 175 |
| Agility | Rimewall run 150, Boreas icefall run 170 | Colossus ruins run 160, Garamantian gorge run 180 |
| Summoning | Snow fox and Rime lynx spirits | Fennec and Sacred scarab spirits |
| Runecrafting | Chione rune 150, Aurora rune 175 | Ammon rune 160, Phoenix rune 190 |
Plus land bars and plates, fur linings and sunglass, herb beds that grow in 20 minutes, four land potions, two dig sites a land with relics that work in their own land, land bones, stalls and the land enchanting tables. The four new runes are crafted from Primordial essence, mined at 150 from rocks that never run out, and they're what the Book of the Ascendant spends.








The Codex, the stores and the March
- The Codex of the Far Lands - six new codex books, three a land, each worth +1% damage and +0.5% drop rate. Book III of each land gives a title, Child of the North Wind or Sunborn.
- Point stores - the Vote, Skilling, Olympian and Bond stores all carry the lands' boxes, material, supplies and the Wayfarer's outfit, which makes you immune to frost and heat and adds experience at 150+. Most lines are capped per day, so they top up the grind rather than replace it.
- Ten land boxes - a Satchel, Cache, Reliquary, Coffer and Vault for each land.
- The Frozen March, a PvP land in the frozen north, opens alongside the expansion. It has its own update post.







The full guide
Every zone and monster, every quest and its requirements, every raid mechanic hall by hall, the drop rates, forge costs and store prices: it's all in the Far Lands guide.