, uma área moderna com prédios tecnológicos e itens exclusivos [20, 7]. Localizada em Sunrise Hills
Nestled between the playful elements are panels and short videos explaining: Mundo Avatar- Vida na Cidade
Os Na’vi do clã Omatikaya (floresta) vivem na Hometree (Árvore-Lar), que é uma estrutura orgânica, mas não uma cidade no sentido humano. Não há comércio, leis escritas ou burocracia. , uma área moderna com prédios tecnológicos e
Diferente das nossas metrópoles de concreto e aço, as cidades em Avatar são projetadas para , não destruí-lo. Em “O Caminho da Água”, vemos os vestígios de estradas e centros urbanos abandonados humanos, mas as novas cidades Na’vi (e até humanas reconstruídas) seguem princípios de: Diferente das nossas metrópoles de concreto e aço,
Um local central onde você pode atuar como oficial. Inclui itens como o carro de polícia, distintivos, apitos e equipamentos para aplicar multas.
The primary human settlement in The Way of Water is , a sprawling industrial megaplex that serves as the Resources Development Administration’s (RDA) new permanent headquarters. Unlike the temporary Hell’s Gate base from the first film, Bridgehead is designed to be an unassailable fortress. Its architecture tells a story of paranoia and aggression: massive plasma shields, anti-aircraft turrets, and walls of reinforced carbon-fiber concrete.
ROBERT WOODHEAD 
YUJI HORII 
The Epic Meeting in the history of RPG──
Yuji Horii (Dragon Quest) and Robert Woodhead (Wizardry) Discuss the Origins of their Series.
Both fast and dexterous, they excel at getting ahead of their enemies or hindering their actions. They excel at finding and disarming traps set in Abysses and treasure chests, making the class indispensable for exploration.
Possessing great vitality, they have skills that improve their own defenses and protect their allies. Able to heal over time, they have a great ability to keep up the fight on their own. Skilled at maintaining a party's front line, this class can very reassuring to have in a long battle.
With outstanding strength and vitality, they can use a wide variety of weapons and armor. The class of choice for adventurers who boast of their strength, they serve well on the front lines as the party's attackers.
They specialize in attacking enemies with spells and weakening them. A good mage is the key to turning the tables when facing large numbers of enemies. Unable to carry heavy equipment and somewhat frail, they require support from the front lines.
A support class that specializes in recovering the health and restoring the condition of allies, as well as enhancing their abilities. They are indispensable lifelines that enhance a party's ability to continue fighting. Although they are normally rear guards, some are quite robust and can occasionally defend from the front.
The most populous and common race on the continent. Expanding from the fields where they toil, they build cities, and become prosperous. While their abilities may not stand out as much as other races, the abilities they do have are equable. As such, they have certain aptitude for various professions and can work in a wide range of fields.
A race graced with both beauty and intelligence. Deep within the mountain forests, they live as several clans. Though long-lived, they are not as resilient as other races. They are well-suited to being mages or priests, roles which allow them to leverage their intelligence. They value etiquette and discipline, though this can make them come across as haughty. They tend to be conservative in nature.
A race of high physical ability and dexterity. They have distinctive ears and tails. Being a relative minority, they have a history of being persecuted by other races as "unclean". Very athletic, they stand out for their nimbleness and agility. On the other hand, they are not complex thinkers, and often lack care and attention to detail. Free-spirited, they prefer live in the moment, and tend to prioritize fun over logic.
A physically robust race with a strong sense of duty. The caves in which they live are not easily noticed by other. They are stout, with muscular bodies and thick hair. They are more deeply religious than other races, though they are unlucky for some reason. Stubborn and powerful, their vitality makes them well-suited for fighters and priests. They often have hearty personalities and hold their drink well. Being deft of hand, blacksmithing is a popular profession among dwarves.