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Overview
Nature Affinity is a primary power set for Defenders and a secondary power set for Controllers, Corruptors, and Masterminds. This premium power set is available for 800 Paragon Points on the Paragon Market for Free and Premium Players; VIP Players must also purchase this set.'You have command over the forces of nature and are able to call forth primal energies to aid your allies and hinder your foes. Many of your powers place a Bloom effect on you and your allies. Each stack of Bloom boosts healing effects on the affected targets by 4% for 30 seconds. Bloom can stack up to 5 times.'
Power Table
The Nature Affinity power set is available as a primary set for Defenders and as a secondary set for Controllers, Corruptors, and Masterminds. The following table shows the levels at which each power is available:
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Power | Level as Primary | Level as Secondary | Effect |
Corrosive Enzymes | 1 | 1 | Ranged, Foe -Res(All), -DMG(All) |
Regrowth | 1 | 2 | Ranged Facing Cone, Minor Ally Heal, Ally Moderate Healing Over Time, +1 Bloom |
Wild Growth | 2 | 4 | PBAoE, Team +Res(All), +Regen, +2 Bloom |
Spore Cloud | 6 | 10 | Toggle (Targeted AoE), Foe -Dmg(All), -To Hit, -Regen |
Lifegiving Spores | 8 | 16 | Toggle (Location AoE), PBAoE +Minor Heal Over Time, +Endurance |
Wild Bastion | 12 | 20 | PBAoE, Team +Absorb, +Heal Over Time, +3 Bloom |
Rebirth | 18 | 28 | Ranged, Ally Rez, +Heal Over Time, Special, +3 Bloom |
Entangling Aura | 26 | 35 | Toggle, Foe Hold |
Overgrowth | 32 | 38 | PBAoE, Team +Damage, +To Hit, +Endurance Discount, +5 Bloom |
Powers
Corrosive Enzymes
You spray a target with toxic, corrosive Enzymes reducing the damage they deal as well as their damage resistance.
Recharge | Slow |
Minimum Level | 1 (Controller) |
1 (Corruptor) | |
1 (Defender) | |
1 (Mastermind) | |
Effects | Ranged, Foe -Res(All), -DMG(All) |
Enhancements | Enhance Accuracy |
Reduce Endurance Cost | |
Enhance Range | |
Increase Attack Rate | |
Set Categories | - |
Entangling Aura
While this power is active there is a high chance that entangling vines will grasp nearby foes and render them held for a short time.
Recharge | Fast. |
Minimum Level | 35 (Controller) |
35 (Corruptor) | |
26 (Defender) | |
35 (Mastermind) | |
Effects | Toggle, Foe Hold |
Enhancements | Reduce Endurance Cost |
Enhance Hold Duration | |
Increase Attack Rate | |
Set Categories |
Lifegiving Spores
When activating this power you cause all allies at a selected location to recover a small amount of health and endurance every few seconds as long as they remain within the Lifegiving Spores.
Recharge | Very Fast |
Minimum Level | 16 (Controller) |
16 (Corruptor) | |
8 (Defender) | |
16 (Mastermind) | |
Effects | Toggle (Location AoE), PBAoE +Minor Heal Over Time, +Endurance |
Enhancements | Reduce Endurance Cost |
Enhance Endurance Modification | |
Enhance Heal | |
Enhance Range | |
Increase Attack Rate | |
Set Categories |
Overgrowth
Becoming a conduit of nature itself, you greatly boost the damage, to hit and endurance discount of nearby allies for a long period of time. Overgrowth also grants the affected targets 5 stacks of Bloom.
Recharge | Very Long |
Minimum Level | 38 (Controller) |
38 (Corruptor) | |
32 (Defender) | |
38 (Mastermind) | |
Effects | PBAoE, Team +Damage, +To Hit, +Endurance Discount, +5 Bloom |
Enhancements | Reduce Endurance Cost |
Increase Attack Rate | |
Enhance ToHit Buff | |
Set Categories |
Rebirth
Rebirth can either greatly heal a conscious ally for a large amount of health over time or it can revive a fallen ally with a large amount of health and endurance and cause them to recover health over time. This power also grants 3 stacks of Bloom.
Recharge | Very Long |
Minimum Level | 28 (Controller) |
28 (Corruptor) | |
18 (Defender) | |
28 (Mastermind) | |
Effects | Ranged, Ally Rez, +Heal Over Time, Special, +3 Bloom |
Enhancements | Reduce Endurance Cost |
Enhance Endurance Modification | |
Enhance Heal | |
Enhance Range | |
Increase Attack Rate | |
Set Categories |
Regrowth
By channeling the energies present in nature you are able to immediately heal yourself and allies in front of you for a small amount of health and cause them to recover a small amount of health over time. Regrowth places a stack of Bloom on its target.
Recharge | Moderate |
Minimum Level | 2 (Controller) |
2 (Corruptor) | |
1 (Defender) | |
2 (Mastermind) | |
Effects | Ranged Facing Cone, Minor Ally Heal, Ally Moderate Healing Over Time, +1 Bloom |
Enhancements | Reduce Endurance Cost |
Enhance Heal | |
Enhance Range | |
Increase Attack Rate | |
Set Categories |
Spore Cloud
You create a large cloud of toxic spores around your targeted foe. The target and all nearby foes will have their damage output, chance to hit and regeneration rate reduced.
Recharge | Long |
Minimum Level | 10 (Controller) |
10 (Corruptor) | |
6 (Defender) | |
10 (Mastermind) | |
Effects | Toggle (Targeted AoE), Foe -Dmg(All), -To Hit, -Regen |
Enhancements | Reduce Endurance Cost |
Enhance Range | |
Increase Attack Rate | |
Enhance ToHit Debuff | |
Set Categories |
Wild Bastion
You encase yourself and nearby allies in a protective barrier that will absorb a moderate amount of damage. Additionally, affected allies will heal for a portion of their health over time. Wild Bastion places 3 stacks of Bloom on all affected targets.
Recharge | Very Long |
Minimum Level | 20 (Controller) |
20 (Corruptor) | |
12 (Defender) | |
20 (Mastermind) | |
Effects | PBAoE, Team +Absorb, +Heal Over Time, +3 Bloom |
Enhancements | Reduce Endurance Cost |
Enhance Heal | |
Increase Attack Rate | |
Set Categories |
Wild Growth
You channel the power of nature into your allies allowing them to more easily shrug off damage and causing their wounds to heal more quickly. Wild Growth increases the damage resistance and boosts the regeneration rate of all affected allies. This power also grants 2 stacks of Bloom.
Recharge | Very Long |
Minimum Level | 4 (Controller) |
4 (Corruptor) | |
2 (Defender) | |
4 (Mastermind) | |
Effects | PBAoE, Team +Res(All), +Regen, +2 Bloom |
Enhancements | Reduce Endurance Cost |
Enhance Heal | |
Increase Attack Rate | |
Set Categories |
Historical
This section contains information that no longer applies to the current version of City of Heroes Freedom. It is provided for historical purposes. |
- Nature Affinity was leaked on the Beta Server early in the design process, and was subsequently restricted from view until it was officially announced.
- This set was added to the game for Controllers, Corruptors, Defenders, and Masterminds on August 21, 2012, as an update to Issue 23.
External Links
- Nature Affinity for Controllers at Titan Network's RedTomax
- Nature Affinity for Corruptors at Titan Network's RedTomax
- Nature Affinity for Defenders at Titan Network's RedTomax
- Nature Affinity for Masterminds at Titan Network's RedTomax
OK, first of all: as was the case with the Monster Manual, Rory and my names are in the Dungeon Masters Guide! We’re credited as “Additional feedback provied by”. It’s notable that I didn’t review the acknowledgements section, or that particular spelling error would have never gotten through. In fact, since I saw early drafts of DMG sections, a third or more of the book is completely new to me.
Of the core books, the DMG benefits the most from close readings: things that were explained fully in previous DMGs are often presented in complete but compressed form. I’ll probably find things to unpack in this DMG for a few weeks.
Today I’ll be talking about page 14 of the DMG. In the 3e DMG we got, like, a chapter on worldbuilding, demographics, and settlement generation. In 5e we get page 14. This contains the outdoor campaign mapping rules, into which is encoded a lot of world demographics information. From this page, what can we learn about the D&D world? Is it more like a medieval dark age, or the early Renaissance, or is it totally ahistorical?
Page 14 recommends getting hex paper with five hexes to the inch (so about 2000 hexes per sheet, more or less.) Following in the footsteps of BECMI, the DMG recommends maps at three different scales. This time it’s Province (1 mile hex), Kingdom (6 mile hex) and Continent scale (60 mile hex).
First of all, there’s a major error in the section about combining scales: it says that at continent scale, “1 hex represents the same area as 10 kingdom scale hexes.” Wrong. 1 continent hex is 100x times the area. Similarly, a kingdom hex is the area of 30 province hexes, not 6 as claimed. It looks like this was simply an error of saying “area” when they meant “length”, and, with that substitution, the rest of the math on the page works out fine. Still, that will confuse some poor saps when they get around to making new campaign maps.
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OK, on to those sweet demographics!
On a province-scale 8 1/2 x 11 map, which takes about two days of travel to traverse, the DMG says that you’d expect to find one town (population generally around 4000, based on settlement size ranges) and 10 villages (population around 500 each), which works out to about 5 people per square mile in settled lands, about the same population density as the Western Sahara. Wow! Fantasy medieval Europe is empty!
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The kingdom scale of 6 miles per hex is just about standard for D&D outdoor hex scales (5 to 8 miles per hex, depending on edition). A kingdom map of a settled area will have 10 notable cities or towns; villages are not shown at this scale. Considering that a kingdom map contains 30 province maps, each of which is likely to contain a town, it’s probable that small towns aren’t shown on the map either.
Continent scale is huge. At 60 miles to the hex, you could fit Europe on one sheet of hex paper, plus about a third of Russia. If your continent fills the map, it has the same area as 3000 province maps, and it takes three months to traverse at 25 miles per day. That’d give you a population of 30 million people if the entire continent were settled, but probably it’s half wild. Apparently this matches the demographics of Europe in 650, right after the Plague of Justinian wiped out 50% of the world population.
OK, so D&D demographics match a) 650 AD, one of the worst post-apocalyptic times in world history and b) Western Sahara, a current nearly-uninhabited strip of desert.
We don’t have to do anything with this information. We can run a jolly D&D campaign with dragons, kings, and quest givers without wondering about the number of peasants in a square mile. But we can also find inspiration in the game’s parallels with Earth demographics. Here’s what the numbers suggest to me.
a) There was a recent event, probably within the last 100 years (because population recovers over a few hundred years), that killed a lot of people. Everybody still remembers it and it terrified of its return. What was it?
b) There are a lot of deserted villages. Furthermore, in every village, town, and city, there are a lot of empty houses. Land is cheap.
d) The king is happy to give you a parcel of land and a border fort when you hit name level. Why not? That border fort is sitting empty right now.
e) A lot of abandoned dungeon locations were probably thriving civilized structures within the last 100 or 200 years. For instance, that border fort the king just gave you.
These speculations are borne out by other parts of the DMG.
-Standard city size caps at about 25,000: larger metropolises, like Waterdeep and Greyhawk (or Toulouse!) are rare. These city populations are fairly low for medieval city population, but make sense in the wake of a plague that wiped out half the population.
-In the Wilderness section, a wilderness province contains “ruined villages and towns that are either abandoned or serve as lairs for marauding bandits and monsters.” Wilderness doesn’t have to mean old-growth forest or untamed mountains: it might also mean farms and villages given over to chaos.