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Pre-launch New content · · 18 min read

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.

expansionfar landspindosrhodosmetsovolindoshall of the boreadstemple of the hidden sunboreashelios-rakrystallospyrosskills 200questsraidsslayerenchants

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.

2
New lands
13
Monster zones
42
New monsters
6
Bosses
13
Slayer tasks
18
Quests
2
Raids
288
New items
20
Found enchants
200
Skill cap

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.

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

Six zones, each opening after 1,000 kills in the one before:

#ZoneMonstersOpens
1The Rhipaean SnowfieldsRhipaean snow wolf, Snowfield troll
2The Pinewood of ZetesPinewood bear, Frostweb spider
3WhitestrandRime crab, Rimebound reaver
4The Crevasse FieldsCrevasse ice giant, Crevasse houndGryps and the Ketos
5The Tongue of BoreasGlacier wyrm, Rime colossusKryos, the Glacier King
6The Frozen Ruins of Elder PindosFrozen 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.

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

Seven zones, out into the deep desert:

#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

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:

  1. The first quest - The Frost-Bound Folio in Pindos, The Sun-Scorched Leaves in Rhodos.
  2. The zone ladder - 1,000 kills a zone. Every zone is open world, with no instances.
  3. The land bosses - 5 kills of each of the land's three. Anyone who deals 5% of the boss's health gets the kill.
  4. 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.

BossLairDrops
Gryps, the Griffin QueenThe Griffin's EyrieFrostfang gauntlets and longbow
The KetosThe Breach of the KetosHoarfrost amulet and staff
Kryos, the Glacier KingThe Glacier ThroneAvalanche legguards and greatsword. Rarer: Avalanche helm and platebody, Wings of Boreas
The SphinxThe Sphinx's courtMirage aura and ward
The MawThe Maw's sinkholeDunereaver cuirass and sword. Rarer: Dunereaver helm and wings
The Scorpion KingThe Scorpion ThroneSimoom ring and crossbow. Rarer: Phoenix wings
Land boss gear - 18 pieces
Frostfang gauntlets
Gauntlets with a frost-wolf's bite.
Frostfang longbow
A longbow of frozen yew. Its arrows leave a trail of frost.
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.
Avalanche legguards
Legguards that ride an avalanche down and walk away.
Avalanche greatsword
A greatsword with the weight of a snowfall behind it.
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.
Mirage aura
Is it there, or only shimmering?
Mirage ward
A ward that is never quite where the blow lands.
Dunereaver cuirass
A cuirass scoured by the dunes and polished by them.
Dunereaver sword
A sword for the man who reaves the dunes.
Dunereaver helm
A horned helm, scoured red by the dunes.
Dunereaver wings
Dark wings that ride the hot wind over the dunes.
Simoom ring
A ring that carries the desert wind.
Simoom crossbow
A crossbow for the sandstorm. Its bolts come from nowhere.
Phoenix wings
The firebird of the sun-city. It burns, and it rises.

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.

Krystallos - 17 pieces
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 - 17 pieces
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 WyrmCaldera
SwordFrostlaceObsidian Brand
CrossbowIcicle LanceMagma 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.

The raid chests' rarest rolls
Krystallos shard
A shard of the Boreads' living crystal. The forge makes Krystallos armour of enough of them.
Pyros shard
A shard of the Hidden Sun's molten glass, still warm. The forge makes Pyros armour of enough of them.
Boread fledgling
One of the winged sons of Boreas - a very small one.
Khepri's scarab
Khepri rolls the sun across the sky. This one rolls whatever you drop.
Enchantment: Frostfire of Calais
Blue fire from the Hall of the Boreads. A mythic enchantment - read it onto a weapon.
Enchantment: Wrath of Helios-Ra
The Hidden Sun's own wrath. A mythic enchantment - read it onto a weapon.
Codex of the North Wind
Boreas' own hand, rimed shut. Read it to learn Avalanche of Boreas for good.
Codex of the Hidden Sun
Gold leaf that burns to the touch. Read it to learn Eye of the Hidden Sun for good.

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:

TierGearFrom
T673-T688Town gear - Rimewarden (Metsovo) and Colossus (Lindos)Forged once your town standing allows it
T695-T700Land boss gear - Frostfang, Hoarfrost, Avalanche, Mirage, Dunereaver, SimoomThe six land bosses
T710Perseus' PanoplyForged from the Slayer uniques - +2% max hit on task per piece
T710Aura of the Far LandsBoth lands' material, or your second Codex Book III
T720 / T737Krystallos and PyrosThe raids
Town gear
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.
Perseus' Panoply and the Aura of the Far Lands
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
The road behind you, and the road ahead. Both lead home.

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)SlayerPerseus (Rhodos)Slayer
Rime weavers150Myrmex diggers150
Boreal direwolves159Gold-digging myrmexes158
Grey sisters168Uraeus asps165
Stormwing harpies177Embalmed champions172
Glacial serpents186Sacred scarabs180
Frost Gegenes195Mummified hall-guards188
Risen priests of Ra195

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.

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
Atalanta's helm for the hunt beyond the North Wind. Slayer helm rung 7 of 7. On task: +35% damage, +6% drop rate, +60% slayer points.
Emberbound Slayer Helm
Perseus' helm for the hunt under the Rhodian sun. Slayer helm rung 7 of 7. On task: +35% damage, +6% drop rate, +60% slayer points.
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.

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.

Enchantment: Hunter's Eye
The Snowfields' hunters miss nothing. Read it onto a helm.
Enchantment: Glacier Ward
A wall of old ice for your shield. Read it onto a shield.
Enchantment: Rimehide
A hide of hoarfrost. Read it onto a body.
Enchantment: Glacial Chain
Ice that leaps from foe to foe. Read it onto a weapon.
Enchantment: Frostgrip
A grip that freezes to the hilt. Read it onto gloves.
Enchantment: Winter's Hunger
The cold of the Frozen Ruins, still hungry. Read it onto a weapon.
Enchantment: Windwalker
Boreas' own wind at your heels. Read it onto boots.
Enchantment: Aurora
Northern lights caught in ink. Read it onto an amulet.
Enchantment: Fletch of Boreas
Feathers from the North Wind's own sons. Read it onto your ammunition.
Enchantment: North Wind Mantle
The north wind, worn on the shoulders. Read it onto a cape.
Enchantment: Sandveil
Drifting sand that hides you from the desert's eyes. Read it onto a helm.
Enchantment: Sandstrider
Light feet for the salt pans. Read it onto legs.
Enchantment: Sunburst
Badlands sun, folded into vellum. Read it onto a weapon.
Enchantment: Sun Aegis
The Necropolis sun, turned back on whoever strikes you. Read it onto a shield.
Enchantment: Scorpion's Sting
Venom from the Great Sand Sea. Read it onto gloves.
Enchantment: Mirage Edge
A blade that is never quite where it seems. Read it onto a weapon.
Enchantment: Seal of Ammon
The ram-god's seal, pressed in gold. Read it onto a ring.
Enchantment: Phoenix Mantle
Ash that remembers how to rise. Read it onto a cape.
Enchantment: Frostfire of Calais
Blue fire from the Hall of the Boreads. A mythic enchantment - read it onto a weapon.
Enchantment: Wrath of Helios-Ra
The Hidden Sun's own wrath. A mythic enchantment - read it onto a weapon.

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:

SkillPindosRhodos
MiningRimeiron 150, Glacite 180Skyfall iron 150, Electrum 195
WoodcuttingBoreal pine 150, Silver fir 180Date palm 150, Acacia 195
FishingRimefin 150, Ice char 180 (through the ice)Tritonis perch 150, Sacred carp 195
HunterWhite fox 150, Rime lynx 175Fennec fox 150, Sacred scarab 175
AgilityRimewall run 150, Boreas icefall run 170Colossus ruins run 160, Garamantian gorge run 180
SummoningSnow fox and Rime lynx spiritsFennec and Sacred scarab spirits
RunecraftingChione rune 150, Aurora rune 175Ammon 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.

Chione Rune
Snow that never melts, cut into a six-pointed star. The frost spells of the Book of the Ascendant burn it.
Ammon Rune
The sun of the Sands of Ammon between two ram's horns. Warm to the touch, always.
Aurora Rune
The northern lights, caught in midnight stone. They still move when you are not looking.
Phoenix Rune
A firebird spreading its wings in a charcoal stone. It is never quite cold.
Primordial essence
Raw essence from the roots of the Far Lands. Only their altars can shape it.
Lamp of the North Wind
Frost burns inside it instead of oil. Rub it to light a skill already past level 150.
Lamp of Helios
A little noon sun in a bronze lamp. Rub it to light a skill already past level 150.

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.
Codex of Pindos I
The first codex of Pindos: the Folio, the first zones, the kings of the ice and Metsovo's trust.
Codex of Pindos II
The second codex of Pindos: every zone, the kings again and the Hall of the Boreads.
Codex of Pindos III
The last codex of Pindos: five hundred kings, a hundred Hard halls and a hundred hunts.
Codex of Rhodos I
The first codex of Rhodos: the Leaves, the first zones, the kings of the sand and Lindos' trust.
Codex of Rhodos II
The second codex of Rhodos: every zone, the kings again and the Temple of the Hidden Sun.
Codex of Rhodos III
The last codex of Rhodos: five hundred kings, a hundred Hard temples and a hundred hunts.

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.