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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

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AttributesValues
rdfs:label
  • Resource
  • Resource
rdfs:comment
  • __TOC__
  • Resource is a kind of Item. Resources have no use on their own, but they can be used in a variety of ways, like crafting, exchanging for other items, accessing certain areas, or fulfilling quests. Resources can be obtained in several ways: crafting, harvesting, exchanging with or buying from NPCs, defeating monsters or doing quests and achievements. Players can also freely trade or sell their resources to other players (by trading directly, or using Markets/Merchants). See for a list of all resources.
  • Resource (リソース Risōsu) is a mysterious energy required by the Z/X. In the Z/X - Zillions of enemy X- TCG, Resource is the zone to put the cards used by the player to pay the Cost to play Z/X, Event, or Z/X abilities. Cards can be put into Resource either during the Resource Phase or by card's effect.
  • A Resource (singular) are what you use to build buildings or to recruit units. There are 3 types of resources: Wood, Clay and Iron. You obtain these with the following: Timber camp, Clay pit and Iron mine.
  • Specifies what is consumed in production
  • Most heroes have a resource that limits how frequently they can use abilities (in addition to individual cooldowns). A hero cannot use an ability without having the required amount of his or her resource.
  • Resources are items which have no use on their own. Resources can be obtained in several ways: , , or defeating monsters. Players can also freely trade or sell their resources to other players. Resources are used either for , or accessing certain areas and dungeons
  • A part of the game world that a Player character can loot by gathering or harvesting for raw ingredient items usable by professions or items required by quests. Examples of resources: * Herb plants (gathered with Herbalism). * Mineral veins or deposits (gathered with Mining). * Skinnable corpses (gathered with Skinning). * Fish-able bodies of water (gathered with Fishing). * Quest based nodes (Gaea Seeds, Shellfish Traps, Incendia Agave Plants, etc.)
  • Resource is a type of item used in crafting. Resources are used by Traders and other characters to create items. Most items are crafted and then used by the crafter or sold to other characters for their use. The schematics used by crafters to make things specify the general or specific types of resources needed and their desired characteristics.
  • Resources are basic supplies which are essential for running a powerful civilization. They are the central hinge around the Age of Empires series. Several resource-gathering methods may overlap with each other. For instance, the Factory in Age of Empires III can produce any of the resources, and Rice Paddies in The Asian Dynasties expansion have the ability to toggle between the production of Food or Coin. * I=Age of Empires * II=Age of Empires II * III=Age of Empires III * M=Age of Mythology
  • Resources are rare space phenomena that provide bonuses in 1 of 5 categories: You can mine a resource by constructing a mining starbase with a constructor.
  • Every town has one resource. There are three resources available ingame. Harvesting any of them is a daily task and all can be more easily harvested with more strength and intelligence.
  • Resources are a part of the game world that a player character can loot by gathering or harvesting for raw ingredient items usable by professions or items required by quests. Examples of resources: * Herb plants (gathered with Herbalism). * Mineral veins or deposits (gathered with Mining). * Skinnable corpses (gathered with Skinning). * Fish-able bodies of water (gathered with Fishing). * Fishing pools and Schools of Fish in bodies of water (gathered with Fishing). * Quest based nodes (Gaea Seeds, Shellfish Traps, Incendia Agave Plants, etc.)
  • Resource was a central coordinating entity of the Federation colony on Ajilon Prime. During the Battle of Ajilon Prime in 2373, it communicated with a hospital on the planet, updating them on when power would be restored. Later, when it became clear that Klingon forces were about to reach the hospital, it warned the hospital, and sent over a security detail to defend it until evacuation was complete. (DS9: "Nor the Battle to the Strong")
  • In the first game, there are two resources: food and wood. Food is eaten by the villagers: they will stop whatever they are doing to find a food source if they are hungry. Food can be obtained from fields, fish farms, animals and the food miracle. In rare cases, a scroll challenge will reward the player with food. When there is more food than the villagers need, it is stored at the village store for later use. When there is more wood than the villagers need, it is stored at the village store for later use.
  • Resources are used to build and improve towns, purchase troops, and recruit heroes. There are seven resource types in the Heroes of Might and Magic series. Gold is the most common, required for virtually everything. Wood and Ore are raw materials used for almost all buildings. Gems, Mercury, Sulfur and Crystal are rare magical resources used for the most powerful creatures and buildings. The resource types were the same, from the first Heroes game launched in 1995 until the fifth installment of the series, launched in 2006. The sixth game, Might & Magic: Heroes VI, removed Gems, Mercury, and Sulfur. The next instalment, Might & Magic: Heroes VII, replaced regular Crystal with Dragonblood crystal and introduced three new resources: Shadowsteel, Starsilver, and Dragonsteel.
  • Resources are sources or supplies from which benefit is produced. In Command & Conquer games, it refers to anything that is collected for credits to fund an army. This often involves processing it at a refinery and storing it in a silo. In the Tiberium universe, the most common resource is Tiberium, with its green and blue strains. The exceptions are Tiberium Alliances, which introduced power and command points, and Tiberian Twilight, which replaced resources with a point system.
  • A resource is a special commodity that gives bonus production to its tile, and also gives bonuses to all cities which have access to it. A resource on the map is called a tile resource if the context is unclear. A resource that a civ has access to is just called a "resource"; it would be nice if there were a widely used term to disambiguate this usage from "tile resource", but there isn't. For the purposes of the wiki, we refer to tradeable resources as trade resources.
  • Resources are used in the crafting of weapons, armor, charms, ornaments, and remedies. Ingredients sources are either items dropped by monsters, or gathering points that respawn on a timer. The Resource Spawns that the player Digs are often named differently to the resources that are gathered. Resources respawn on a ten minute timer. Resources used to require a pickaxe in inventory to gather; they still require the character be a certain level. E.g., Level 50 characters cannot gather level 4 resources.
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abstract
  • __TOC__
  • Resource is a kind of Item. Resources have no use on their own, but they can be used in a variety of ways, like crafting, exchanging for other items, accessing certain areas, or fulfilling quests. Resources can be obtained in several ways: crafting, harvesting, exchanging with or buying from NPCs, defeating monsters or doing quests and achievements. Players can also freely trade or sell their resources to other players (by trading directly, or using Markets/Merchants). See for a list of all resources.
  • Resource (リソース Risōsu) is a mysterious energy required by the Z/X. In the Z/X - Zillions of enemy X- TCG, Resource is the zone to put the cards used by the player to pay the Cost to play Z/X, Event, or Z/X abilities. Cards can be put into Resource either during the Resource Phase or by card's effect.
  • Resources are used to build and improve towns, purchase troops, and recruit heroes. There are seven resource types in the Heroes of Might and Magic series. Gold is the most common, required for virtually everything. Wood and Ore are raw materials used for almost all buildings. Gems, Mercury, Sulfur and Crystal are rare magical resources used for the most powerful creatures and buildings. The resource types were the same, from the first Heroes game launched in 1995 until the fifth installment of the series, launched in 2006. The sixth game, Might & Magic: Heroes VI, removed Gems, Mercury, and Sulfur. The next instalment, Might & Magic: Heroes VII, replaced regular Crystal with Dragonblood crystal and introduced three new resources: Shadowsteel, Starsilver, and Dragonsteel. The total amount of resources of each kind the player has can be viewed in the Resource Bar (usually displayed in the very top or very bottom of the screen).
  • A Resource (singular) are what you use to build buildings or to recruit units. There are 3 types of resources: Wood, Clay and Iron. You obtain these with the following: Timber camp, Clay pit and Iron mine.
  • Specifies what is consumed in production
  • Most heroes have a resource that limits how frequently they can use abilities (in addition to individual cooldowns). A hero cannot use an ability without having the required amount of his or her resource.
  • Resources are items which have no use on their own. Resources can be obtained in several ways: , , or defeating monsters. Players can also freely trade or sell their resources to other players. Resources are used either for , or accessing certain areas and dungeons
  • A part of the game world that a Player character can loot by gathering or harvesting for raw ingredient items usable by professions or items required by quests. Examples of resources: * Herb plants (gathered with Herbalism). * Mineral veins or deposits (gathered with Mining). * Skinnable corpses (gathered with Skinning). * Fish-able bodies of water (gathered with Fishing). * Quest based nodes (Gaea Seeds, Shellfish Traps, Incendia Agave Plants, etc.)
  • Resource is a type of item used in crafting. Resources are used by Traders and other characters to create items. Most items are crafted and then used by the crafter or sold to other characters for their use. The schematics used by crafters to make things specify the general or specific types of resources needed and their desired characteristics.
  • Resources are basic supplies which are essential for running a powerful civilization. They are the central hinge around the Age of Empires series. Several resource-gathering methods may overlap with each other. For instance, the Factory in Age of Empires III can produce any of the resources, and Rice Paddies in The Asian Dynasties expansion have the ability to toggle between the production of Food or Coin. * I=Age of Empires * II=Age of Empires II * III=Age of Empires III * M=Age of Mythology
  • Resources are used in the crafting of weapons, armor, charms, ornaments, and remedies. Ingredients sources are either items dropped by monsters, or gathering points that respawn on a timer. The Resource Spawns that the player Digs are often named differently to the resources that are gathered. Resources respawn on a ten minute timer. Resources used to require a pickaxe in inventory to gather; they still require the character be a certain level. E.g., Level 50 characters cannot gather level 4 resources. You cannot cast spells while you are digging resource spawns, although you can set a location to run to afterwards. You cannot use potions or feed your mount, but again, these will take effect immediately afterwards. Random numbers of resources are gathered (either two or three Apothecary ingredients, or one or two of the other items), with the results usually being high for established practioners of a Craft relevant to that resource, and heavily weighted to low numbers for non-craftspeople. So gather with your crafter player character if possible. There is not as much competition for resource spawns as there is for Rare Venomancer Pets, so they can be gathered on a "circuit" of multiple resource spawns that, from experience, the player knows will be ready to gather again on the next circuit. One such run is the Shattered Jade Shore run, along the shoreline and back down south through the Tombstone and Hexweb Master enemies, which garners all the harvestable level 2 resource types. All mineral and wood spawns respawn every 10 minutes. Drops from monsters are trickier because gathering the lower level materials requires a dedicated character to remain at the character level just above the level of the monsters. Too low, and the code does not credit the player with the "right" to get good drops. Too high, and again, the game considers the kills too easy, so it will not reward the player for them. Somewhere around the level that the monsters first display green to the character should be ideal. Because of this, the very highest level materials are in the most abundant supply. Most of the characters in the game are level 100-105, so they will never advance past the "sweet spot" of the best drop rate of, for example, level 98 Ironite Demons and their Vega String drops. Any player can "farm" them, and so sellers have to be willing to accept a lower price, should another player undercut them
  • Resources are rare space phenomena that provide bonuses in 1 of 5 categories: You can mine a resource by constructing a mining starbase with a constructor.
  • Every town has one resource. There are three resources available ingame. Harvesting any of them is a daily task and all can be more easily harvested with more strength and intelligence.
  • Resources are a part of the game world that a player character can loot by gathering or harvesting for raw ingredient items usable by professions or items required by quests. Examples of resources: * Herb plants (gathered with Herbalism). * Mineral veins or deposits (gathered with Mining). * Skinnable corpses (gathered with Skinning). * Fish-able bodies of water (gathered with Fishing). * Fishing pools and Schools of Fish in bodies of water (gathered with Fishing). * Quest based nodes (Gaea Seeds, Shellfish Traps, Incendia Agave Plants, etc.)
  • Resources are sources or supplies from which benefit is produced. In Command & Conquer games, it refers to anything that is collected for credits to fund an army. This often involves processing it at a refinery and storing it in a silo. In the Tiberium universe, the most common resource is Tiberium, with its green and blue strains. The exceptions are Tiberium Alliances, which introduced power and command points, and Tiberian Twilight, which replaced resources with a point system. In the Red Alert universe, the main resources are ore and gems. Additional funds can be obtained with oil as of Red Alert 2. In the Generals universe, supplies are the main resource, with oil having the same role as in the Red Alert universe. Oil was used as a second resource in the cancelled Generals 2 until August 2013, when the original oil mechanic was restored.
  • In the first game, there are two resources: food and wood. Food is eaten by the villagers: they will stop whatever they are doing to find a food source if they are hungry. Food can be obtained from fields, fish farms, animals and the food miracle. In rare cases, a scroll challenge will reward the player with food. When there is more food than the villagers need, it is stored at the village store for later use. Wood can be obtained from individual trees, from forests (natural, or player-created) or the wood and forest miracles. Wood is needed to construct buildings: the player just need to place the wood on top of an unfinished or damaged building and the villagers will construct it on their own. When there is more wood than the villagers need, it is stored at the village store for later use. The player have access to buildings and miracles to help him/her maintain a constant source of food and/or wood.
  • A resource is a special commodity that gives bonus production to its tile, and also gives bonuses to all cities which have access to it. A resource on the map is called a tile resource if the context is unclear. A resource that a civ has access to is just called a "resource"; it would be nice if there were a widely used term to disambiguate this usage from "tile resource", but there isn't. For the purposes of the wiki, we refer to tradeable resources as trade resources. From Civilization III onward, there are three types of tile resources: strategic resources (which are required to build certain units and buildings), luxury resources, and bonus resources.
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