#2 - Old Lighthouse
This allod will host one kind of a relic of the past: a Lighthouse. Seawolves are used to their high-tech visors, but in the dawn of the Astral discovery these devices weren't so precise in the information passed to the captain, and many were the crew happened to hit an allod in the fog of the Astral. So, Lighthouse were built on the allods to guide to ship to the right destination. But pirates, not so keen on preserving the Lighthouse and more interested in the visitors' ship's chests, took the allod to make their own rules, bending the will of the poor inhabitants. It is said that a treasure is to win if you manage to get rid of this pirate gang...
#3 - Carnival
Circus, check. Magicians, check. Clown, check. Ghost Pirates...Wait, what? The circus in town will be different from your happy memories as a little Gibberling, darker will be the tricks and fantasies! Don't fall behind your friends while trying the attractions, you will regret playing with the clown or the furry colorful monster on your own, but we are already in danger for saying this much!
#4 - Desecrated Forest
We all know what happens when a shaman takes the wrong path because of an evil entity: they start drooling for no reason, they become full of fury and decide to have you for a snack. We have a slight change this time, it's not one shaman who decided to go on the wrong side of the Nature, it's a whole group of druids corrupted thanks to an entity created from the Astral. Very few choices will be present for you, either cover yourself in fur and have a barbecue together, or the usual drill: take them all down and show who's the boss! But, before jumping there, make sure you have no arachnophobics in your party, just in case...
#5 - Tlalkoa Ruins
This is this kind of a place which could have been inhabited by Cultists in search for a bit of sun, but this time, it is the Wormface who decided to dig the sand of the allod, most likely in search of a June treasure! Knowing those creatures, who are already tough to deal with in face of a common danger, imagine when it comes to disturbing them from discovering the ultimate truth in the Astral. Although they managed to restore some of the ruins' pristine state, you would think they will welcome voyagers in a break from Astral demons, and guide them around? Oh well no. No cocktails for you under the sun, only the dust to bite if you are not strong enough against our dear friends!
#6 - Ice Hall
After the unforgiving sun, comes the eternal cold. An Arisen turned Ice Queen decides to give riddles to whom may be foolish enough to deny her power to the allod. Yaver Artea is not one of those placide professors, who will show you the way of the intellectual wisdom. With the Ice Queen, you win or you freeze!
#7 - Clear Mountain
The League is always proud to act in the name of the Light, and cherish their most famous heroes through bard tales. But Jaromir, a kanian magus rejecting the writing of the Church of Light, is building his community around a religion based on the elements, turning slowly habitants against their own faction. Needless to say the Empire doesn't need a new threat, and the League having dissidents turning their backs in the midst of the fight against Nihaz! Be careful on your path up the village, they may be peasants, but they do know how to use their forks.
#8 - Koch-Itzmahl
Every one has a dream as a kid: being in a ballerina in the Nezebgrad opera, become a mighty Mage like Aidenus, or be an historian on the path to the buried greatness of the past! Koch-Itzmahl will dig out the raiders in you, always amazed by the beauty of the June legacy. Except, that a group of Lizardmen preferred to appropriate the place, by throwing fireball to any ship sailing to the allod. In the name of the research, and the mighty Light, your mission will be relocating these creatures were they belong: the Purgatory.
#09 - Kyoltmark
Gibberlings are always happy out drinking, then fishing, and get lost in the middle of the Astral. Actually, it is thanks to their so unusual ways of research, we are able to navigate through the infinite layers of this space. Not changing their efficient travel skills, a group of Gibberlings stranded on a new allod turned it into their (chilly) home. Not really wanting to go back to Siveria either, as the chaos and the unknown always suited them. The poor creatures certainly didn't wish for the chaos that came after settling in, with the invasion of Astral demons finding this place not too bad for themselves! Since then, the Gibberlings began losing their minds, turning very fast into slaves of the demons against their will, trying even to kill the foolish visitors of the allods. Our fierce merry friends cannot be left in this state, a good demon is a dead demon.
#10 - Rotswamp
Let us be straight: not even mentoining the monsters, this is not the place to bring your girlfriend. Who wants to be filthy just landing in this jungle, trying to escape the giant drake and the toads, while having to make conversation with some lamia sisters...? Oh? You are here for the loots! Off you go then, but don't forget the vaccine against mosquitos! Imagine the shame if you were to catch a disease without even showing off your skills to your party...
#11 - Heretic Refuge
Earth, Poison, Ice and Fire will be your environment during your exploration. Count on few arisen heretics as un-willing tour guides, and you can start taking on each type of boss depending on the mood of the day. Want some chill, go to the Negus Zirach. Need a little warmth in this cold month of January, we advise to ask Yasskul Flach to give you some flames. To stay grounded you have Negus Minhotep, and for a poison fix see with Negus Haifa, to see if she can fulfill your need!
#12 - Land of Thousand Wings
Under the wonderful settings and the historical ruins, a scandal is breaking out! You see, Aviaks used to be the masters of the place until the Harpies wanted their share of the splendid view! As expected, they started a ruthless fight. The Aviaks came on top of the battle, with the Harpied reluctantly agreeing to comply to their strong opponents, and being careful not to mix again with them. Things could stop here, with an allod split in two, and no talk between them. Some say it is the cold war, some other think sparks flies between Olivia the Temptress and Qual the Stormbringer, but not the sparks that will bring a conflict into a war, no. The other kind of sparks. Some may even be wild to think that Kitty, the Tamed Manticore of the allod, was the Valentine gift from the Aviak Elder....Nonsense we tell you!
#13 - White 17
Imperial ruins. Military. Far far away allod. It doesn't ring a bell to you? Let's try with these clues: Arisen scientists. Experiments. Zombies. See a pattern, here? No? Lab 9. Lab 13. White 17. Still nothing comes to your mind? You know what? Leave it. We are sure you will enjoy your stay in this marvellous place full with welcoming creatures and chocolate chip cookies!
We guess you are eager to find these places when the Volume 5 will be live! And if you do not have the required level yet, we do hope it motivates you even more to level up until this extension comes live on our servers! After the interface, the battleground, the Astral devices, and the Allods today, make sure you tune in next week for the presentation of the new class: the Bard!
Don't forget to check out the pictures in high-quality on the Guild Portal of Allods Online!
awesome, lot of new look creatures / bosses :D
#2 - Old Lighthouse
I see Tiernan on second picture! Hopefully he wont be a new boss on this allod, I better like him as a one of guild leaders!
#8 - Koch-Itzmahl
Reminds me Serious Sam: First Encounter :D:D Awesome :D
Sad, I haven't been in the Astral before and I don't think I will ever be :( This new content looks awesome though. Makes me jealous >/p>