OpenLLM-France/wikimedia huggingface dataset:
# Paper Mario/Party Members/Watt

Watt is a useful young Sparky. Her attacks are able to negate any defense points which an enemy may have. She can also lower the enemy's defense(?) and increase Mario's attack power.
# Paper Mario/Star Spirit Powers
### Eldstar

* Boss Defeated: Koopa Brothers
* Chapter Obtained: Chapter 1: Storming Koopa Bros. Fortress
* Power
** Focus: Boosts Star Energy.
** Refresh: Replenishes 5 HP and 5 FP. Star Power Needed: 1

### Mamar

* Boss Defeated: Tutankoopa and Chompy
* Chapter Obtained: Chapter 2: The Mystery of Dry Dry Ruins
* Power: Lullaby: Puts enemies to sleep.
* Star Power Needed: 1

### Skolar

* Boss Defeated: Tubba Blubba and his heart
* Chapter Obtained: Chapter 3: The "Invincible" Tubba Blubba
* Power: Star Storm: Decreases enemies' HP by 7.
* Star Power Needed: 2

### Muskular

* Boss Defeated: General Guy and his troops
* Chapter Obtained: Chapter 4: Trials in the Toy Box
* Power: Chill Out: Lowers enemies' attack power by 3.
* Star Power Needed: 2

### Misstar

* Boss Defeated: Lava Piranha and the Lava Buds
* Chapter Obtained: Chapter 5: Hot, Hot Times on Lavalava Island
* Power: Smooch: Replenishes 20 HP.
* Star Power Needed: 3

### Klevar

* Boss Defeated: Huff N. Puff and the Tuff Puffs
* Chapter Obtained: Chapter 6: Dark Days in Flower Fields
* Power: Time Out: Immobilizes all enemies
* Star Power Needed: 2

### Kalmar

* Boss Defeated: Crystal King
* Chapter Obtained: Chapter 7: A Star Spirit On Ice
* Power: Up and Away: Turns enemies into stars, knocking them out.
* Star Power Needed: 2

### Ultimate Star Spirit Power

* Chapter Obtained: Chapter 8: A Star-Powered Showdown!
* Star Beam: Used to negate the effects of the Star Rod. After Peach and Twink defeat Kammy, it is upgraded to Peach Beam as Kammy uses the device to increase Bowser's power.
# Paper Mario/Party Members/Kooper

Kooper is the second friend/partner Mario comes across in the game. He is a bit shy as a turtle but he is stubborn with his wishes. Mario met him because he had to chase down his shell which a Fuzzy had stolen.

## In the field=

Outside of battles, Mario can kick Kooper, who hides within his shell, to reach switches over gaps that Mario (and Parakarry and Lakilester) cannot cross.

## In Battle

Kooper uses attacks that ignore spikes and fire, so he can hit most enemies, unless they are airborne. He also knows an all-party attack, dizzy-effect attack, and flame attack.
# Paper Mario/Party Members/Lady Bow

Lady Bow is the princess of the Boos. She lives inside the Boo Mansion, located at the edges of Forever Forest and Gusty Gulch.

## Recruiting

She joins the party when you find out how to get to the third floor of the boo mansion. She helps Mario defeat Tubba Bubba and then officially joins the party.

## Combat

Lady Bow attacks by slapping the enemy. She can also cloak Mario to allow him to pass through some solid objects. In battle, she can scare enemies off, make Mario immune to most attacks, or slap the enemy with a fan (if you upgrade her with a super block to the ultra mode) to cause a good amount of damage.

## Trivia

Lady Bow has a butler named Bootler.
Lady Bow also makes a brief cameo in Paper Mario: The Thousand-Year Door in Poshley Heights after the player defeats the Shadow Queen.
Lady Bow was the only female Boo until Thousand Year Door, which included two other female Boos, Peeka and Lahla.
# Paper Mario/Party Members/Lakilester

Lakilester can join Mario's party and aid him in his quest to find the seven star spirits.
Lakilester is a Lakitu who didn't like his name, so he changed his name to Spike. He looks like a normal Lakitu, only instead of three thin lines of hair, he has green spiked hair, and instead of round black-rimmed glasses, he has red-rimmed sunglasses with blue lens'.
He tries to act cool to impress others, but he often goofs up and make a fool of himself. The only person who is tolerant of Lakilester is Lakilulu, his girlfriend.
When Bowser assigned Huff n' Puff to guard Klever and take over Flower Fields, he assigned some Lakitus, including Lakilester, to help block the entrance to Cloudy Climb. Some Lakitus were assigned to create the cloud machine, while the low-ranked Lakitus had to fight Mario whenever they found him. Being a goof-up, Lakilester was branded as a low-ranked Lakitu.
Neither Lakilester or Lakilulu liked the idea of Lakilester fighting Mario, but Lakilester had no choice. So while patrolling Flower Fields, he found Mario and his party leaving the Sun Tower. He challenged the gang to a fight, but being the goof-up that he is, he lost. Lakilester was so embarrassed that he told Mario to finish him off, but before Mario could answer him, Lakilulu came to save him. Lakilulu asked Mario to forgive Lakilester and Mario obliged. Lakilulu thanked him, then Lakilester asked Mario what was he was fighting for. Mario explained the story so far, of Bowser's Star Rod, and that if he got his way, the Mushroom Kingdom's wishes would never be granted. Lakilester decided to join Mario's party, but Lakilulu refused. Lakilester said that he would be doing this for her, so Lakilulu finally gave in and let Lakilester join Mario. She threatened though, that if Lakilester caused her to worry, she would inflict pain upon him using Spinys.
Eventually, the party was able to destroy the cloud machine. Lakilester felt good about the achievement, so he offered to stay with Mario and his friends for a while longer.
During Mario's adventures, Lakilester proves to be a valuable party member. He can throw spiny eggs like normal Lakitus but also create a cloud for Mario, increasing his evasion. Also, by blowing a huge wind, he can blow away unwanted enemies. He can even hold Mario in his cloud and carry him over spikes and lava pits.
# Paper Mario/Party Members/Parakarry

Parakarry is a fictional character from the Paper Mario universe. Parakarry is a paratroopa postman that delivers mail all over the Mushroom Kingdom. Mario meets Parakarry in Mt. Rugged where he asks Mario to help him find some of his letters and after Mario does find all the letters, he will join Mario's party.
Parakarry is the fourth playable character in the game. Outside of battle, Mario can use Parakarry's flying ability to fly over small gaps.
Abilities
* Sky Dive- Parakarry will fly up and then kick the enemy.
* Shell Shot- Parakarry will hide in his shell and then launch himself at the enemy.
* Air Lift- Parakarry will carry an enemy from the battle.
* Air Raid- Parakarry flies all over the screen, hitting all enemies on the screen.
# Paper Mario: The Thousand-Year Door
## Table of Contents
### Gameplay

* Special Moves
* Party Members and their attacks
* Badges
* Trouble Center
* Bestiary

### Walkthrough

* Prologue
* Chapter 1
* Chapter 2
* Chapter 3
* Chapter 4
* Chapter 5
* Chapter 6
* Chapter 7
# Sensory Systems/Preface

While the human brain may make us what we are, our sensory systems are our windows and doors to the world. In fact they are our ONLY windows and doors to the world. So when one of these systems fails, the corresponding part of our world is no longer accessible to us. Recent advances in engineering have made it possible to replace sensory systems by mechanical and electrical sensors, and to couple those sensors electronically to our nervous system. While to many this may sound futuristic and maybe even a bit scary, it can work magically. For the auditory system, so called “cochlea implants” have given thousands of patients who were completely deaf their hearing back, so that they can interact and communicate freely again with their family and friends. Many research groups are also exploring different approaches to retinal implants, in order to restore vision to the blind. And in 2010 the first patient has been implanted with a “vestibular implant”, to alleviate defects in his balance system.
The wikibook “Sensory Systems” wants to present our sensory systems from an engineering and information processing point of view. On the one hand, this provides some insight in the sometimes spectacular ingenuity and performance of our senses. On the other hand, it provides some understanding of how our senses transduce external information into signals that our central nervous system can work with, and how – and how well - this process can be replaced by technical components.
# Research Methods in Information Science

This book provides a survey of methods commonly used by researchers to develop new knowledge in Library and Information Science. This book also includes a brief overview of methods used to assess library services.

## Fundamentals of research

* Characteristics of the research process
* Identifying research problems
* Epistemologies
* Research design
* Choosing a sample
* Ethical research
* Research data management
* Presenting research results

## Methods

* The historical method
* The research survey
* The descriptive survey
* Observational methods
* The collection assessment
* The ethnography
* The case study
* Bibliometric methods
* Content and narrative analyses
* Usability and user experience studies
* Technical services and cataloging studies
* The experimental method
* The log analysis
* Knowledge synthesis
* Theoretical approaches
* Management and operational research
* Mixed methods research

## Related Wikibooks

* Introduction to Library and Information Science
* Research Methods
* Statistics
# Research Methods in Information Science/Identifying research problems
## References

* ↑ Kloda, Lorie (2016-03-04). "Asking the Right Question". Evidence Based Library and Information Practice. 11 (1(S)): 7–9. doi:10.18438/B8XG9C. ISSN 1715-720X.
# Research Methods in Information Science/Bibliometric methods

Bibliometrics is the statistical analysis of publications to identify decisions made by their authors and readers. Citation analysis is a particularly well-known bibliometric method, although a number of other bibliometric methods are also used. Researchers use bibliometric methods to explore the impact of a field, a set of researchers, or a particular paper. Bibliometrics also has a wide range of other applications, such as in descriptive linguistics, the development of thesauri, and evaluation of reader usage.
# Research Methods in Information Science/Management and operational research
## Workplace culture

Including response to concepts such as social justice (suggested by Schomberg, J. (2015). Examination of Cataloging Assessment Values Using the Q Sort Method. Cataloging & Classification Quarterly, 1-22.)
# Perl Programming/Keywords/-x
## The -x keyword

-x is a file test that returns true, if the file is executable by effective uid/gid.
It takes one argument, either a FILENAME, a FILEHANDLE, or a DIRHANDLE to test the associated file to see if the file is executable by effective uid/gid. If the argument is omitted, it tests $_. -x returns 1 for true and an empty string for false. If the file doesn't exist or can't be examined, it returns undef and sets $! (errno).
# Perl Programming/Keywords/CHECK
## The CHECK keyword

CHECK is one of five code blocks that are executed at the beginning and end of a program by Perl. It is useful to catch the transition between the compilation phase and execution phase of the main program.
Although it can be prefixed with sub, this is not considered a good programming practice, as these blocks are not a subroutine.

### See also

* BEGIN
* END
* INIT
* UNITCHECK
# Perl Programming/Keywords/INIT
## The INIT keyword

INIT is one of five code blocks that are executed at the beginning and end of a program by Perl. It is useful to catch the transition between the compilation phase and execution phase of the main program.
Although it can be prefixed with sub, this is not considered a good programming practice, as these blocks are not a subroutine.

### See also

* BEGIN
* CHECK
* END
* UNITCHECK
# Perl Programming/Keywords/UNITCHECK
## The UNITCHECK keyword

UNITCHECK is one of five code blocks that are executed at the beginning and end of a program by Perl. It is useful to catch the transition between the compilation phase and execution phase of the main program.
Although it can be prefixed with sub, this is not considered a good programming practice, as these blocks are not a subroutine.

### See also

* BEGIN
* CHECK
* END
* INIT
# Perl Programming/Keywords/ DATA
## The __LINE__ keyword

__DATA__ is a special token that can be used to indicate the logical end of the script before the actual end of file.
# Perl Programming/Keywords/-z
## The -z keyword

-z is a file test that returns true, if the file has zero size (is empty).
It takes one argument, either a FILENAME, a FILEHANDLE, or a DIRHANDLE to test the associated file to see if the file has zero size. If the argument is omitted, it tests $_. -z returns 1 for true and an empty string for false. If the file doesn't exist or can't be examined, it returns undef and sets $! (errno).
# Perl Programming/Keywords/DESTROY
## The DESTROY keyword

DESTROY is a method that does something when the object is destroyed. This method will always be called by Perl at the appropriate time, unless the method is empty.

### See also

* BEGIN
* CHECK
* END
* INIT
* UNITCHECK
# Perl Programming/Keywords/AUTOLOAD
## The AUTOLOAD keyword

AUTOLOAD is a keyword that is used to mark a subroutine for autoloading. This subroutine is called, if a subroutine that doesn't exist was called with exactly the same number of arguments.
# Perl Programming/Keywords/BEGIN
## The BEGIN keyword

BEGIN is one of five code blocks that are executed at the beginning and end of a program by Perl. It is create the block that is executed ASAP after the Perl interpreter starts. More than one BEGIN block may exist within a file or an eval'd string, and they are executed in order of definition.
Although it can be prefixed with sub, this is not considered a good programming practice, as these blocks are not a subroutine.

### See also

* CHECK
* END
* INIT
* UNITCHECK
# Perl Programming/Keywords/END
## The END keyword

END is one of five code blocks that are executed at the beginning and end of a program by Perl. It creates the block that is executed short before the Perl interpreter stops execution. This block is even executed after a die operation, but not after an exec or when killed by a OS signal.
Although it can be prefixed with sub, this is not considered a good programming practice, as these blocks are not a subroutine.

### See also

* BEGIN
* CHECK
* INIT
* UNITCHECK
# Sailing/Resources
## What am I going to need?

Take a moment to consider what situation you're in and what resources you have to give you a head start towards where you want to go. Then you can research what else might be available.
Important areas to contemplate:

### Water

If you live near the ocean or a substantial body of water, you've got a good start. Inland lakes offer interesting challenges and opportunities of their own. If your area offers neither of these, you my have to do a bit of travelling.

### Fitness

Most sailing doesn't require Olympic athleticism, but it is a sport, so being fit will be a help. There are ways to adapt sailing for those with substantial disabilities.

### Skills

You'll need to learn to operate and maintain your vessel. Ability to use tools and fix things will be most handy.

### Financial

Some kinds of sailing can be a rich man's game. Others can be done on a shoestring, or less. It's important to be realistic about what you can afford, lest you be tempted to commit to a course that you won't be able to afford to follow though.
Next Chapter: Sailing/Racing
# Saint Michael: Early Anglo-Saxon Tradition/Acknowledgements

The original author of this work is Professor Raymond J S Grant, formerly of the University of Alberta Department of English and Film Studies, and graduate of the Universities of Aberdeen and Cambridge (Peterhouse, 1970/1, under the supervision of Dorothy Whitelock). The work appears here with permission of his estate.
The editors of this work are grateful for the time and expertise so generously offered by Tara Gale, Tim Sobie, Pamela Farvolden, Stephen Reimer, Anne Correia, and Ray Siemens.
Tara Gale's Master of Arts thesis—completed under the supervision of Raymond Grant, Stephen Reimer, and others in 2002—is entitled In praise of the Archangel Michael: piety and political accommodation in 11th-Century England. It is available here, https://era.library.ualberta.ca/items/d5409272-7642-4cc6-b830-3d0421c5f25b/view/7412f5c4-68db-4c61-bd03-9e186c028f83/MQ69642.pdf, and via other repositories. Then, and since, she has been a research assistant to elements of this work.
Should auld acquaintance be forgot
And never brought to mind?
Should auld acquaintance be forgot,
And days o' lang syne?
That Man to Man the warld o'er,
Shall brothers be for a' that.
To warm memories of friendship and friends. The family dedicate this book to the significant and enduring friendship between Raymond Grant and Reynold Siemens.
# Sailing/Introduction
## Introduction

You've heard about sailing and it sounds like a good idea. But you ask, how do I get involved? First we have to figure out what kind of sailing you want to try. What, I haven't even started, yet, and you want me to make decisions?
Next Chapter: Kinds of Sailing
# Sailing/Racing
## How do I get started Racing?
### Dinghy Racing

Dinghies are smaller boats, without a heavy keel. They are less expensive, usually sailed by a crew of 1 or 2, but can provide a lot of thrill for the buck. Plan on lots of spray and going for the occasional ducking.
Some people buy a boat, then figure out how to sail it, but you'll get up to speed much quicker with organized instruction. Another approach is to find a friendly, experienced sailor who wants a crewmember on an on-the-job-training basis.
Most racing is organized by yacht (or boating) clubs, but you don't have to be a member to join in. There are many youth programs that focus on racing as the end goal. Some high schools and colleges have racing teams.

### Yacht Racing

Larger boats generally have a heavy keel, which gives them more stability. They are usually sailed by a larger crew, 10 or more on the larger yachts. Races will generally be longer, including overnight or longer on ocean races.
The usual way to learn yacht racing is to go out on a race and learn-while-doing. This may seem a bit intimidating, but many yacht clubs hold casual races or cruising rallies, where the stakes aren't high and relaxed, safe, fun is the priority. Most yachts call for a crew with a range of skills, including a couple of crewmembers whose primary duty is to provide a bit of extra ballast. The main thing is to be prepared for spray and wind and to listen for instructions. Once you get used to working your way around on deck, you may be asked to lend a hand with stowing sails or hauling lines.
There are some very good training programs, but most sailing clinics are aimed at those who know the basics of racing and want to hone their skills. Most sailing schools are aimed at teaching cruising skills, which are very useful, but not all you need to be able to race successfully.
Should you happen to own or be in a position to buy a keelboat, your best strategy might be to find an experienced sail racer to help you campaign the boat. Your broker, sailmaker, or local yacht club are good resources to get in touch with experiences sailors.
Next Chapter: Bits and Pieces
# Saint Michael: Early Anglo-Saxon Tradition
## Introduction

Saint Michael holds a pre-eminent place among the archangels, evidenced in writings from the earliest days of the church and the earliest mediaeval roots of the English literary tradition. In that tradition, the first glimpses of St Michael reflect a nuanced and complex understanding, informed by many pertinent perspectives. At the heart of this tradition is St Michael's eulogaic presentation in the manuscript Cambridge Corpus Christi College 41, in a treatment that draws on apocryphal references to Michael as much as it does on those many passages in the Scriptures that refer to him by implication—references initiated and identified by the church fathers, variously assembled and reassembled in later writings, and, in this way, drawn into the larger and broader understanding of St Michael. Nuanced and complex as it is, this understanding requires a fuller view of Michael than is typical, in pursuit of context for the seemingly effusive and extravagant praise of him found in this Old English encomium.
This extended study provides context for this understanding. It begins with Cambridge, Corpus Christi College MS 41, a source of interest to scholars greater than its appearance would at first glance suggest, containing as its principal text the B-version of the Old English translation of Bede's Historia Ecclesiastica Gentis Anglorum Libri Quinque and a range of marginalia—portions of a Latin missal, six homiletic texts in Old English, macaronic charms and loricas in Old English and Latin, a version of the Old English poem Solomon and Saturn, and fragments of an Old English martyrology.
The author of this work is Professor Raymond JS Grant, formerly of the University of Alberta Department of English and Film Studies, and graduate of the Universities of Aberdeen and Cambridge (Peterhouse, 1970/1, under the supervision of Dorothy Whitelock). The work appears here with permission of his estate. The editors of this work are grateful for the time and expertise so generously offered by Tara Gale, Tim Sobie, Pamela Farvolden, Stephen Reimer, Anne Correia, and Ray Siemens.

## Table of Contents

Acknowledgements
* General Introduction to Corpus 41
* The Saint Michael Text in Corpus 41
* Saint Michael in Judaeo-Christian and Anglo-Saxon Tradition
* The Veneration of Saint Michael
* Saint Michael—The Celtic Connection
* White Martyrdom, Saint Michael's Way, the Celtic Sites
* Saint Michael and the Norman Conquest of England
* Leofric of Exeter
* Leofric, the Liturgy, and Saint Michael
* Conclusion: The Saint Michael Text and the Exeter Parish Guild
* Appendix: Saint Michael and Saint George
# Sailing
## Contents

* Introduction
* Kinds of Sailing
* Resources
* Racing
* Cruising
* Daysailing
* Historical
* Chartering
* Bits and Pieces
# Sailing/Kinds
## Racing

* If you're competitive, athletic, or just feel the need for speed, this might be up your alley.
* You might want to learn a bit before plunking down the cash for a sleek keelboat.

## Cruising

* Perhaps you're dreaming of wending your way to off-the-beaten-track locales.
* Maybe you'd like to explore nearby waters in the company of friends.
Cruising is more about self-reliance than thrills, but adventure awaits at the next anchorage.

## Daysailing

* Perhaps you'd like to take things easy and have a relaxing day with friends and family.
* The nautical terminology is "daysailing".

## Historical

* Wooden Ships and Iron Men?
* Craftmanship and the stories of workingmen through the ages
Historical/traditional sailing might be your thing.

## Chartering

* Want to cruise warm waters?
* Want to be pampered by a professional crew?
A charter doesn't require a major time commitment to get to the fun part.
Next Chapter: Resources
# Science: An Elementary Teacher’s Guide/Mass

Mass
Is the amount of material an object is made of.
Weight is proportional to mass.
Weight changes but mass does not.