Overland Locations/fr

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This page is a translated version of the page Overland Locations and the translation is 22% complete.

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


Battle-scarred capital of the Atreides, home for merchants and refugees alike.
Location Type Settlement
Player AccessPublic
Vehicle UsageNone
Base BuildingNo
Interim headquarters of the Harkonnens, and nexus of the Carthag slave trade.
Location Type Settlement
Player AccessPublic
Vehicle UsageNone
Base BuildingNo

Regions


Region laid to waste by the war, partly sheltered by the Shield Wall.
Location Type Region
Player AccessPublic
Vehicle UsageAll
Base BuildingYes
Dangerous but bountiful expanse to plunder... until the next Coriolis storm.
Location Type Region
Player AccessPublic
Vehicle UsageAll
Base BuildingYes

emplacements d'histoire


Secret lair of the Smugglers, hidden in a fallen heighliner in the Deep Desert.
Location Type Story Location
Player AccessSolo
Vehicle UsageNone
Base BuildingNo
An illicit fighting arena located near the construction site of Neo-Carthag.
Location Type Story Location
Player AccessSolo
Vehicle UsageNone
Base BuildingNo
Former capital of House Harkonnen, razed to the ground.
Location Type Story Location
Player AccessSolo
Vehicle UsageNone
Base BuildingNo
High-security housing complex surrounded by dew fields, just outside Arrakeen.
Location Type Story Location
Player AccessSolo
Vehicle UsageNone
Base BuildingNo
Burning remains of an Ixian freighter.
Location Type Story Location
Player AccessSolo
Vehicle UsageNone
Base BuildingNo

Minor Landmarks


A former military outpost, abandoned after the destruction of Carthag.
Location Type Minor Landmark
Player AccessSolo
Vehicle UsageNone
Base BuildingNo
A small rock island with bandit camps atop a large cave of erythrite.
Location Type Minor Landmark
Player AccessParty
Vehicle UsageOne-Man Groundcars
Base BuildingNo
A small rock island with a well-defined and challenging road suitable for driving ground vehicles.
Location Type Minor Landmark
Player AccessParty
Vehicle UsageOne-Man Groundcars
Base BuildingNo
A large, well-defended bandit stronghold located on the shield wall.
Location Type Minor Landmark
Player AccessParty
Vehicle UsageOne-Man Groundcars
Base BuildingNo
A boxcanyon village decimated during the war, haunted by the ghosts of past and present.
Location Type Minor Landmark
Player AccessParty
Vehicle UsageNone
Base BuildingNo
A windswept canyon village repurposed by the secretive Water Shippers.
Location Type Minor Landmark
Player AccessParty
Vehicle UsageNone
Base BuildingNo
An irradiated shipwreck crashed inside the shield wall.
Location Type Minor Landmark
Player AccessParty
Vehicle UsageOne-Man Groundcars
Base BuildingNo

Dungeons


The entrance is halfway hidden in the dark, unfinished construction. It seems abandoned.
Location Type Dungeon
Player AccessParty
Vehicle UsageNone
Base BuildingNo
High radiation readings are registered around the entrance.
Location Type Dungeon
Player AccessParty
Vehicle UsageNone
Base BuildingNo
The Station is surrounded by fire-scorched earth and a strong smell of burnt flesh.
Location Type Dungeon
Player AccessParty
Vehicle UsageNone
Base BuildingNo
The electromagnetic reading of the Coriolis storm is exceptionally high in this location.
Location Type Dungeon
Player AccessParty
Vehicle UsageNone
Base BuildingNo
Vines are covering the entrance and a faint smell of burnt elacca wood emanates from below.
Location Type Dungeon
Player AccessParty
Vehicle UsageNone
Base BuildingNo
An abandoned Water Shipper-owned quarry on the outskirts of the Polar Sink.
Location Type Dungeon
Player AccessParty
Vehicle UsageNone
Base BuildingNo

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.