Overland Locations/fr
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bien que tout les joueurs commencent leur périple dans le Bassin de Hagga, l'hémisphère Nord d'Arrakis contient de nombreux types distincts de zones accessible en ornithoptère par le carte du monde
- les "colonies" servent comme lieux de rencontres courants offrant de nombreux services et marchands.
- les "régions sont les seules instances persistantes qui supportent la création de bases
- les "emplacements d'histoire" sont typiquement des expériences uniques liées aux périples
- les "petits repères" sont accessibles seulement avec une quête active compatible, dont la plupart sont rejouables
- les "donjons" sont des défis rejouables avec une difficulté ajustable
Carte Intéractive
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emplacements par type
Settlements
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| Battle-scarred capital of the Atreides, home for merchants and refugees alike.
| |
|---|---|
| Location Type | Settlement |
| Player Access | Public |
| Vehicle Usage | None |
| Base Building | No |
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| Interim headquarters of the Harkonnens, and nexus of the Carthag slave trade.
| |
|---|---|
| Location Type | Settlement |
| Player Access | Public |
| Vehicle Usage | None |
| Base Building | No |
Regions
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| Region laid to waste by the war, partly sheltered by the Shield Wall.
| |
|---|---|
| Location Type | Region |
| Player Access | Public |
| Vehicle Usage | All |
| Base Building | Yes |
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| Dangerous but bountiful expanse to plunder... until the next Coriolis storm.
| |
|---|---|
| Location Type | Region |
| Player Access | Public |
| Vehicle Usage | All |
| Base Building | Yes |
emplacements d'histoire
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| Secret lair of the Smugglers, hidden in a fallen heighliner in the Deep Desert.
| |
|---|---|
| Location Type | Story Location |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
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| An illicit fighting arena located near the construction site of Neo-Carthag.
| |
|---|---|
| Location Type | Story Location |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
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| Former capital of House Harkonnen, razed to the ground.
| |
|---|---|
| Location Type | Story Location |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
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| High-security housing complex surrounded by dew fields, just outside Arrakeen.
| |
|---|---|
| Location Type | Story Location |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
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| Burning remains of an Ixian freighter.
| |
|---|---|
| Location Type | Story Location |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
Minor Landmarks
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| A former military outpost, abandoned after the destruction of Carthag.
| |
|---|---|
| Location Type | Minor Landmark |
| Player Access | Solo |
| Vehicle Usage | None |
| Base Building | No |
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| A small rock island with bandit camps atop a large cave of erythrite.
| |
|---|---|
| Location Type | Minor Landmark |
| Player Access | Party |
| Vehicle Usage | One-Man Groundcars |
| Base Building | No |
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| A small rock island with a well-defined and challenging road suitable for driving ground vehicles.
| |
|---|---|
| Location Type | Minor Landmark |
| Player Access | Party |
| Vehicle Usage | One-Man Groundcars |
| Base Building | No |
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| A large, well-defended bandit stronghold located on the shield wall.
| |
|---|---|
| Location Type | Minor Landmark |
| Player Access | Party |
| Vehicle Usage | One-Man Groundcars |
| Base Building | No |
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| A boxcanyon village decimated during the war, haunted by the ghosts of past and present.
| |
|---|---|
| Location Type | Minor Landmark |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| A windswept canyon village repurposed by the secretive Water Shippers.
| |
|---|---|
| Location Type | Minor Landmark |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| An irradiated shipwreck crashed inside the shield wall.
| |
|---|---|
| Location Type | Minor Landmark |
| Player Access | Party |
| Vehicle Usage | One-Man Groundcars |
| Base Building | No |
Dungeons
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| The entrance is halfway hidden in the dark, unfinished construction. It seems abandoned.
| |
|---|---|
| Location Type | Dungeon |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| High radiation readings are registered around the entrance.
| |
|---|---|
| Location Type | Dungeon |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| The Station is surrounded by fire-scorched earth and a strong smell of burnt flesh.
| |
|---|---|
| Location Type | Dungeon |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| The electromagnetic reading of the Coriolis storm is exceptionally high in this location.
| |
|---|---|
| Location Type | Dungeon |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| Vines are covering the entrance and a faint smell of burnt elacca wood emanates from below.
| |
|---|---|
| Location Type | Dungeon |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
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| An abandoned Water Shipper-owned quarry on the outskirts of the Polar Sink.
| |
|---|---|
| Location Type | Dungeon |
| Player Access | Party |
| Vehicle Usage | None |
| Base Building | No |
Trivia
- Due to the instability of the magnetic field of Arrakis, the paracompass was developed by the Fremen to aid in navigation. Paranorth depends on local magnetic anomalies and is rarely true north.





















