rdfs:comment
| - The Overworld is the default dimension in Minecraft Pocket Edition and is where the Player spawns. The Overworld consists of various Biomes (plains, forests, etc.) and has a day/night cycle as well.
- The Overworld is all of the map that isn't in a dungeon and the underworld. Most dungeons are between it and the underworld, the others are between it and the heaven. Map: Overworld Map.
- The whole of Zamonia without Netherworld.
- The Overworld (地上界 Chijō-kai, "Surface World") is one of the three major realms in the Kid Icarus series, alongside the Underworld and Skyworld.
- The Overworld is the realm of the gods in Scion. Created by the birth of the Titans, they are currently reflections of the ideas of humanity that shaped them. Each Pantheon claims a section, called a Godrealm to call their own. Within each Godrealm is an Axis Mundi that connects the Godrealm to the mortal realm and several sub-realms that various deities or small bands of deities claim privately. Between each Godrealm is a vast expanse of nothingness that reflect the Titans who once controlled them; this nothingness has its own laws of existence, including the ability to play with time and space, and is highly dangerous to pass through, especially by mortals or low-ranking Scions.
- The Overworld is the starting location of The Player, and is likely the place where a player will spend most of his/her time in Minecraft.
- Overworld is a psychic plane of existance that telepaths can go to. In Overworld space, time and distance have no meaning and one can easily get lost and lose track of time and never return to ones body. A Tower circle will travel to Overworld to do psychic combat with other Towers during the Ages of Chaos. Due to the Compact this form of combat is no longer used, the one exception was when the circle of Arilinn under Lady Leonie Keeper of Arilinn attacked the "Forbidden Tower".
- The Overworld is composed of separate regions, each with their own environment, often connected by a central field or other land routs. In The Legend of Zelda: The Wind Waker and The Legend of Zelda: Phantom Hourglass however, the Overworld is a vast sea scattered with islands of various sizes. Many times, certain locations will have a consistent placement on the Overworld between games, such coastlines being to the far south, and mountain regions lying in the north. In almost every game, Link can find some means of warping across the Overworld to certain predetermined points. In some games, these warp points become available after Link has visited the place in which they are found, thus allowing him to return to key areas without traversing the same portions of the Overworld multiple time
- L'Overworld ou Surmonde ou Monde Extérieur est la zone la plus vaste que Link doit explorer dans chaque jeu de la série. L'exemple le plus courant d'un emplacement du surmonde est la terre d'Hyrule, mais dans certains jeux ils se nomment Termina, la Grande Mer et l'île Cocolint. C'est dans l'overworld que Link peut accéder à d'autres domaines tels que les grottes et donjons. L'overworld se compose essentiellement de lieux situés au-dessus du sol, et se trouve entre chaque donjons. Contrairement aux donjons, qui sont isolés et explorés dans un sens précis (de l'entrée à la salle du boss), l'overworld peut être exploré plus ouvertement. Depuis Ocarina of Time, l'overworld est une zone centrale, la plaine d'Hyrule connectée aux autres régions. Comme mentionné précédemment, il existe de multip
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