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An Entity of Type : dbkwik:resource/8o1p8DBc7tTqR4sOpNWJXA==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The Druids were a mysterious civilization of warriors who lived on top of Mount Dune Tah Too Tae, where they guarded the legendary Holy Grail. There was no proof that the Druids had any magical properties, but they were quite mysterious. They were led by the Druid King, who kept the Holy Grail lodged in his groin.

AttributesValues
rdf:type
rdfs:label
  • Druids
  • Druids
  • Druids
  • Druids
rdfs:comment
  • Os Druids são os famosos magos ligados à natureza em Tibia. Eles, diferente de seus irmãos, os Sorcerers, possuem total controle sobre magias de cura, enquanto que os Sorcerers controlam magias de ataque muito melhor do que eles. Controlam os elementos de Earth e Ice e fazem as famosas runas de UH (Ultimate Healing). Suas armas são as Rods, diferente dos Sorcerers, que são as Wands.
  • The Druids were a mysterious civilization of warriors who lived on top of Mount Dune Tah Too Tae, where they guarded the legendary Holy Grail. There was no proof that the Druids had any magical properties, but they were quite mysterious. They were led by the Druid King, who kept the Holy Grail lodged in his groin.
  • Religion-48
  • The Druids are an order of dark magicians who serve the Galra Empire in Voltron: Legendary Defender under the leadership of Haggar.
  • The Druids are an evil branch of the Galra Empire led by Haggar in Voltron: Legendary Defender.
  • Druids is a Santa Cruz band started by Mathmatica, Hector Heaviside and Todd Coleman as an excuse to come together in celebration of heavy spiritual primal music. They played their first show in Corralitos with Mammatus. Other Druids have since come forth and joined the brotherhood, such as Hugh Holden, Mercury, Erik Kistel, Adam Payne, Aaron Emmert, Nicky Dinosaur and Chris (from Mammatus). Druids played a private set in honor of Winter Solstice on December 21st, 2005.
  • Druids are people with Celtic connections. Indiana Jones went against various druids around Stonehenge in the United Kingdom.
  • With the exception of Morrigan, the druids were slaughtered by Dahak shortly after Hercules saved the order from Kernunnos. Although Morrigan returned to Eire after the dark god was defeated, it is not known if she attempted to rebuild the order. Hercules: The Legendary Journeys
  • Druids zijn meesters in het healen. En in het maaken van runes. Eigenschapen * Snel groeien van Magic lvl ( Selfde als Sorcerers * Snel mana laden ( Selfde als Sorcerers * Meeste mana van alle Vocation ( Selfde als Sorcerers * Kan veel verschildende Runes maken * Enigste Vocation die Icicle en Avalanches kan maken * Kan alle Runes gebruiken ( Behalve Holy Missile rune) * Kan healing Runes maken * Elder Druids hebben de mogelijkheid on wapens van Ice of Earth krachten te voorzien
  • The Druids are a strange sort of magician. They are compared with Shamans more often than Hermetic Mages. One knows from them that they admire trees and stars as totems and that they prefer to hold their rituals in stone circles. Druids often live away from humanity, practicing their rituals in seclusion. They are found primarily on the British islands.
  • The Druids are the Army of God Balor . * Gaps: It dealt with the sacrifices, offerings and interpret the dogmas of religion. * Sarónidos: instructing youth. * Bardos: Poets, musicians and speakers. * Soothsayers: Prediction. * Casuistic: Judges. The word "Druid" seems to come from the Celtic word "dur, Derw" meaning "oak", the sacred tree of the Druids, who were looking at him the sacred mistletoe.
  • Also known as Daughters of Ealaíontóir, the Druids are the magic workers who live among the . Each one is a woman, born to a Daoine mother and a Strainseir father. The sons of these unions are not trained and are sent away to live among the Daoine when they reach maturity, to guard against what is seen as incest if they mate with the Daughters of Ealaiontoir. Spells of healing or growth enhancement last for one hour at a time. Novice level spells: Acolyte level spells: Initiate level spells: Mistress level spell: * Break one spell.
dcterms:subject
Individual Name
  • Druids
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FirstAppearance
  • Arthur vs. the Druids vs. the Grail
Series
  • King Arthur
Status
  • Deceased
Allies
  • The Druid King
Enemies
LastAppearance
  • The Return to Mount Dune Tah Too Tae
Home
  • Real World
Gender
  • Male
abstract
  • Os Druids são os famosos magos ligados à natureza em Tibia. Eles, diferente de seus irmãos, os Sorcerers, possuem total controle sobre magias de cura, enquanto que os Sorcerers controlam magias de ataque muito melhor do que eles. Controlam os elementos de Earth e Ice e fazem as famosas runas de UH (Ultimate Healing). Suas armas são as Rods, diferente dos Sorcerers, que são as Wands.
  • The Druids were a mysterious civilization of warriors who lived on top of Mount Dune Tah Too Tae, where they guarded the legendary Holy Grail. There was no proof that the Druids had any magical properties, but they were quite mysterious. They were led by the Druid King, who kept the Holy Grail lodged in his groin.
  • Religion-48
  • The Druids are an order of dark magicians who serve the Galra Empire in Voltron: Legendary Defender under the leadership of Haggar.
  • The Druids are an evil branch of the Galra Empire led by Haggar in Voltron: Legendary Defender.
  • Druids is a Santa Cruz band started by Mathmatica, Hector Heaviside and Todd Coleman as an excuse to come together in celebration of heavy spiritual primal music. They played their first show in Corralitos with Mammatus. Other Druids have since come forth and joined the brotherhood, such as Hugh Holden, Mercury, Erik Kistel, Adam Payne, Aaron Emmert, Nicky Dinosaur and Chris (from Mammatus). Druids played a private set in honor of Winter Solstice on December 21st, 2005.
  • Druids are people with Celtic connections. Indiana Jones went against various druids around Stonehenge in the United Kingdom.
  • With the exception of Morrigan, the druids were slaughtered by Dahak shortly after Hercules saved the order from Kernunnos. Although Morrigan returned to Eire after the dark god was defeated, it is not known if she attempted to rebuild the order. Hercules: The Legendary Journeys
  • Druids zijn meesters in het healen. En in het maaken van runes. Eigenschapen * Snel groeien van Magic lvl ( Selfde als Sorcerers * Snel mana laden ( Selfde als Sorcerers * Meeste mana van alle Vocation ( Selfde als Sorcerers * Kan veel verschildende Runes maken * Enigste Vocation die Icicle en Avalanches kan maken * Kan alle Runes gebruiken ( Behalve Holy Missile rune) * Kan healing Runes maken * Elder Druids hebben de mogelijkheid on wapens van Ice of Earth krachten te voorzien
  • The Druids are a strange sort of magician. They are compared with Shamans more often than Hermetic Mages. One knows from them that they admire trees and stars as totems and that they prefer to hold their rituals in stone circles. Druids often live away from humanity, practicing their rituals in seclusion. They are found primarily on the British islands.
  • Also known as Daughters of Ealaíontóir, the Druids are the magic workers who live among the . Each one is a woman, born to a Daoine mother and a Strainseir father. The sons of these unions are not trained and are sent away to live among the Daoine when they reach maturity, to guard against what is seen as incest if they mate with the Daughters of Ealaiontoir. Druids are capable of spells for curing mild to moderate illness, healing minor wounds, encouraging the growth of plants, speaking with animals, speaking any Daoine tongue, summoning animals, seeing through the eyes of animals, and identifying magic. Their official training begins at the age of five. They are usually taught by their mother, an aunt or their grandmother, one of whom will also be a druid. The first ten years of their training focuses on herbal remedies and learning the history of their father's clan, with only small bits of magic. By the age of fifteen, they will have learned their first spell. A new spell will be mastered an average of every year after this, depending upon their training and how rigorously they use magic. Spells marked with * progress as the Druid gains skill. This means that for example if a Druid learns to cure mild illness when young, they can cure severe illness as an initiate without learning a whole new spell. Learning to speak with, see through the eyes of, or summon an animal applies to any animal once learned, though how difficult some animals might be (a dragon versus a fly, for example) is up to Storyteller discretion. Spells of healing or growth enhancement last for one hour at a time. Novice level spells: * Encouraging an illness to heal twice as fast as normal.* * Encouraging a wound to heal twice as fast as normal.* * Speaking with an animal. * Identifying whether something is magic or not. * Encouraging a plant to grow twice as fast as normal.* Acolyte level spells: * Seeing through the eyes of an animal. * Encouraging an illness to heal five times as fast as normal.* * Encouraging a wound to heal five times as fast as normal.* * Identifying one type of magic. * Encouraging a plant to grow five times as fast as normal.* Initiate level spells: * Speaking a foreign Daoine tongue. * Encouraging an illness to heal a hundred times as fast as normal.* * Encouraging a wound to heal a hundred times as fast as normal.* * Summoning an animal. * Identifying one person who cast one spell. * Recognizing one lie. * Encouraging a plant to grow a hundred times as fast as normal.* Mistress level spell: * Break one spell. With experience and time, a Druid's ability to work magic without exhausting herself increases. At the novice level, a Druid may cast one spell a day. At the acolyte level, a Druid may cast two novice spells and one acolyte spell. At the initiate level, a Druid may cast two initiate spells, three acolyte spells and five novice spells. At the mistress level, a Druid may break one spell (either her own or someone else's), cast three initiate level spells, four acolyte spells and seven novice spells.
  • The Druids are the Army of God Balor . * Gaps: It dealt with the sacrifices, offerings and interpret the dogmas of religion. * Sarónidos: instructing youth. * Bardos: Poets, musicians and speakers. * Soothsayers: Prediction. * Casuistic: Judges. The word "Druid" seems to come from the Celtic word "dur, Derw" meaning "oak", the sacred tree of the Druids, who were looking at him the sacred mistletoe.
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