In 2367, Governor Gosheven called the water in his grandfather's aqueduct system the shared years of blood and sweat from all who sacrificed settling the Tau Cygna V colony. (TNG episode: "The Ensigns of Command")
In 2369 the water supply of the Dracon monastery on the planet Riat was infected by an algae which had been irradiated by solar flare activity. When the monks at the monastery consumed the water they underwent a mutation which made them violent and cannibalistic. Doctor Beverly Crusher of the USS Enterprise-D was able to cure the monks of the infection. (TNG comic: "Light of the Day")
In some regions of the Delta Quadrant, water is a scarse and valued commodity, traded amongst the Kazon and the Talaxians. In 2371, Captain Kathryn Janeway used water to bribe First Maje Jal Jabin into revealing all information he had about the Ocampa and the Caretaker. (VOY episode: "Caretaker")
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There used to be only two elements in the game: Physical and Magical. This simpler concept still resonates in the game, especially when it comes to Reductions. Physical means any effect where the source is a neutral or earth element, Magical means any effect where the source is a fire, water or wind element.
This disambiguation page lists articles that might otherwise share the same title.
If an article link led you here, please change the link to point directly to the intended page.
Water can refer to:
|There is more information available on this subject at Dihydrogen Monoxide on the English-language Wikipedia.|
Water, chemical name dihydrogen monoxide, chemical formula H2O, is a common chemical substance that is essential to all known forms of life. In typical usage, water refers only to its liquid form or state, but the substance also has a solid state; ice, and a gaseous state; water vapor or steam. Its chemical make-up is a covalent bond of two Hydrogen atoms and a single Oxygen. The covalent bond is strong, but the energy released from breaking this bond is low and hard to capture. It is a polar molecule, forming weak Hydrogen bonds between the positive Hydrogen ends and the negative Oxygen end. Due to its polar characteristics, water cannot mix with oil or other non-polar substances.
Water seen in Halo 3.
Bodies and objects will float in water.
Bodies sink in water after floating a while.
Water is the major building block of most life. It is both added to food as an ingredient and used to transfer heat for cooking.
For both such purposes, the water should be generally drinkable. Water is a common source of disease organisms. Boiling water for about 5 minutes should take care of this problem. Baked goods containing water also need to be kept at a boiling temperature to prevent the spread of disease.
Water-based cooking methods include:
When adding water to a fermented food, it is generally best to use water with little or no chlorine. Chlorine is added to water to kill harmful microbes such as bacteria, and as such, can change how well a fermentation progresses, by slowing it down or even by ruining it.
Commercial yeast ferments like beer are not as sensitive to chlorine as yeast / bacteria ferments like sourdough, but often still benefit from chlorine-free water as it also affects the taste of the final product.
Chlorine can be removed from tap water by boiling for a few minutes and leaving to cool. Also, leaving uncovered overnight (e.g. in the refrigerator) will reduce chlorine. However, some water suppliers are now using the more stable chloramine instead, which cannot be boiled out and will remain stable in water for longer periods. Many water filters will remove both chlorine and chloramine.
Note that for almost everything that requires water to be used (e.g. to be added to clay to make soft clay, to be added to flour to make different types of dough, etc.), the player must use the water in a vessel. Possible vessels include buckets, vials, waterskins, bowls, and jugs. For example, using clay on a fountain will not make soft clay. The player must use a jug (for example) on the fountain, then use the jug of water with the clay.
Water is also essential to surviving in the Kharidian Desert, though players cannot drink water from anything but a waterskin. This is the only way that players can drink water directly, though it is also an ingredient in a number of drinks (for example, a cup of tea) and some foods (for example, stew).
Players can find water sources in many locations, in the forms of sinks, water barrels, waterpumps, fountains and wells. Members can build their own plumbed-in water source in the kitchen of their house. In RuneScape, players cannot obtain water from lakes, rivers, etc.
Interestingly, issue 14 of the God Letters (dated the 5 August 2003) addressed this particular issue. A player wrote to Saradomin to ask: "Why dost thou serve only acholic [sic] beverages in your world? ... I thirst and thirst for water but can not drink any. Why..?"
The reply said that the council outlawed the sale of water in bars, and further stated: "I would suggest to anyone visiting RuneScape for a holiday this year NOT try drinking the water - as many a fisherman will attest, you find all sorts in it... and a nice cold ale is far less hazardous to your health."
This is a reference to the popular medieval belief that pure water was unsafe to drink and could cause sickness - this belief was propagated by the fact that poorly maintained wells and unclean rivers provided a contaminated source of water. However, there must be some purification method by which water can be rendered harmless.
One example is to make Construction Tea with the Kettle, Teapot and cups from your Player Owned House. This uses tap water from your kitchen sink or added to the kettle from another vessel as described above, boiling it on the range, then mixing with tea leaves in the teapot. However, once boiled, the kettle remains hot until it is poured into the teapot. The kettle may not be taken outside of the player owned house. It is removed from your inventory as you exit the house (via exit portal or by any teleport methods).
Water was a compound created from the elements of hydrogen and oxygen, and found on many planets in the galaxy. The surface of planets such as Mon Calamari and Kamino were totally covered in water, and on other terrestrial planets water was found in oceans, lakes, rivers, and aquifers. Water was a vital commodity for many life forms, while for other species it was poisonous.
Water in its frozen form was known as ice, and in gaseous form was called "water vapor", that formed crystals. Sometimes it would condense and fall as snow, sleet, or hail. Planets that experienced consistent ice include but are not limited to: Hoth, Mygeeto, Ilum, Rhen Var, Anteevy, Ota, Orto Plutonia and Polus.
Groundwater could be extracted from aquifers through the use of water wells, tap trees, and hydromech droids, though sometimes it simply flowed naturally from freshwater springs. It was usually processed by an aquifer purifier before being distributed for consumption. On Coruscant, water was gathered and stored in giant artificial aquifers.
On dry land, moisture vaporators were used to harvest excess atmospheric humidity, collecting enough water to sustain three average humanoids, even on hot desert planets like Tatooine. Water survey devices were used to detect high levels of humidity, and moisture vaporators were usually placed in these regions for maximum output.
Throughout the galaxy, a variety of methods were used to convert sewage into pure water on some planets. The use of recirculation pumps was one such method.
Once water was collected, it was distributed through large networks of irrigation canals, allowing stored water to flow into populated regions for consumption..
Among many of its applications, water was popular for drinking, though not among all species. Water was usually dispensed from sink faucets found in various types of buildings. Water could also be purchased as a cheap beverage at a cantina, or in containers from street vendors. Free drinking water was rare in the galaxy. As a result, it was often a target of smuggling and theft.
The quality and purity of drinking water differed throughout the galaxy. On Tatooine, drinking water had a metallic taste and smelled strongly of dust and purification chemicals and contained bits of grit and sand.
Most animals and some sentient species drank water directly from lakes and rivers, though not all bodies of water were safe to drink from. For example, the water of Lake Natth on Ambria was poisoned by the dark side of the Force.
Valuable minerals could also be mined from sea water. The world-ocean of Utapau, for example, was rich in minerals, salts, and chemicals, and was the only natural resource on the planet which attracted interplanetary trade. By the time of the Clone Wars, however, less than 0.9% of the planet was covered in water.
Water could also be used as art or decoration, in the form of elaborate water sculptures, fountains, and artificial waterfalls.
Water was very significant in some cultures, especially with those based on planets where water was rare. The Tusken Raiders of Tatooine considered water wells to be sacred places, and hence were vehemently protected.
Large bodies of water presented the risk of drowning to many of the air-breathing species of the galaxy. Devices called rebreathers could be utilized by such beings to breathe underwater. The Yuuzhan Vong used gnulliths instead of rebreathers, which were also able to be used by other species. In 33 BBY, Alexi Garyn died by way of drowning, though not without the involvement of Darth Maul.
A poncho was a piece of clothing that could be used as protection against rain.
Water is a type of inorganic.
Cybertron's surface is covered by at least a few seas, but these seas are not of water. The Rust Sea, for example, is a sea of, uh, rust. There are chambers deep inside Cybertron which also run with liquid, but they have been confirmed to be not water.
Some Transformers, namely the Aquaspeeders and Stormtroopers, use high-pressure water-cannons as armaments. This is after they apparently re-discovered water, or something.
Some Autobot guy states "The two things I hate, fire and water."
Hound is shown to have a mask for breathing underwater while Megatron understands how a hydroelectric station works.
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:
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.
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.
Molten Destruction - Increases the ATK of all Fire monsters by 500 points, at the cost of weakening their DEF by 400 points.
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.
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.
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
(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.
Types of Monster Cards
Types of Spell Cards
Types of Trap Cards
Other Types of Card
ATK - DEF - Level - Attribute - Type
Playing Field Zones
Monster Zones - Spell/Trap Zones
Types of Summon
Types of Monster Effects
Continuous - Flip - Ignition - Quick
Compulsory - Optional - Lingering
Types of Effect Monsters
Types of Spell Speed
Spell Speed 1
Duel - Infinite Loop - Maintenance Costs
Double Tributer - Victory Conditions
Aqua - Beast - Beast-Warrior - Dinosaur - Dragon