Chapter 3 is the biggest structural shift Dune: Awakening has had so far. This isn’t just new content layered on top of the old loop. Core systems are being rebuilt, progression is stretched across months instead of weeks, and a lot of old friction points are quietly removed. If you’ve been away for a while, this is genuinely the cleanest re-entry point the game has offered.
This guide focuses on getting the strongest possible start in Chapter 3 without story spoilers, explaining what actually matters in the first weeks and what you should ignore until later.
Dune Awakening 1.3 Guide & Walkthrough Chapter 3
The first thing you’ll feel is quality of life. Character transfers finally let you regroup with friends. Base reconstruction removes the fear of losing progress. Return packages shower lapsed players with resources. Taxes are gone, which completely changes how bases are designed. Mega bases are no longer a flex, they’re just how people build now.
Underneath that, though, Chapter 3 introduces an endgame that’s designed to last close to a year. New testing stations, a rebuilt Landsraad, augments, and specializations all interlock. If you spread yourself too thin early, progress feels slow. If you focus correctly, the game opens up fast.
Testing Stations
Testing Stations are now the core of endgame progression. There are five of them on the overland map, each scaling in difficulty and rewards. Higher difficulty means better loot, better schematics, and faster progression. There’s no trick here. This is where you’ll spend most of your high-end PvE time.
One key change tied to Testing Stations is Tier 6 Plastium gear grading. Schematics now have grades from 0 to 5. Grade 0 drops from lower difficulty content or deep desert exploration. Grade 5 comes from pushing high-tier Testing Stations.
The stat difference is not small. A weapon going from Grade 0 to Grade 5 more than doubles its base damage. That alone should tell you why pushing difficulty matters more than farming volume.
Augments
Augments are introduced early through progression quests, but they’re a long-term system, not an early rush.
Weapons and armor can eventually slot three augments, each adding extra stat customization. Reduced stamina cost, recoil control, elemental damage mitigation, and more. Augments also come in grades from 1 to 5, and higher grades don’t just scale numbers, they unlock entirely new effects.
The catch is randomness. Every augment rolls within a range. Crafting them feels like a casino, and low-grade augments are honestly underwhelming. A Grade 1 stamina reduction roll might barely be noticeable. A Grade 5 version can fundamentally change how a weapon plays.
Early advice is simple: don’t burn resources crafting low-grade augments unless you absolutely need a specific effect. Combat specialization bonuses will give you far more power early than mediocre augment rolls.
The New Landsraad System
Landsraad progression is no longer about hoarding points. To win contribution, you now complete missions across the map: Testing Stations, overland locations, dungeons, races, and other objectives.
You can hold three missions at a time, share them with friends, and pick them up either from the new mission tab or directly from House tiles. Every mission gives two reward tracks.
The first is Landsraad rewards: experience, Solaris, and contribution. The second is gated progression rewards: specialization experience, House Script (a new currency), and faction standing.
Missions are varied at first, then become repetitive. That’s intentional. The system is designed for long-term pacing, not short bursts.
Specializations
Specializations unlock after completing a new quest at your faction officer in Arakeen or Arrakeen Village. There are five specializations, each with 100 ranks.
Progression is gated by recollection tokens. You get five per day, up to a weekly cap of 35. Each token lets you claim progression rewards from one mission. You don’t need to log in daily, but burning all 35 tokens in one session takes time because you can only progress three missions at once.
Each specialization has:
- Minor passive ranks that stack automatically
- Major ranks that cost spice to unlock
Major ranks unlock key mechanics, including crafting augments and other systems. You can keep major ranks permanently once unlocked.
Unlocking all specializations takes roughly 11 and a half months if you never miss a week. That alone should reset expectations. This is not something you rush.
Which Specialization Should You Start With?
Combat is the clear priority for most players.
It gives raw damage, damage mitigation, massive skill point bonuses, and stamina and health scaling. At higher ranks, the bonuses are absurd. Extra skill points, up to 100% bonus damage, and heavy mitigation turn difficult content trivial.
If your goal is pushing high Testing Station tiers, combat first is non-negotiable.
Crafting should usually come second. Augment slots on gear are locked behind crafting specialization ranks, and crafting also unlocks important endgame mechanics.
Sabotage is a strong third choice, especially if you care about PvP or want extra DPS through stagger damage and utility bonuses.
Gathering and Exploration are excellent, but they scale more slowly and shine over time. They’re best picked up naturally later unless your playstyle revolves around farming or vehicles.
Specialization Priorities by Playstyle
If you’re PvE-focused and want to push content, start with Combat, then Crafting, then Sabotage.
If you care about PvP, Combat first, Sabotage second, Crafting third.
If your main goal is Landsraad contribution and helping your faction win weekly, rushing Sabotage early for contribution bonuses can make sense.
If you’re a farmer or builder, Gathering and Crafting will feel better, but expect slower combat progression.
Completionists chasing cosmetics and base swatches should focus on hitting contribution thresholds per House, then worry about specialization depth later.
Low-grade augments are not worth chasing early. Grade 1 and 2 augments often provide less power than a few combat specialization ranks. Grade 3 starts to feel relevant. Grade 4 and 5 are build-defining.
Augments are also expensive. Crafting costs infused plastium and spice, which are better spent on specialization progression early. Treat augments as a mid-to-late game system, not a launch priority.
One efficient approach early is to focus on one House per week. Completing 14 missions unlocks cosmetic swatches and key rewards. You can then use remaining tokens to balance specialization progression.
Stack missions in the same location when possible. Pick one major objective, then grab additional missions nearby. This cuts travel time and burnout.
The first week of Chapter 3 will feel busy. Between story quests, DLC content if you have it, and the new systems, pacing yourself matters more than optimization.