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Wisdom is a Prestige brooch which may be equipped in the Accessories Slot. It is obtained when your account reaches ten years of age. When it is equipped, red ribbons and strange things like books and pocket watches hover slowly around you. The red colour of this item can be changed to a different colour by selecting "Customise" as a right-click option.

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  • Wisdom
  • Wisdom
  • Wisdom
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  • Wisdom is a Prestige brooch which may be equipped in the Accessories Slot. It is obtained when your account reaches ten years of age. When it is equipped, red ribbons and strange things like books and pocket watches hover slowly around you. The red colour of this item can be changed to a different colour by selecting "Customise" as a right-click option.
  • Wisdom (ウィズダム Wizudamu?) is the guardian of the Prism Stones and lives in a parallel world for most of Futari wa Pretty Cure. For most of the series, he is simply known as the Guardian, and his name is only mentioned once by Ilkubo.
  • Wisdom is the ability to discern or judge what is true, right, or lasting.
  • From: [[]] Drink deep. Some things can be found only when the cup is drained. [Find the rest of the story at ] __NOEDITSECTION__
  • Wisdom grants a bonus to crafting and harvesting skills. Also, it moderately affects maximum Mana, and grants a slight resistance bonus against curses.
  • Wisdom (聡明 Sōmei) is an attribute associated with the logicalists Tamaki and Sieghard. __TOC__
  • Wisdom checks occur more often in castles and lakes. For Clerics and Druids, their wisdom bonus is added to their Attack Bonus.
  • Wisdom is a characteristic that increases XP gained by 1%. Wisdom can be increased by gear, spells, and consumables. 150 is the maximum amount of wisdom a player can have that will actually go toward increasing the amount of XP gained, having anymore will have no effect.
  • There is a notable distinction between wisdom (Ald Englisc: "wisaz", Rammstein: "weise" + Sicilian "don") and intelligence. Intelligence is measurable, while wisdom is one of those concepts everyone's heard about, but are unlikely to be able to explain in detail. Wisdom is the concept of an attribute more than it is an attribute. Those who claim they're wise are bashed for having the guts to say so, those who are claimed to be wise by others are considered idiots or rich bastards who can afford bribing the Nobel Prize Committee.
  • Wisdom is a measure of a Disciple's skill at answering Enigmas. It is expressed as a percentage, but take note that this is not a simple ratio: Disciples begin with ten of the Sphinxes' marks against them. Wisdom is necessary to access places of learning. In addition, the powers of Hathor are only granted to Disciples who show sufficient Wisdom.
  • Wisdom is a virtue gained from completing deeds.
  • The Wisdom Series is a series consisting of 6 episodes. It was produced by Black Static and Swerve. It is unknown what the fourth episode was titled as there is no reference to it whatsoever. All of the episodes have since been removed from YouTube with no known copies available on the internet.
  • There is always a fine line that most people cross when talking about someone or a group of people. Once you say the words you can't take them back. "They are like the hurtful words you have spoken for so long. You can never bring them back; even so you chased after them all your life." (Marshall III 199). I feel like this quote is saying that no matter how hard you try to take back hurtful words you've said about someone they never truly go away.
  • Wisdom, often shortened to WIS, is a main attribute for a character in the game. It is unimportant to combat, because it governs how wise a character is. With a higher wisdom, the character gains experience quickly. This article is an attribute-related . You can help My English Wiki by expanding it.
  • In Dungeons & Dragons, Wisdom measures a character's collectedness. It is used for calculating Will, calculating perception, and measuring Aura. The trait of Spirit is connected in D&D with the ability Charisma instead.
  • Wisdom is a title held by fully-trained members of the Alchemists' Guild, commonly known as "pyromancers". Wisdoms themselves do not prepare Wildfire, which members of the order call 'the Substance'. Such risky task is reserved for Acolytes, while transportation and storage is reserved for Apprentices. Wisdoms inspect the result of the Acolytes work to ensure the Substance's purity.
  • Wisdom is a skill that can be used by human characters in Divinity II: Ego Draconis. Once trained in this skill, it is always in effect. As with the Mindread skill, Wisdom can help you earn more experience. Keep in mind, however, that the experience rewarded per kill in Divinity II is dependent on both the character's level and the enemy's level. The higher your level, the lower your experience gain will be for killing any given enemy, and vice versa. Due to this mechanic, leveling quickly may not always be desirable, and experience-enhancing skills can be less useful than their raw bonuses suggest.
  • The Wisdom of a village is a woman chosen by the Women's Circle for her wisdom in healing, weather-knowledge, and other matters. She is the generally at least the equal of the Mayor. Villages in the Two Rivers, and in other parts of western Andor, have Wisdoms; outside the Two Rivers, they often like to have a Wisdom who come from outside their village.
  • Wisdom is used to determine any bonus maximum mana. For every 1 Wisdom, you gain 5 max mana
  • Wisdom is an adventuring attribute that is of prime importance to spellcasters and spell-based healers, while still useful for all other classes. Your wisdom score determines: * the base amount of energy you have available (before adding the effects of buffs, armour and other items); * your bonus chance to critically hit with spells; * the chance to identify spells and recognize tactics; * the chance to detect opponents and perceive what they are doing in combat; and * the chance to successfully counter opponents' spells.
  • Like mercury amalgam, wisdom fills the back teeth of humans. It carries the same weight as depleted uranium when used by a bombshell like Dorothy Parker, but is lighter than aluminium when used by a dud like Justin Timberlake.
  • Wisdom, abbreviated as Wis, is a character attribute in Planescape: Torment.
  • Wisdom is a secondary skill from Heroes of Might and Magic II and Heroes of Might and Magic III. It allows the hero to learn spells above second level. * Basic Wisdom allows the hero to learn third-level spells. * Advanced Wisdom allows the hero to learn fourth-level spells. * Expert Wisdom allows the hero to learn fifth-level spells.
  • I need advice from the wise native. For sure they will know exactly what to do to get rid of rats.
  • Wisdom is a female NightWing described with a mutilated ear, due to being attacked by Tsunami. She appears only in the fourth book in the Wings of Fire series, The Dark Secret.
  • Wisdom entails a knowledge of truth and goodness. In the Bible, the Book of Proverbs opens with a definition of its purpose and use and includes a powerful definition of wisdom: Plato stated that wisdom concerned knowledge of the whole and that wisdom required both scientific and practical knowledge. Aristotle differentiated practical wisdom (prudence) from speculative wisdom (wisdom). For Aristotle practical wisdom concerned the conduct of life while speculative wisdom related to theology and the philosophy of origins. A later follower of Aristotle's distincitions was Thomas Aquinas. Baruch Spinoza differentiated wisdom between "the ratio" or reason and "scientia intuitiva" or intuitive knowledge. [Dictionary of Philosophy and Religion, W.L. Reese]
  • Wisdom is a term used in the Two Rivers region of Andor to describe a village healer, found in many names as you cross the world but fairly constant in terms of occupation. They practice mastery of herbal remedies and are adept at treating illnesses and such. Many, though not all, Wisdoms are saidar-sensitive, but they are almost without variation wilders with no knowledge of their true powers. All Wisdoms claim that they can " Listen to the Wind" but only those who are also wilders actually have the ability. The village Wisdom is the female counterpart to the village Mayor.
  • Wisdom is one of many positive virtues in the world of King's Quest. It is also one of the three great virtues which Graham (KQGS) modeled his life on in the Reboot Canon.
  • Wisdom is one of Dunban's initial three skill trees in Xenoblade Chronicles. Prioritizing Wisdom improves Dunban's Agility by up to 15 (2 if no skills have been learnt).
  • Wisdom is an account-based, prestige title that is earned by identifying rare items.
  • Wisdom (Wis) measures your common sense, perception, self-discipline, and empathy. You use your Wisdom score to notice details, sense danger, and get a read on other people. * Many Cleric powers are based on Wisdom. Fighter, Ranger, and other classes also have powers that benefit from your wisdom modifier. * Your Wisdom or Charisma modifier contributes to your Will defense (whichever is higher). * Wisdom is the key ability for Dungeoneering, Heal, Insight, Nature, and Perception skill checks. Classes with Wisdom as a primary ability Avenger Cleric Druid Invoker Seeker Shaman Classes with Wisdom as a secondary ability Ardent (Mantle of Clarity Artificer Bard (Virtue of Prescience) Battlemind Fighter (Weaponmaster) Monk Paladin Psion Ranger Rune
  • Even a passionate race such as the Garou value Wisdom and forethought highly. Reckless violence is to the detriment of all, they realize, though some Get and Talons might disagree. More than just Gaia's claws, the Garou are Gaia's protectors, and thus must exercise caution and prudence in their actions, lest they destroy that which they strive to save. Wisdom is the ladder to Renown that most Theurges take, for their strength is in their sight, and in the advice they can give. The ability to step back and analyze is rare among the Garou, and thus prized. I shall be calm. I shall be prudent.
  • Wisdom is one of the six character abilities. It's very important for clerics and druids, as a high wisdom grants extra spell slots per level. They also have a higher minimal number for this character ability. Rangers and paladins also have high amount of wisdom as a minimal requirement, but do not gain any bonus spells from having a high wisdom - their spell slots are determined solely by their level. Although having high wisdom is not as important for wizards, it is still useful for getting the best results from Wish and Limited Wish.
  • Wisdom describes a character's willpower, common sense, perception, and intuition, whereas intelligence represents the ability to analyze information. An "absent-minded professor" has low wisdom and high intelligence. A simpleton with low intelligence might nevertheless be very perceptive (have high wisdom). Wisdom is important for clerics and druids, affecting the strength and number of their spells, and is also significant for paladins and rangers. It is very important for monks as well, modifying many of their abilities. The wise character is capable of intuitively understanding others, occasionally having insights into their motivations.
  • From Wikipedia, the free encyclopedia Wisdom is a deep understanding and realization of people, things, events or situations, resulting in the ability to apply perceptions, judgements and actions in keeping with this understanding. It often requires control of one's emotional reactions (the "passions") so that universal principles, reason and knowledge prevail to determine one's actions. Wisdom is also the comprehension of what is true coupled with optimum judgement as to action. Synonyms include: sagacity, discernment, or insight.Contents Philosophical perspectives of wisdom Confucianism
  • Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. -Will saving throws (for negating the effect of charm person and other spells).
  • |- ! width="50%" align=center style="background:#999; color:#000;"|Wisdom ! width="50%" align=center style="background:#999; color:#000;"|Ability Modifier |- ! width="50%" align=center|1 ! width="50%" align=center|-5 |- ! width="50%" align=center|2-3 ! width="50%" align=center| -4 |- ! width="50%" align=center|4-5 ! width="50%" align=center|-3 |- ! width="50%" align=center|6-7 ! width="50%" align=center|-2 |- ! width="50%" align=center|8-9 ! width="50%" align=center| -1 |- ! width="50%" align=center|10 ! width="50%" align=center| 0 |- ! width="50%" align=center|11-12 ! width="50%" align=center|+1 |- ! width="50%" align=center|13-14 ! width="50%" align=center|+2 |- ! width="50%" align=center|15-16 ! width="50%" align=center|+3 |- ! width="50%" align=center|17-18 ! width="50%" align=center|
  • Wisdom is one of the six ability scores, a minimum natural score of 15 or 17 is required for cleric and druid dual-class combinations. This score is very important for clerics and druids, as a high wisdom grants extra spell slots per spelllevel, the bonuses are cumulative, eg. a cleric with 15 wisdom will have two extra level 1 spellslots plus one extra level 2 spellslot. Rangers and paladins do not gain such bonus – their spell slots are determined solely by their exp level. For all classes, wisdom combined with intelligence provide adjustments to lore.
  • The Wisdom was an Alliance vessel under the command of Commander Varkan in the alternate timeline where Montgomery Scott rescued James T. Kirk before he could be absorbed into the Nexus. In 2293, former Councilman Zarcot convinced the Council that no one could lead the Alliance without observing the Vortex, and Supreme Arbiter of the Alliance Sarek was ferried aboard the Wisdom to personally do so. In order for him to technically complete his task, he observed the Vortex for several minutes before ordering Varkan to return to Alliance Prime, disappointing the Commander that his role as the Arbiter's transport was coming to an end earlier than expected. Before their departure, the scientist Kasok, whom Sarek had personally chosen to the observation team on Alliance Outpost Number 3, contact
  • Wisdom (ウィズダム Wizudamu?): A slave married to Hedogross, who later gives birth to Hedogross Jr. She has both a human and a mutant form armed with sharp nails. When she first appears, in Episode 9, she gives her husband her earring to hold during battle. When he is destroyed, she plucks the earring from his remains and vows revenge on Metalder, gaining her chance in Episode 12. She uses her human guise to portray a damsel in distress for Metalder to rescue, before revealing her true form and attacking. She flees when her labor pains become too intense. Back at the lab, Metalder learns she is just a pregnant slave. He saves her from Galador, who attacked her because she failed to defeat Metalder and ruined their plan. After Metalder rescues her, he returns her earring which she dropped fighti
  • Wisdom describes a character's willpower, common sense, perception, and intuition, whereas Intelligence represents the ability to analyze information. An "absent-minded professor" has low Wisdom and high Intelligence. A simpleton with low Intelligence might nevertheless have great insight (high Wisdom). Wisdom is important for clerics, druids, favored souls, and spirit shamans, affecting the strength and number of their spells, and is also significant for monks, paladins and rangers. If a character is to have acute senses, a high score in Wisdom is needed. Every creature has a Wisdom score.
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Season
Appeared
  • The Dark Secret
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