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An Entity of Type : dbkwik:resource/Na3-p5nDG25BsK6-7Au4Eg==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The material world is that which we observe physically surrounding ourselves. While very important in terms of keeping ourselves alive through the production of food, shelter, etc., it is a diversion from the spiritual task we are concerned with as seekers and believers in a higher plane. It is true that we must meet our material needs in order to live in God, but it is more importantly true that we must shy away from material aggrandizement in order to stay pure in our pursuit of the Word.

AttributesValues
rdf:type
rdfs:label
  • Material
  • MAteRIAL
  • Material
  • Material
  • Material
rdfs:comment
  • The material world is that which we observe physically surrounding ourselves. While very important in terms of keeping ourselves alive through the production of food, shelter, etc., it is a diversion from the spiritual task we are concerned with as seekers and believers in a higher plane. It is true that we must meet our material needs in order to live in God, but it is more importantly true that we must shy away from material aggrandizement in order to stay pure in our pursuit of the Word.
  • Material is an alternative term for any ingredient needed for a recipe or item requirements for a quest which gives the player an item or access to a restricted area in exchange. Often abbreviated to mats.
  • Material is an alternative term for any ingredient needed for a recipe or item requirements for a quest which gives the player an item or access to a restricted area in exchange. Often abbreviated to mats.
  • Ascendant materials are used to upgrade legendary items. They can be obtained by breaking down legendary gear and from the Vault of Glass. * Ascendant Energy, used to update pre-HoW legendary Weapons. * Ascendant Shard, used to update pre-HoW legendary Armor.
  • Material is a property of a prim that can be set through the edit window or via script. Material influences the friction of a prim as well as the default sound it will emit on collision. The types of material are (in order of friction from least to most): light (deprecated), glass, metal, plastic, wood (default), rubber, stone, and flesh. An avatar's material can not be changed and is most likely "flesh" (or something similar if it has one at all).
  • A material is a thing that we can make things out of or write on. There are many different kinds of material.
  • NetHack allows each item to be of one material. When creating wiki articles about materials, consider including things such as: * What are examples of items made from that material? * What is good and bad about this material? * Does it rust, corrode, burn, rot? * Does the material behave as one would expect? * Was it a good or bad idea to put this material in the game?
  • Weapons and armor may be made of special materials. These materials will alter the properties (and value) of said equipment.
  • Materials are used to create alchemy mixes that could be found in various locations. "What do you get when mixing Materials with other Materials? Those pursuing the art should try it for themselves. One Theory is that the Materials' numbers are multiplied, and the resulting mixture becomes enriched with Phozons." - Note, Alchemy Part 2The materials' numbers are multiplied when mixed with another material. e.g. (Material 2 + Material 3 = Material 6) Higher material numbers created into alchemy mixes will produce higher amounts of Phozons.
  • Something is material if it has legal significance.
  • Materials are very important items if you wish to become rich; * A) Alot of players buy the rare materials for alot of coins * B) You can craft very rare items with them if you're lucky.
  • Material is a basic property of an item in ADOM. An item can only be made of one material, even if by logic it should have parts consisting of other materials as well (although the game acknowledges this through weight differences).
  • From [[w:|]][[Category: derivations|Material]] material from Late Latin materialis, from [[w:|]][[Category: derivations|Material]] materia "wood, material, substance" from mater "mother". Displaced native Middle English andweorc, andwork "material, matter" (from Old English andweorc "matter, substance, material").
  • A material is a kind of item, found in game after defeating ennemies or at some merchants, that can be used to craft things.
  • One of the considerations in selecting homes, how to build them and how to furnish them is what materials to use in the construction. Different materials have trade-offs between their qualities: longevity, aesthetics (appearance, style, sound, feel, smell), eco-friendliness, budget friendliness (cost, total cost of ownership), natural vs. synthetic.
  • A material (abbreviated as mats) is an item used primarily for crafting but also for quests. Examples include Mountain Demon Grass, Ash Wood, and Zinc Ore. Materials of the same type can be combined to form higher quality materials, such as the combination of Ash Wood to form Ash Timber, or the combination of Zinc Ore to form Zinc Sand. Combining materials is done at a respective crafting bench: extracted materials at the Alchemy bench, wooden materials at the Wood Cutting bench, and Mining materials at the Blacksmithing bench.
  • Along with typical crafting materials like iron or steel, the Dragon Age universe features several exotic and mythical materials from which armor and weapons are forged. Each item is tinted with colors corresponding to the material it was made from.
  • There are a few Materials in the universe, and can be simplified to this list: Stone, Metal, Gem, Wood, Bark, Sap, Fiber, and Food. Of course, this list will soon be expanded, but can stay at this point.
  • In gameplay, Materials are automatically obtained by the player when he/she clears an act/Zone or defeating a boss in the game. The number of Materials that the player receives upon clearing the act/boss is based on the Rank; the better the Rank, the more Materials the player receives. Materials come in several different types, where each type has different colors and shapes. Each game features a set number of different Material types. The type of Material that the player can obtain in a game depends on the overall Stage, that the player plays through and completes.
  • The material item property is a descriptive property added in patch 1.69. It indicates what an item is made of but has no intrinsic use; rather, it was provided for custom content to make use of (without requiring a hak pak to define new item properties). No standard items were given this property, including those that are described as being made of one of the available materials.
  • Materials are the main part of OE-Cake, and consist of three groups: An element is the base property in a material that adds special behaviour. The element of Brittle on it's own has no special properties and acts like exactly like Null. But when added to Elastic or String, it allows those particles to rip under enough force. Examples include: * Wall, creates a material that cannot move * Elastic, creates a material that tries to return to it's original shape, and melts when it comes in contact with Heater. The Standard materials are the pre-combined, pre-colored materials that can be selected from the materials panel. These consist of one or more individual elements that are combined. Examples include: * Rice, combines the elements Rice, Elastic and Viscous * Snow,
  • Materials (素(そ)材(ざい) Sozai) are cards used to Special Summon Fusion Monsters, Synchro Monsters, Xyz Monsters, and Link Monsters from the Extra Deck. Each type of monster has a corresponding type of Material: Fusion Materials, Synchro Materials, Xyz Materials, and Link Materials, respectively.
  • The nature of the Materials is similar to that of the Wolkenritter, and their existence can slightly be felt by Reinforce in the past. However, they were not materialized until the Defense Program was destroyed. Each of their materialized forms is a copy of one of the mages who defeated the Defense Program. In The Battle of Aces, they are misidentified as three special "dark fragments" created by the Defense Program's regeneration. In The Gears of Destiny, it is revealed that they were actually materialized due to the unsealing (regeneration) of the system Unbreakable Dark.
sameAs
dcterms:subject
Furigana
  • そざい
Portuguese
  • Material
#views
  • 70(xsd:integer)
songtitle
  • "MAteRIAL"
original upload date
  • Mar.20.2016
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