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Good, in game terms, is the belief in the promotion of the general well-being of all creatures. It is, at times, necessary that those who oppose this should be forcibly stopped, even killed; but those who are good will avoid causing unnecessary suffering, and will only resort to violence when it is necessary and justifiable. In monetary terms, good characters tend to spread wealth around, and will only hoard money on the justification that the character will ultimately be able to use the money to further good, such as by buying a ship to pursue pirates, or building a keep or fortress to defend the local peasants, or constructing a chapel to further the worship of good deities and provide a focal point for charity. It is the antithesis of Evil.

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rdfs:label
  • Good
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  • Good, in game terms, is the belief in the promotion of the general well-being of all creatures. It is, at times, necessary that those who oppose this should be forcibly stopped, even killed; but those who are good will avoid causing unnecessary suffering, and will only resort to violence when it is necessary and justifiable. In monetary terms, good characters tend to spread wealth around, and will only hoard money on the justification that the character will ultimately be able to use the money to further good, such as by buying a ship to pursue pirates, or building a keep or fortress to defend the local peasants, or constructing a chapel to further the worship of good deities and provide a focal point for charity. It is the antithesis of Evil.
  • Good == Not Bad. Also, Good == Not Evil.
  • Good is it? Well I'll have to decline from that.
  • Good is the Incarnation of Good, or, God.
  • Action is realized by means to achieve certain ends. Means are necessarily always limited, i.e., scarce with regard to the services for which man wants to use them. The means to satisfy man’s wants are called goods. (A good should not to be confused with the adjective "good", as used in a moral or ethical sense.)
  • Good is a side for AQWorlds. It's location is swordhaven. File:Thumbnail.aspx.jpg
  • Good characters are concerned with natural well-being. They believe in social hierarchy, responsibility, helping others, and settling all conflict by peaceful means if possible. Good characters are opposed to all destruction, suffering, and cruelty. Unlike Lawful characters, who will often pursue an evil-doer to the bitter end, Good characters can be forgiving. * Natural order, peace, and beauty * Duty and hard work * Learning * Unnecessary cruelty * Unprovoked or excessive violence * Crime and dishonesty
  • good good no bad
  • Good is an alignment which represents hospitality, altruism, benevolence, and love applied in a universal manner. A Good person is willing to "sacrifice himself for strangers who are not related to him", where a Neutral person would only do so "to protect his family or ... his homeland".
  • Good is the positive side in Lore. Swordhaven is the capital of Good, and the leader of Good is King Alteon. The opposite side of Good is Evil, which capital is Shadowfall. Sepulchure the Doomknight is leader of Evil. But Sepulchure was died when Chaos Lord Drakath came and beated both of Sepulchure and Alteon. Nobody knows why Alteon survived and Sepulchure did'nt. When Swordhaven is saved from the evil, you can go to the Inn, Pet Shop and to the hole.
  • Good is the complete opposite of the Evil resource symbol. It is very versatile and can adapt to plenty of strategies, but it lacks killing potential.
  • Holly Alto, Bebe Hart, River McIrish See also: nl:Goed ru:Добрый
  • Good replaced Flagaphile in the opening titles of The Colbert Report on the July 23, 2007 edition of the program. It is the eighth word to have had the honor of appearing next to Stephen.
  • Good is another alignment in the moral compass. Many protagonists are good, hence the use of this alignment is necessary. It can change rapidly depending on the actions taken in-game affects the player's alignment, and will (for instance) give the player a selection of custom rewards in game events.
  • Stats Kills: 40 Quests Completed: 4 Trophies: 2 Gold: 813 XP: 3,927
  • Actions aimed towards mercy and compassion will shift a god or a creature (depending on who performs such acts) towards good.
  • The Excalbians were interested in learning about the difference between Good and Evil when they pitted Kirk, Spock, Surak and Abraham Lincoln against Genghis Khan, Colonel Phillip Green, Kahless and Zora. (TOS: "The Savage Curtain" )
  • The following races begin a given game as good alignment:
  • Good is the opposite of Evil, and associated with the Light.
  • This page is intended to define the INTERSLAVIC word form for the ENGLISH word at the top of the column to the right. If the INTERSLAVC box is "blank", then a word form has not yet been selected. Immediately below the INTERSLAVIC box is a link entitled "discussion about this word" - which will link you to a "Discussion" page specifically for the WORD at point. Below the Discussion Page link, under "PRIRODNE JEZYKI" ("Natural Languages") are listed the various modern Slavic natural languages - in their respective native language forms (NOTE: some natural language may be missing)
  • An item of goods (singular form "good") is a tangible product. It can be used to satisfy some desire or need. A goods item is the opposite of a service which is intangible. For example a melon is a tangible goods item, whereas a haircut is a service (as it is intangible).
  • In 4th edition, good characters are those who believe that protecting and helping those in need, or those who are too weak to act for themselves, is the right thing to do, without special regard for the law or authority. The good alignment includes tenets from the neutral good and chaotic good alignments from previous editions.
  • Although one might assume that a Good-aligned civilization in Fall From Heaven 2 is forced to combat any and all Evil-aligned civilizations, just like in the old stories and folktales, but this is not wholly true. A Good civilization will not automatically engage in war with a neighboring civilization of a differing alignment--instead, it receives a small penalty to diplomatic relations with all Neutral-aligned civilizations, and a larger penalty to diplomatic relations with all Evil-aligned nations, but will receive a small positive bonus to relations with all other Good-aligned nations. These penalties do not force war, but influence the relationships between nations: it is more difficult to form lasting trade relations, open borders, and long-term peace with nations that are aligned dif
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slovioski
  • '''dobrij
  • dobre '''
  • dobruo
slovio
  • dobrju
croatian
  • dobar
serbian
  • добар
czech
  • dobrý
bulgarian
  • добър
ukrainian
  • хороший, добрий
slovianski
  • dobri
slovak
  • dobrý
bosnian
  • dobar
slovene
  • dober
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