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

When you start a level you will see a selecton of a variety of moods. Moods are music that express Blob and there are more then 15 moods counting both games.

AttributesValues
rdfs:label
  • Mood
  • Mood
  • Mood
rdfs:comment
  • From [[w:|]][[Category: derivations|Mood]] mōd.
  • When you start a level you will see a selecton of a variety of moods. Moods are music that express Blob and there are more then 15 moods counting both games.
  • Every character has a mood. This indicates a player's happiness level. Mood is affected negatively by too much work and positively by more enjoyable activities. When a character has a very high mood, periodic good events can occur which create either temporary or permanent benefits. These events can range from a few pounds under your pillow to a temporary boost to a stat to a permanent boost to a stat.
  • Thae'ra or "Mood" is a Draenei female that knows the ways of the Elements. Or rather, the Elements know their way to Mood. She was born in Draenor, before the war with the Orcs and she's currently exploring the realm of Azeroth, but will soon return to her former home, now destroyed and called Outland.
  • Mood ist eine gutgelaunte Mäusin, die nie Trübsal bläst. Doch ihre Laune kann sich schnell ändern in eine hitzige, wütende Mäusin. Sie hängt manchmal ein "-chen" bei Namen. Sie scheint manchmal sehr unreif zu sein, da sie sich oft so verhält, als wäre sie viel jünger.
  • '''Life''' Mood, formerly known as Mood, is a player with over 400m total xp. He averages 14 hours a day, and possess over a 1b bank through his hours of unlucky bossing. Mood was never very lucky player, until one day on July 28, 2014, when he realized exactly how unlucky he was, going over a week and 126+ hours dry at the new boss, Araxxor. Mood's home world is 76. you can often find him in the Grand Exchange with his best friend, Moop, who possess a signifigantly larger bank and better at pvm. '''Money''' '''Downfalls''' '''Crying IRL'''
  • A mood is a relatively long lasting emotional state. Moods differ from simple emotions in that they are less specific, less intense, and less likely to be triggered by a particular stimulus or event.[1] Moods generally have either a positive or negative valence. In other words, people typically speak of being in a good mood or a bad mood. Unlike acute, emotional feelings like fear and surprise, moods often last for hours or days.
  • The bar/meter next to the needs (or moodlets) indicates mood. Green (which is usually indicated by the upper part of the bar) indicates good mood, and means that the average level of the needs are green or the Sims has more positive moodlets. The higher and greater the amount of the green, the better mood the Sim is in. If there is no color in the bar, that indicates the Sim is in a neutral mood; neither good nor bad. Red (which is indicated by the lower part of the bar) indicates bad mood, and means that the average level of the needs are red or yellow. The higher and greater the amount of the red, the worse mood the Sim is in.
sameAs
dbkwik:resource/yV9mRVBzqNIy35KYhAb_fQ==
  • *Käsebällchen
dcterms:subject
Größe
  • 100.0
  • kleiner als der Durchschnitt
Augenfarbe
  • rosa
Geschlecht
  • weiblich
dbkwik:resource/Ci6AFWW8hzFx_sRqa5qq_w==
  • Antagonist
Freunde
  • *Mistress *Shù the Leopard
Mag
  • *das "-chen" *Käse *ihre Kollegen und ihren Boss
dbkwik:resource/fLaS6bdHI8Fb-sGACxFv0w==
  • *superschnell
Haarfarbe
  • grau
Feinde
  • *Conquering Storm *Gongzhu the Lynx *Bao the Panther
Guild
  • The Ironmist Gauntlet
Spezies
  • Maus
Zugehörigkeit
  • *Dunkle Meister des Ninjutsu
dbkwik:de.westopol...iPageUsesTemplate
dbkwik:interlingua...iPageUsesTemplate
dbkwik:sims/proper...iPageUsesTemplate
dbkwik:wowrp/prope...iPageUsesTemplate
Faction
  • Alliance
Alter
  • 24(xsd:integer)
Name
  • Thae'ra "Mood" Enuu
dbkwik:resource/Hx5uTPvxCzpQwOmH-Sj46Q==
  • *wenn die DMDN angegriffen werden *saures Essen *Cliché-Katzen
dbkwik:de.sonicsto...iPageUsesTemplate
Class
  • Shaman
dbkwik:depression/...iPageUsesTemplate
Spitzname
  • *Moodchen *Nervensäge
Gender
  • Female
Race
  • Draenei
BILD
  • 250(xsd:integer)
dbkwik:resource/VYBZzjkBHzbYFP5hg7_rDw==
  • grau
abstract
  • From [[w:|]][[Category: derivations|Mood]] mōd.
  • A mood is a relatively long lasting emotional state. Moods differ from simple emotions in that they are less specific, less intense, and less likely to be triggered by a particular stimulus or event.[1] Moods generally have either a positive or negative valence. In other words, people typically speak of being in a good mood or a bad mood. Unlike acute, emotional feelings like fear and surprise, moods often last for hours or days. Mood also differs from temperament or personality traits which are even longer lasting. Nevertheless, personality traits such as optimism and neuroticism predispose certain types of moods. Long term disturbances of mood such as depression and bipolar disorder are considered mood disorders. Mood is an internal, subjective state, but it often can be inferred from posture and other behaviors. Etymologically, mood derives from the Old English mōd which denoted military courage, but could also refer to a person's humour, temper, or disposition at a particular time. The cognate Gothic mōds translates to both θυμός "mood, spiritedness" and οργή "anger". According to psychologist Robert Thayer, mood is a product of two dimensions: energy and tension.[2] A person can be energetic or tired while also being tense or calm. According to Thayer, people feel best when they are in a calm-energy mood. They feel worse when in a tense-tired state. People often use food to regulate mood. Thayer identifies a fundamental food-mood connection[3] , and advises against the reliance on food as a mood regulator. The low energy arousal coupled with tension, as experienced in a bad mood, can be counteracted by walking. Thayer suggests walking as a means to enhanced happiness. A recent meta-analysis found that, contrary to the stereotype of the suffering artist, creativity is enhanced most by positive moods that are activating and associated with approach motivation (e.g. happiness), rather than those that are deactivating and associated with avoidance motivation (e.g. relaxation). Negative, deactivating moods with an approach motivation (e.g. sadness) were not associated with creativity, but negative, activating moods with avoidance motivation (e.g. fear, anxiety) were associated with lower levels of creativity.[4]
  • When you start a level you will see a selecton of a variety of moods. Moods are music that express Blob and there are more then 15 moods counting both games.
  • The bar/meter next to the needs (or moodlets) indicates mood. Green (which is usually indicated by the upper part of the bar) indicates good mood, and means that the average level of the needs are green or the Sims has more positive moodlets. The higher and greater the amount of the green, the better mood the Sim is in. If there is no color in the bar, that indicates the Sim is in a neutral mood; neither good nor bad. Red (which is indicated by the lower part of the bar) indicates bad mood, and means that the average level of the needs are red or yellow. The higher and greater the amount of the red, the worse mood the Sim is in. Sims that are in a bad mood will only do things that will increase their need levels (such as sleeping when energy is low, eating when hunger is low, etc.) They will not do anything that will either have no effect or worsen their moods (such as study, exercising, etc.). Sims who are in a poor mood will not automatically go to work when the carpool comes, but will have to be told to go by the player. Sims in a good mood will be able to do anything that their age group, skills etc. allow. In The Sims 3, if a Sim's mood is in the top section of the bar, they will automatically generate lifetime happiness points. Sims also learn skills and get promotions faster when they are in a good mood. The Sim's facial expression on its portrait changes with the mood. In The Sims 4, the mood bar is replaced by the Sim's emotional state.
  • Every character has a mood. This indicates a player's happiness level. Mood is affected negatively by too much work and positively by more enjoyable activities. When a character has a very high mood, periodic good events can occur which create either temporary or permanent benefits. These events can range from a few pounds under your pillow to a temporary boost to a stat to a permanent boost to a stat.
  • Thae'ra or "Mood" is a Draenei female that knows the ways of the Elements. Or rather, the Elements know their way to Mood. She was born in Draenor, before the war with the Orcs and she's currently exploring the realm of Azeroth, but will soon return to her former home, now destroyed and called Outland.
  • Mood ist eine gutgelaunte Mäusin, die nie Trübsal bläst. Doch ihre Laune kann sich schnell ändern in eine hitzige, wütende Mäusin. Sie hängt manchmal ein "-chen" bei Namen. Sie scheint manchmal sehr unreif zu sein, da sie sich oft so verhält, als wäre sie viel jünger.
  • '''Life''' Mood, formerly known as Mood, is a player with over 400m total xp. He averages 14 hours a day, and possess over a 1b bank through his hours of unlucky bossing. Mood was never very lucky player, until one day on July 28, 2014, when he realized exactly how unlucky he was, going over a week and 126+ hours dry at the new boss, Araxxor. Mood's home world is 76. you can often find him in the Grand Exchange with his best friend, Moop, who possess a signifigantly larger bank and better at pvm. '''Money''' Mood's astounding 1,000,000,001 GP bank came mostly from slaying the mighty vorago and slaughtering the boss nex, then proceeded to spend the majority of it on the 120 Master Cape, Fletching. His new goal is to spend the rest of his money on 120 Agility without the bonus exp from Barbarian Assault. '''Downfalls''' Of his many adventures, his most horrible moment was the day he lost a 3.6b seismic set to a known scammer for the mere price of 3 lumberyard teleports and a staff of light. '''Crying IRL''' He is also credited with being the first player in Runescape history to lose a Vitalis pet recieved during a Vorago kill, INSIDE A DIFFERENT VORAGO KILL. His clan, K, is a fine example of the wide variety of good friends Mood surrounds himself with, like the great fun pvmers like Notw and some really bad pvmers like Kyle Best.
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