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Inferno | |
Series: | Doctor Who - TV Stories |
Season Number: | Season 7 |
Story Number: | 54 |
Doctor: | Third Doctor |
Companions: | Liz Shaw The Brigadier Sergeant Benton |
Enemy: | Stahlman |
Setting: |
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Writer: | Don Houghton |
Director: | Douglas Camfield |
Broadcast: | 9th May - 20th June 1970 |
Format: | 7 25-minute Episodes |
Previous Story: | The Ambassadors of Death |
Following Story: | Terror of the Autons |
Inferno was the fourth and final story of Season 7 of Doctor Who. It was the last story to feature Caroline John as companion Liz Shaw (although her departure is not depicted - making her the first companion to not be given an on-screen farewell of some sort). It was also the first Doctor Who story to explore the concept of parallel universes.
Contents |
UNIT are providing security cover at an experimental drilling project designed to penetrate the Earth's crust and release a previously-untapped source of energy. Soon however the drill head starts to leak an oily green liquid that transforms those who touch it into vicious primeval creatures with a craving for heat. The Doctor is accidentally transported by the partially-repaired TARDIS control console into a parallel universe where the drilling project is at a more advanced stage and, thwarted by his friends' ruthless alter egos, he works to save both universes.
The Inferno Project is the nickname given to a project to penetrate the Earth's crust to obtain pockets of Stahlman's Gas at its core, which is theorized to be able to provide endless, massive amounts of energy. Professor Stahlman himself is ill-tempered and obsessive about any interference with the progress of his work. Sir Keith Gold, the project director, is concerned about this and tells Petra Williams, Stahlman's assistant that he is calling Greg Sutton, an oil drilling expert, to consult on safety issues. UNIT is overseeing security at the project, and the Doctor is here too, for his own reasons. He is using the output of the project's nuclear reactor to power experiments on the TARDIS console, which has been made portable, hoping to end the exile on Earth imposed on him by the Time Lords.
The project, however, has its own problems. Slocum, a worker repairing one of the drill pipes encounters a toxic green slime seeping out of the pipe that rapidly mutates him into a feral creature, which goes berserk and kills one of the other workers. While the Brigadier and Sergeant Benton investigate, the Slocum creature enters the reactor control room and attacks Bromley, the technician there, then pushes the reactor power to maximum power.
At the same time, the Doctor is using the TARDIS console, and the energy rush shifts the console and the Doctor into a dimensional void, from which he is barely saved when Liz manages to cut the power. Alarms go off as the drill is in danger of shutting down due to the overload. When the Doctor reaches the reactor control and starts to lower the power output, Slocum bursts through a door, into the room, ready to kill....
The Doctor tries to calm Slocum down while he screeches horribly, but a UNIT soldier, Wyatt, tries to shoot Slocum and is attacked. Slocum eventually collapses, as does Wyatt, and the former's body is so hot that it scorched the wall where he fell. The Doctor voices his concern that Slocum's mutated form seems to be filled with some strange power. He has also heard the screeching before — during the 1883 explosion of Krakatoa. Benton informs the Brigadier that Bromley and Wyatt have gone missing, before their medical checkups, and the Doctor encounters Wyatt, who is in the process of mutating, on the cooling towers. Wyatt falls from it, to his death, but the Doctor does not notice the mutated Bromley on the towers as well.
The drill has been bringing up more quantities of the green slime, but Stahlman dismisses any connection between that and the incidents at the project. When a jar of the slime starts to bubble over, he quickly grips it, superficially burning his hand. Stahlman places the jar in a box which he orders frozen, and secretly sabotages the project computer, by stamping on the computer's micro-circuit, which was predicting disaster. He also orders that the power be cut off to the Doctor's hut, so that the drilling can be accelerated, with penetration occurring in 49 hours. The Doctor, in the meantime, sends Liz away on a wild goose chase while he hooks up the console again. Noticing the power drain, Stahlman cuts the power to the console just as Liz and the Brigadier rush back to the hut. As they look on, the Doctor, his console and his car, Bessie vanish, into thin air...
Liz tells Stahlman he must restore power to the Doctor's hut, but the Professor is indifferent.
The Doctor wakes up apparently still in the hut, but when he drives away in Bessie he is shot at by soldiers including Benton. Just as he believes he has shaken off pursuit, he encounters Liz dressed as a soldier and is captured by her and taken to the Brigadier for questioning - but none of the people encountered are the people he knows, as the Doctor quickly deduces that he has travelled to a parallel universe. On this world, a Republic of Great Britain exists, and is run by a fascist regime after the execution of the Royal Family, possibly in 1943. The Inferno project is also ongoing, but is slightly more progressive, but the security is provided by Brigade Leader Lethbridge-Stewart, a sinister man with an eyepatch, Section Leader Elizabeth Shaw, and Platoon Under Leader Benton. The Doctor is assumed to be a spy because of his knowledge of the project. When an emergency with the pipes develops he tries to lend a hand, but he is caught by Benton, who threatens him at gunpoint.
It is only with the Doctor's help that the crisis is averted, but he is interrogated and thrown into a cell regardless. He tries to convince the parallel versions of his friends that he is from another universe, but they believe he is trying to feign insanity. Here, Stahlman has also been infected with the green slime, and is mutating. The Doctor is placed in a cell with a sedated Bromley, but the alarm is raised when Bromley awakens fully mutated. Escaping, the Doctor makes his way to the main control room to stop the drilling but is discovered. The Doctor pleads for them to stop, telling them that the screeching is the sound of the planet "screaming out its rage,", with Stahlman holding him at gunpoint, with the countdown just less than 10 seconds before penetration...
As Stahlman holds a gun on the Doctor, penetration is achieved, an explosion is heard and an earth tremor rocks the installation. The temperature rises rapidly as more green slime oozes out of the cracked pipes. As the Doctor and the parallel Sutton try to contain the explosion, Stahlman, now fully mutated, attacks them. They manage to escape, leaving Stahlman behind a heat shield with the bodies of the unconscious workers. Stahlman rubs the slime on their faces, mutating them as well. There are seismic disturbances all over the country, and the Doctor explains that now that the crust has been penetrated, the planet will soon revert back to the gases it sprung from, saying they have "reached the point of no return,", and that they will never be able to plug the hole, as nothing can withstand the immense pressures of the mantle.
The Doctor tries to convince the others that he can stop this from happening in his own universe if they will help him to return, and shows them the TARDIS console. The Brigade Leader demands that the Doctor save them, too, but the Doctor says that they do not belong in the other universe. Refusing to accept this, the Brigade Leader orders everyone back to the control room, where Stahlman and his fellow mutants attack, infecting Benton as well…
Finally agreeing to help the Doctor, the group fights their way out using fire extinguishers to paralyse the mutants. By this time, the sky has turned red and the heat is overwhelming. The parallel Petra, with Sutton's help, manages to feed power to the TARDIS console. At the last moment, the Brigade Leader snaps and threatens to shoot the Doctor if he doesn't save them, but is gunned down by Section Leader Shaw. As a wall of lava sweeps towards the hut and the others watch the end coming towards them, the Doctor transfers back to his own universe…
Meanwhile, back in the Doctor's universe, Sir Keith is on his way to the Ministry to recommend an inquiry into the Inferno project, as he believes Stahlman is being reckless in his handling of the project. Unfortunately, the car he is in crashes (Sir Keith's counterpart was in fact already dead by the time the Doctor arrived in the other universe).
The Doctor is back but unconscious in a healing coma, and there are only three hours left before penetration zero. When he awakes, the Doctor goes to the main control room and tries to smash the controls. He is unsuccessful and has to be restrained, but manages to tell Liz to put a new circuit into the computer that Stahlman had sabotaged. Liz does so, and the computer advises drilling be stopped at once. In the meantime, Stahlman orders everyone out of the drill head area, then when they are gone he picks up a handful of slime and rubs it into his face, causing himself to completely mutate. The Doctor escapes from the sickbay and returns to the control room, dealing with the Bromley mutant on the way. The Stahlman mutant emerges and has to be subdued with fire extinguishers. With seconds to go, the drill is shut down and the shaft filled in.
Later, Sir Keith, who suffered only minor injuries in the crash, informs the Doctor that the project is being abandoned and everyone is leaving. The Doctor announces that he, too, is leaving. The Brigadier and Liz protest, and the Doctor sharply tells the Brigadier that he reminds him of his fascist counterpart. The Doctor activates the console and vanishes; on this occasion, Bessie is left behind. A few minutes later, the Doctor appears at the door of the hut, with mud on his clothes – having only made it as far as a nearby garbage dump! Suitably chastened, he asks the Brigadier to help him retrieve the console, which has landed in a somewhat inaccessible position, much to Liz's amusement.
DVD Releases
Released as Doctor Who: Inferno.
Released:
Contents:
Notes:
Video Release
Stories in/featuring alternate/parallel universes
Season 7 |
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Spearhead from Space • Doctor Who and the Silurians • The Ambassadors of Death • Inferno |
NOVEL | |
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Inferno | |
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Attribution |
Series: | Deep Space Nine |
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Author(s): | Judith and Garfield Reeves-Stevens |
Publication information | |
Published: | Paperback - 2000 |
ISBN: | ISBN 0671024035 |
Chronology | |
Date: | 2374 |
Contents |
From the back cover: Now begins the final battle of the Prophets and the Pah-wraiths within the nightmarish realm of nonlinear time -- as the greatest epic adventure in the saga of Deep Space 9 -- reaches its staggering conclusion....
As predicted in ancient Bajoran texts, the Celestial Temple has been restored, ending normal space-time existence for all except Captain Benjamin Sisko and those trapped on the Starship Defiant and the Klingon warship Boreth. But as apocalyptic war rages between the Prophets and the Pah-wraiths, one last chance for survival beckons -- a return to Deep Space 9.
Yet, in the realm of nonlinear time, it appears that there are two possible times at which Sisko and his allies can return to the station: on the day of the Cardassian Withdrawal, or on the day six years later when DS9 was destroyed. But which choice will lead to the triumph of the Prophets? And which to eternal victory for the Pah-wraiths? With time literally running out and the fate of the universe in his hands, Sisko now must confront his own personal inferno -- in order to change the past and restore the present, he must be ready to make the ultimate sacrifice... his future....
published order | ||
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Previous novel: The War of the Prophets |
DS9 unnumbered novels | Next novel: Hollow Men |
chronological order | ||
Previous Adventure: The War of the Prophets |
Next Adventure: Fusion |
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Previous Adventure: The War of the Prophets |
Deep Space Nine Adventures | Next Adventure: Tears of the Prophets |
The above chronology placements are based on the primary placement in 2374. The Pocket Books Timeline places events from this story in two other timeframes: |
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Previous Adventure: A Stitch in Time Part 3; Chapters 3, 5 |
2369 | Next Adventure: The Fall of Terok Nor Chapter 1 |
Previous Adventure: Genesis Force Part Three |
2377 Epilogue |
Next Adventure: Exodus |
This is the Inferno disambiguation page.
It serves to clarify the difference between several closely named or closely related articles.
A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes
Inferno is/has been the name of characters who have been associated with the Legion of Super-Heroes.
![]() Pre-Zero Hour A · I · G Batch SW6 |
![]() New Earth A · I · G Red Circle |
![]() Earth-MLJ A · I · G The orginal Verrano |
Inferno may refer to:
Inferno | ||||||||||||
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Full: All adjacent foes are struck for 30...114 fire damage.
Concise: Deals 30...114 fire damage to foes adjacent to you.
Contents |
Fire Magic | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
Fire Damage | 30 | 37 | 44 | 51 | 58 | 65 | 72 | 79 | 86 | 93 | 100 | 107 | 114 | 121 | 128 | 135 | 142 | 149 | 156 | 163 | 170 | 177 |
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There is more information available on this subject at Inferno on the English-language Wikipedia. |
Inferno (Italian for "Hell") is the first part of Dante's Divine Comedy. The poem was written in the early 14th century. It is an allegory telling of the journey of Dante through what is largely the medieval concept of Hell, guided by the Roman poet Virgil. In the poem, Hell is depicted as nine Circles of suffering located within the Earth. Allegorically, the Divine Comedy represents the journey of the soul towards God, with the Inferno describing the recognition and rejection of sin.[1]
In Halo: Ghosts of Onyx, when seeing the portal structure to the Shield World in Onyx's Core Room Antechamber, Chief Petty Officer Mendez mentioned that it "reminds [him] of Dante's Inferno." Halsey corrected him that "Dante's hell was a series of descending rings," but was interrupted as the area shifted.[2] Additionally, Halo 3: ODST has drawn some speculation that it was inspired by the poem. In it, the protagonist is guided through a metaphorical hell by Vergil, a subroutine of the city's Superintendent-class AI. Towards the end of the game, he descends to Sublevel 09 of the Data Center, where part of it has been frozen, similar to Cocytus, the frozen ninth level of hell.[3]
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Inferno | |
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[[Image:{{{image}}}|{{{image_width}}}px|Image of Inferno]] | |
Statistics | |
Real name | {{{realname}}} |
Ring Names | {{{names}}} |
Height | {{{height}}} |
Weight | 314 lbs. |
Date of birth | May 18th 1975 |
Place of birth | Parts Unkown |
Date of death | {{{death_date}}} |
Place of death | {{{death_place}}} |
Resides | Parts Unkown |
Billed from | {{{billed_from}}} |
Trainer | Unknown |
Current federation(s) |
xWo |
Previous federation(s) |
{{{previous_efeds}}} |
Handled by | {{{handler}}} |
Win/Loss Record | {{{winloss_record}}} |
Debut | Yet To Happen |
Retired | {{{retired}}} |
Glen Jameson Is A British Pro Wreslter Born In Liverpool UK But Billed From Parts unknown he is currently working with the Xtreme Wrestling Organazation Under The Ring NAme Inferno and is yet to make his debut
This is the Inferno disambiguation page.
A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes |
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![]() Inferno (Earth-928), elemental form of Triumvirate |
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![]() Inferno (Event) - Marvel Crossover Event (1988) |
Inferno can refer to:
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Inferno | |
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Production information | |
Model |
Custom-built Big Wing |
Modified by | |
Technical specifications | |
Length |
14 meters |
Width |
27 meters |
Maximum acceleration |
3,730 G |
Maximum speed (atmosphere) |
1,200 km/h |
Hyperdrive rating |
Class 0.8 |
Navigation system | |
Armament |
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Escape craft |
Equipped |
Crew |
Pilot (1) |
Passengers |
1 |
Usage | |
Era(s) | |
Earliest sighting | |
Latest sighting | |
Known owner(s) | |
Crewmembers | |
Commander(s) |
The Inferno was a custom-built personal starship owned by the Devaronian smuggler Vilmarh Grahrk.
Contents |
The Inferno was designated as a "Villie Special" Big Wing, whose design resembled a rust-colored gackle bat. It had a narrow cockpit near the rear of the vehicle between a pair of long wings with a sleek ion engine in the middle of each. The starship's narrow framework presented a small target for most pursuers.
In fitting with the ship's use as a smuggler's vessel, her weapons are all retractable to keep its profile as low as possible. Three hidden laser cannons in each wing (for a total of six) and an ion cannon on the ship's underbelly provided some limited offensive power though Villie relied more on the Inferno's speed, maneuverability and powerful deflector shields to evade capture. The vessel's hyperdrive unit, which was considered state-of-the-art prior to the Invasion of Naboo in 32 BBY, never achieved its former glory following an incident with a trio of pit droids much to the chagrin of Villie who was forced to make frequent repairs.
The Inferno was also equipped with a powerful full-color holoprojector which allowed Vilmarh to receive and send messages across the galaxy. A tractor beam projector was used by Villie to capture small cargo modules, starship compartments and other stellar debris. The Inferno was also equipped with an escape pod.
An essential component of the Inferno was the astronavigation droid NT 600, which Villie had nicknamed NT. The droid was hardwired into the starship's systems and served as Grahrk's co-pilot during flight and also provided constant assistance.
NT was programmed with a detailed ethics system which may have made it the most distinctive part of the ship, as it served as the immoral Villie's conscience—much to the Devaronian's annoyance, who had tried more than once over the years to shut down NT's ethics circuits (unsuccessfully, due to his inability to even find them).
NT also controlled a small probe droid for inspecting the Inferno, scanning passengers and cargo and secretly monitoring Villie. The probe droid was also able to leave the vessel, albeit with a limited range.
The Inferno along with Villie and NT undertook many adventures across the galaxy, including helping the Jedi Master Quinlan Vos to recover his memories and escorting Princess Foolookoola and her assistant Naradan D'ulin to Dur Sabon.
She also fought in the Battle of Kashyyyk, during which time, Grahrk's Wookiee friend Chak served as co-pilot. During the battle, the Inferno was shot down by a droid ship. Whether it was fixed or not is unknown.
The word "Inferno" means hell in Italian, Portuguese and Spanish languages. This could be related to the fact that Devaronians were sometimes called demons.
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Inferno | |
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Production information | |
Manufacturer | |
Product line | |
Class | |
Technical specifications | |
Hyperdrive rating |
Class 2 (backup class 12) |
Armament |
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Complement | |
Crew |
200 |
Minimum crew |
50 |
Passengers |
25 (soldiers) |
Consumables |
12 weeks |
Usage | |
Role(s) | |
Era(s) | |
Affiliation |
Galactic Republic, Council of Elders |
The Inferno was a Hammerhead-class capital ship in the service of the Galactic Republic during the Jedi Civil War. The ship was commanded by Captain Philip Car'das, and served as the flagship for a Republic exploration/patrol fleet before it was shot down in the First Battle of Jibber.
The Inferno started its career around the beginning of the Mandalorian Wars, under the command of the young Captain Philip Car'das, and used mostly as a carrier, having an extended hangar bay capable of carrying four squadrons of the Republic's Aurek fighters. The ship's troop capacity severely depleted by the extention of the hangar bay, however, which worried Car'das during the first year of service. The captain made up for the lack of soldiers protecting the ship from boarding by extensively training his crew, so that all of them could wield a sidearm proficiently enough to protect the ship, if need be.
After the start of the Mandalorian Wars, the Inferno was forced into frigate duty as ships of its class usually were, and fought for the Republic in several skirmishes against the Mandalorians. The ship fought well in these battles, its extended fighter capacity serving it well. Despite fears to the contrary, the Inferno was never boarded during these battles, and the training of the crew was never able to pay off.
With Republic victory came a long list of boring assignments for the Inferno, consisting mostly of patrol and diplomatic missions. The beginning of the Jedi Civil War changed the mission queue, however. Once the war was official, Car'das was assigned to border patrol in neutral territories. The Inferno encountered no resistance until they arrived above a small, backwater world, named Jibber, where they met a Sith attack fleet. The Inferno's four fighter squadrons held the Sith fighters off for long enough for Republic reinforcements to engage, but the Inferno was already severely damaged. All but a skeleton complement of the crew had abandoned ship and were floating in escape pods.
With the arrival of the Republic fleet, Car'das ordered the remainder of the crew into shuttles and escape pods before plotting a course that would have led the Inferno on a collision course for the nearest Sith Interdictor-class cruiser had the engines continued functioning as normal. As it was, however, the engines shut down from the added strain of attempting to maneuver, and the ship died, flying straight towards the gravity well of Jibber.
The Inferno itself survived the crash on the planet, but leaking coolant gasses killed the few crew members that had remained to set the ship on its final course. Among the killed were the captain, who remained on his ship until its final throes.
The crash landing was not the end of the ship, however. More than four thousand years later, after being kept up by the ship's maintenance droids, a young mercenary named Akak Shouja stumbled across the dead ship and reactivated it. The addition of the capital ship to the arsenal of the Council of Elders turned the tide of the civil war that had been going on for years. The Inferno remained in commission for nearly sixty years after that before being scavenged for parts to build a new ship.
The name Inferno has been applied to several Transformers characters.
Inferno is also the title of an episode in the Cybertron animated series.
Inferno should not be confused with:
The Arabic name given is an approximation.
Inferno インフェルノ |
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Inferno | ||||||||||||||||||||||||
Arabic: | اللهب المدمر | ||||||||||||||||||||||||
German: | Inferno | ||||||||||||||||||||||||
Italian: | Inferno | ||||||||||||||||||||||||
Portuguese: | Inferno | ||||||||||||||||||||||||
Japanese (Kanji): | インフェルノ | ||||||||||||||||||||||||
Phonetic: | Inferuno | ||||||||||||||||||||||||
Attribute: | FIRE | ||||||||||||||||||||||||
Types: | Pyro/Effect | ||||||||||||||||||||||||
Level: | Level 4 ![]() ![]() ![]() ![]() |
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ATK/DEF: | 1100/1900 | ||||||||||||||||||||||||
Number: | 74823665 | ||||||||||||||||||||||||
Card Effect Type(s): | Summon/Trigger | ||||||||||||||||||||||||
Card Description(s):
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English—North America:
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Spanish:
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OCG Set(s):
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Korean:
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Video Game Set(s):
Royal Relics |
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Other Card Information: | Gallery - Rulings - Errata - Tips Appearances - Trivia Lores - Artworks - Names |
Anime | |||||||
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OCG: | Unlimited | TCG Advanced: | Unlimited | TCG Traditional: | Unlimited | ||
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NTR: | Unlimited | ||||||
WC6: | Unlimited |
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Anime/Manga |
ATK | 1,100 + |
Actions | No Entry + |
Anti-Support | No Entry + |
Arabic Name | اللهب المدمر + |
Archetype Related | Attribute Spirits + |
Archetypes | No Entry + |
Archetypes Support | No Entry + |
Attack | No Entry + |
Attribute | FIRE + |
Card Category | Monster Cards + |
Card Image | ![]() |
Card Number | 74823665 + |
Card Type | Effect Monsters + |
Class 1 | Official + |
Class 4 | VG + |
Counters | No Entry + |
DEF | 1,900 + |
Effect type | Summoning Conditions +, and Trigger Monster Effects + |
English Name | Inferno + |
Fusion Material | No Entry + |
German Name | Inferno + |
Italian Name | Inferno + |
Japanese Name | インフェルノ + |
Level | 4 + |
Life Points | Damages your opponent + |
Lore | This card cannot be Normal Summoned or … This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 FIRE monster in your Graveyard from play. When this card destroys your opponent's monster and sends it to the Graveyard as a result of battle, inflict 1500 points of damage to your opponent's Life Points. mage]] to your opponent's Life Points. |
Medium | OCG +, TCG +, WC6 +, and NTR + |
Misc | No Entry + |
MonsterSpellTrap | No Entry + |
NTR Status | Unlimited + |
OCG Status | Unlimited + |
Phonetic Name | Inferuno + |
Portuguese Name | Inferno + |
RFP | Removes from Graveyard from play +, Removes from Graveyard from play for cost +, and Removes from your Graveyard from play + |
Stats | No Entry + |
Summoning | Cannot Normal Summon +, Cannot Set +, Special Summon-only monsters +, Special Summons itself +, and Special Summons from your hand + |
Support | FIRE + |
Synchro Material | No Entry + |
TCG Advanced Format Status | Unlimited + |
TCG Traditional Format Status | Unlimited + |
Type | Pyro + |
Types | Pyro +, and Effect + |
WC6 Status | Unlimited + |
The following information is from the Yu-Gi-Oh! Wiki and has been edited to the likings of Yu-Gi-Oh Card Maker Wiki. It can be found here.
Attributes, are essentially the "Elemental" groups for each Monster Card. There are different cards made to support each "element", and there are popular monsters of each kind. It is possible for a monster to be considered part of multiple attributes via a card effect, such as with cards like "Light and Darkness Dragon".
The Attributes are:
New attributes that are only found here on YGO Card Maker:
Contents |
Dark monsters are perhaps the most numerous of all monsters. Many well-known monsters are of the Dark attribute, such as Dark Magician of Chaos and Jinzo. Fiends and Zombies are usually Dark types and so are all the Destiny heroes. Many Spellcasters are also Dark, such as the Dark Magician. Although Light is the opposite of Dark, there is no true advantage over one side among the game, although there are cards such as Luminous Soldier, Penumbral Soldier Lady, Hoshiningen and Witch's Apprentice which lower the stats of the opposing attribute.
Being one of the most versatile and common Attributes, Dark monsters and the cards akin to them can work with many different Deck Types, and rarely does a typical deck lack at least one. However, it can be said that many Dark cards have something to do with Spell Cards and the like, perhaps reflective of the mysterious and shadowy nature of darkness, coupled with the great number of Dark Spellcasters. Chaos Decks favor Dark monsters as well as Light monsters, and are in fact instrumental in summoning the key cards of the Deck (i.e. Chaos Emperor Dragon - Envoy of the End, Black Luster Soldier - Envoy of the Beginning, and Chaos Sorcerer).
A recent theme is development of Dark-attribute versions of other cards, such as Dark Armed Dragon, Dark Nephthys and Dark Simorgh. These cards tend to revolve around removing other DARK-Attribute Monsters in the Graveyard from play in order to activate their effects.
Earth monsters are powerful cards focused both on brute strength and rock-solid defense. The Field Spell Card Gaia Power is targeted toward Earth monsters, increasing their ATK by 500. Another Field Spell Card, Canyon, while it uses Rock-Type monsters, is also good to use, since Rock-Types are nearly all Earth. Structure Deck 7: Invincible Fortress takes advantage of this by strengthening Earth cards and striking opponents hard with high ATK. Warrior, Rock, Beast, Beast-Warrior, and Plant-Types are the most common Earth monsters, though there are others of many different Types. Some of the most powerful earth monsters include:
Earth monsters are not greatly supported by other cards, though they have a few. Those include: Giant Rat, Milus Radiant, The Rock Spirit, Gigantes and Warrior Lady of the Wasteland for Earth Warriors.
Amazoness cards are all EARTH-Warrior monsters, and so can use many of the cards that support Earth types, as well as those designed specifically for Warriors, and specifically for themselves.
Fire-Attribute monsters are commonly associated with Pyro, Dragon, and Machine, though it is not uncommon in other Types such as Warrior or even Beast. Fire Monsters are somewhat oppositely linked to Water monsters, but there is no direct advantage outside of one of the Video Games.
FIRE-Attribute Monsters tend to focus on inflicting Effect Damage on your opponent's Life Points and stacking up in ATK points when on the field together, along with the appropriate lockdown cards like "Gravity Bind" and "Level Limit - Area B" to protect the burn monsters.
UFO Turtle - Automatically Special Summons a Fire Monster with 1500 ATK points or less when destroyed in battle.
Little Chimera - Boosts all Fire Monsters' ATK by 500 while simultaneously weakening Water Monster's ATK by 400.
Molten Destruction - Increases the ATK of all Fire monsters by 500 points, at the cost of weakening their DEF by 400 points.
Ultimate Baseball Kid - A seemingly very weak Warrior-Type with 500 ATK, but gets an additional 1000 ATK points for each Fire Monster on the field besides himself.
Soul of Fire - A powerful Direct Damage dealing Spell Card that deals damage equal to a Pyro monsters attack by half.
Backfire - A Trap Card that deals 500 points of damage to an opponent every time one of the controlling player's Fire Monsters is destroyed.
Spiritual Fire Art - Kurenai - Another powerful Direct Damage-dealing Trap Card that deals damage to an opponent equal to the original ATK of a Tributed Fire monster.
Though Fire Monsters can be extremely powerful, they tend to lack support for one another. Instead of focusing on combining and drawing on their strengths as a whole, couple with the fact that there are few good Spell and Trap cards to suit them than some of the other Attributes (most notably Water), Fire Monsters can be seen as having a negative impact on the opponent. They take out Life Points slowly, and dealing some mighty damage with their high ATK, rather than helping the player directly via drawing, increasing Life Points, etc.
The Blaze of Destruction Structure Deck emphasizes combos, and if a monster itself is on the field, it will be destroyed easily because of no other monsters to support it. Ultimate Baseball Kid needs other fire monsters to survive, for example.
Also, "Water Dragon" decreases the ATK of all Pyro and FIRE-Attribute monsters to 0.
Light Monsters are the historic opposites of Dark Monsters. Blue-Eyes White Dragon, the Components of XYZ-Dragon Cannon, and monsters such as D.D. Warrior Lady, and Watapon, are all Light monsters. Light monsters are represented often by Fairy, Spellcaster, Thunder, and at times Warrior-Types, but in general, they encompass a wide array of monsters.
Lights served as Tribute fodder for the two Envoys (Black Luster Soldier - Envoy of the Beginning and Chaos Emperor Dragon - Envoy of the End). They used to serve the same capacity in Chaos Decks, for Chaos Sorcerer, until its September 2006 ban.
Many light types focus on positively reinforcing the player instead of directly damaging the opponent, such as by increasing their Life Points or allowing the player to draw extra cards from their Deck.
Water is a very versatile Attribute, and even has it's own deck based around such monsters, the Water Deck. The Monster Types typically associated with Water are Aqua, Fish, and Sea Serpent, though Plants and Reptiles are not uncommon Water types. Water is usually thought of as the opposite to Fire, though there is no real advantage for either Attribute over each other.
Because of their versatility, Water monsters can be used in a number of strategic ways, possessing many different abilities. Some of the most powerful Water monsters include: Gogiga Gagagigo, Fairy King Truesdale, and Levia-Dragon - Daedalus. The popular Water Deck typically tries to boost the ATK of Water Monsters with Field and Equip Spell Cards as well as monster effects, while simultaneously lowering their Levels with A Legendary Ocean to summon them faster, very effective strategy when played right.
Water monsters enjoy great support, especially from Spell and Trap Cards such as Tornado Wall, Big Wave Small Wave, and Salvage. They also have 3 Field Spell Cards specifically targeted towards them, more than any other Attribute:
Monster cards that aid Water Decks are great in number as well:
One weakness of Water Decks and Water monsters in general, is that they rely on Umi or A Legendary Ocean to work to their potential. Some of their effects are also rather passive compared to other Attributes, such as Fire's aggression and Earth's reliable defensive tactics. All in all, though, a well-prepared Water deck can be an extremely difficult obstacle to overcome.
Wind monsters are often flying monsters, such as the Harpie Ladies, perhaps one of the most famous Wind monsters among the game as well as the anime. This Attribute is greatly under-represented, but the most common type associated with it is the Winged Beast-Type, though Insect, Fairy, and Dragon are not uncommon. Other Wind monsters include Slate Warrior, Whirlwind Prodigy, and Hand of Nephthys. Wind is usually thought of as the opposite of Earth, though there is no direct advantage other than in certain video games.
The Wind monster strategy is difficult to define, and not many players run Wind Decks, though the strategy seems to focus on removing opponent's cards from the field or by bouncing cards back to their hand, and working best with Spell and Trap Cards. This is evident in cards such as Lady Ninja Yae, (which is designed for primarily WIND-Attribute Winged Beast monsters and is featured in Lord of the Storm), and the cards usually seen in a Harpie Lady Deck, like Harpie's Feather Duster. Generally speaking, the option to attack multiple times with a monster in the same Battle Phase is also associated with Wind monsters (such as Chain Thrasher). Taking advantage of this effect, however, is usually rendered somewhat difficult by the low original ATK of most Wind monsters.
It is very likely that Wind monsters have the least number of supporting cards of all Attributes. But a few of them include: Flying Kamakiri #1, Bladefly, Silpheed, and Garuda the Wind Spirit. Rising Air Current is a Field Spell Card which increases the ATK of Wind monsters by 500, and Mountain is similar in increasing Winged Beast types' ATKs by 200, as well as that of Dragon and Thunder types.
Only 7 monsters, the Egyptian Gods and the Wicked Gods, belong to the Divine Attribute in real life:
The Wicked Gods were only Divine-Attribute in the Manga, in the OCG/TCG, they were made DARK-Attribute.
Divine has no external support, since no additional cards were made to supplement it.
Inferno was the first custom attribute introduced to this wiki, created for The Evil monsters. Inferno is usually treated as Dark when applying card effects such as Mystic Plasma Zone, but some cards can say otherwise.
There now are cards to support this attribute, but the creator is too lazy to link to any examples. lol
See also
(Created by XD Master)
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The attribute of monsters with both the Water and Wind attributes. Ice is the incomplete attribute with no monster yet.
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Life attribute monsters are "legal" equivalents of Divine attribute monsters. They are immune to all negative card effects and cannot be destroyed by battle. Sounds great right? Well they have one key defect: Damage calculation is doubled. So if you're playing a life deck, be prepared to take a lot more damage then your opponent. (More info as their arbitrary release date draws closer)
Onyx monsters are the counterpart for Fire monsters. This means they can also be called Dark-Fire attribute monsters. They work by BP (Burning Points) except for Underworld Necrodragon.
See the main article, Rainbow.
Space Attribute are based in space (The Final Frontier) and were created by "Cosman246 (Incognito)" in his attempt to make Star Trek cards. Space is a new Attribute. The only Space-Attribute card that was already made is Captain James T. Kirk.
Notable monster include:
Sound is a new Attribute, and the only Sound-Attribute card that was already created is Airwave Melody.
Notable monster include:
Support Cards Include:
(For more detail, see Wood)
Wood monsters are all wood-related or forest-related monsters. Those monters commonly are Beast, Plant, Beast-Warrior, Insect types. Their ability often decrease opponent's ATK, DEF or get to use their affect frequently. They work strong when they're together and easy to polymerizate. FOREST is the best field card to fit them. Their field card is: Tropical Rainforest that increase 500 ATK and minus 400 DEF as payment. Some new monsters are coming soon.
Monster Cards - Spell Cards - Trap Cards Types of Monster Cards Effect - Fusion - Normal - Ritual - Synchro - Dark Synchro - Hybrid(FCG Only) Types of Spell Cards Continuous - Field - Equip Types of Trap Cards Continuous - Counter - Normal Other Types of Card Turn Phases Draw Phase - Standby Phase - Main Phase 1 |
ATK - DEF - Level - Attribute - Type Playing Field Zones Monster Zones - Spell/Trap Zones Types of Summon Flip - Normal - Tribute |
Activate - Chain - Cost - Counters - Destroy Types of Monster Effects Continuous - Flip - Ignition - Quick Compulsory - Optional - Lingering Types of Effect Monsters Flip - Gemini - Spirit - Toon - Tuner - Union - Dark Tuner Types of Spell Speed Spell Speed 1 |
Tournament Guidelines Duel - Infinite Loop - Maintenance Costs Double Tributer - Victory Conditions Attributes DARK - EARTH - FIRE - LIGHT - WATER - WIND Types Aqua - Beast - Beast-Warrior - Dinosaur - Dragon |
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