recursal/Fanatic-Fandom huggingface dataset:
Scouting Persona

Reya using Scouting Persona next to Issei

**Scouting Persona**, also known as the **Masquerade Ball of Mysterious Persons**. is an Artificial Sacred Gear that was created by Azazel for the members of Sona Sitri's peerage and was especially given to Reya Kusaka later.

## Summary

In Volume 14, Scouting Persona was one of the 5 Artificial Sacred Gears given to the members of the Sitri group and was personally given to Reya. She would later use this on a mission to save the first-year members of the Occult Research Club when they were kidnapped by the Magician Faction of the Khaos Brigade.

## Appearance

Scouting Persona takes the form of multiple masks, each of them having huge gleeful smiles.

## Abilities

With it, the user can create a multitude of floating masks, which can then be used for surveillance activities like searching for enemies, gathering and relaying information across long distances, and can also be made to act as a shield.
Shadow Prison

**Shadow Prison**, also known as the **Prison of the Dragon**, is a Sacred Gear wielded by Genshirou Saji of the Student Council and the pawn of Sona Sitri.

It holds a part of Prison Dragon Vritra's soul and one out of the four *Vritra-type Sacred Gears* that Saji owns.

## Summary

At some point, Grigori had previously retrieved three of the Vritra type Sacred Gears, including Shadow Prison.

It first appeared in Volume 7 of the Light Novels, when Grigori implanted it and other Vritra Sacred Gears into Saji during the final battle against Loki, where Saji used it in tandem with his other Sacred Gears to restrain Loki for Issei to strike him.

In Volume 17, Saji achieved his Balance Breaker as a result of the combination of the four Vritra Sacred Gears and the fusion of Saji and Vritra, all while he fought against Walburga.

## Abilities

Shadow Prison gives the user the ability to use Vritra's shadowy aura to restrain opponents.

## Forms

### Malebolge Vritra Promotion

**Malebolge Vritra Promotion** (罪科の獄炎龍王マーレボルジェ・ヴリトラ・プロモーション, *Māreboruje Vuritora Puromōshon*), also known as the **Dragon King's Flame Prison of Guilt**, is Saji's combined Balance Breaker of Shadow Prison with the rest of his Vritra's Sacred Gears which creates a Black Dragon Armor that strengthens the users powers and abilities.

## Trivia

* In Volume 7, it was revealed that Shadow Prison belonged to someone else before being bestowed to Saji by Azazel.
Holy Fire

### Abilities

Grants the ability to produce flames filled with holy energy which is very lethal against Devils, Vampires and other dark creatures.

### Wielder(s)

Uriel
 Incinerate Anthem

**Holy Flame** is the special ability of the Seraph, Uriel as well as the flames produced by the Longinus Sacred Gear; Incinerate Anthem.

## Summary

Uriel's signature move, one that combines holy aura and fire together. Uriel's Holy Fire is reputed to be one of the most powerful abilities among the angels along with the Fallen Angel cadres Baraqiel's Holy Lightning. It is a ability which is very effective against Devils due to its Holy nature.

The Longinus Incinerate Anthem possesses the ability to control and manipulate immensely powerful holy fire, which can easily slay most devils and significantly injure or even kill other species. The flames can of Incinerate Anthem can be shaped into various forms depending on the wielder's will.

## Abilities

As its name suggests, Holy Fire is a type of fire, one that combines holy aura and fire together. It is a very lethal power against Devils as due to the Holy element, which is a fatal weakness of Devils. Holy Fire is stated to be able to incinerate most devils with ease as even Ultimate-class Devils and Satan-class Devils would suffer immense damage if they were to be hit by it.
Flame Blaze

Issei's Flame Blaze

**Flame Blaze**, also known as the **Breath of Fire**, is a move used by Issei Hyoudou, which he learned during his training with the former Dragon King, Tannin.

## Summary

In Volume 5, during his dragon training with Tannin, Issei obtained this ability by learning to produce fire magic and enhancing it with his Boosted Gear.

In Volume 9, Issei used this ability against Connla to counter his Night Reflection's Balance Breaker ability to negate Issei's attacks as while the Balance Breaker did heighten his defense against elemental attacks, it did not provide immunity, a fact with Issei exploited to defeat him, burning him severly.

In Volume 12, Issei used this ability during his duel with Cao Cao, engulfing the sky with fire in hopes of defeating him by narrowing his field of movement and the preventing him from dodging a wide range attack. However, Cao Cao eradicated the flames by using a large amount of holy aura.

## Abilities

**Flame Blaze** is a wide range fire attack that Issei developed in case he needs a area of effect attack. To use it, Issei first inhales air filling his lungs, then produces a small flame in his stomach with his demonic power; then Boost and Transfer to enhance the flames within his stomach and he breathes out dragon flames from out his mouth toward his opponent. The flames are shown to be very powerful as they were able to burn up Connla to a crisp and render him unable to fight despite his Sacred Gear's Balance Breaker providing him with enhanced defense. He's also shown to widen the range of his dragon flames that can engulf the whole sky as shown in his battle against Cao Cao in Volume 12.

Because of the training, Issei has also developed a high degree of resistance to fire attacks, so that only the most powerful flames, such as those of a Dragon or the Phenex Clan, can injure him.
Dress Break

Issei using Dress Break against Diodora’s Peerage

**Dress Break**, also known as **Clothes Collapse**, is a technique developed and put to use by Issei Hyoudou.

## Summary

While training in preparation for Rias' Rating Game against Riser Phenex, Issei invented the technique to fight against Riser's peerage, which consisted entirely of girls. Following its creation, it became one of the two signature moves of Issei that he uses against female opponents, along with Pailingual.

## Abilities

Dress Break has the ability to strip women of their clothing by touching the clothes. To use Dress Break, Issei first comes into contact with his target, after which a magic circle appears at the point of contact. Finally, Issei triggers the Dress Break with a snap of his fingers. Aside from clothing, Issei can also remove any magic covering the female body as well, as shown in the case of Asia and Jeanne. A variation of the spell can be used to peel fruits and vegetables.

Dress Break can also be used to solely "strip" women of any the effects of spells or abilities that have been used against them, such as mind manipulation. Issei hopes to someday combine both variation into one.

## Forms

### Ver. B (Body)

This move is used to "strip" women by destroying their clothes and/or armor.

### Ver. A (Astral)

This move is used to "strip" women by destroying the effects of spells or abilities that have been used against them.

### Dress Break DxD

**Dress Break DxD**, an enhanced version of the spell augmented by the Diabolos Dragon armor, by using his Dragon God aura, he can halt his target’s movement. While strengthening his left hand he can destroy a female uniform without touching it.

## Trivia

* In the anime, the inspiration for Issei's Dress Break came from his fight with Kalawarner, when the latter was stripped naked by the energy released from Issei's Sacred Gear when he first activated it.
* Issei states that he initially could not decide between this spell or one that would allow him to see through clothing.
* This technique doesn't appear to affect anything from the neck up such as hair clips, ribbons or even masks.
* Dress Break resembles the Disarming spell from *Negima!* (*Mahō Sensei Negima!*).

## References

1. ↑ High School DxD Light Novel Volume 3 Life. 2 *The Holy-sword has arrived* Part 7
Delete Field

Delete Field negates Loki's Magic

**Delete Field**, also known as the **Domain of Darkness**is a Sacred Gear wielded by Genshirou Saji of the Student Council and the pawn of Sona Sitri.

It holds a part of Prison Dragon Vritra's soul and one out of the four *Vritra-type Sacred Gears* that Saji owns.

## Summary

At some point, Grigori had previously retrieved three of the Vritra type Sacred Gears, including Delete Field.

It first appeared in Volume 7 of the Light Novels, when Grigori implanted it and other Vritra Sacred Gears into Saji during the final battle against Loki, where Saji used it in tandem with his other Sacred Gears to restrain Loki for Issei to strike him.

In Volume 17, Saji achieved his Balance Breaker as a result of the combination of the four Vritra Sacred Gears and the fusion of Saji and Vritra, all while he fought against Walburga.

## Abilities

Delete Field gives the user the ability to suppress and negate the abilities of an opponents or items within their range.

## Forms

### Malebolge Vritra Promotion

**Malebolge Vritra Promotion** (罪科の獄炎龍王マーレボルジェ・ヴリトラ・プロモーション, *Māreboruje Vuritora Puromōshon*), also known as the **Dragon King's Flame Prison of Guilt**, is Saji's combined Balance Breaker of Delete Field with the rest of his Vritra's Sacred Gears which creates a Black Dragon Armor that strengthens the users powers and abilities. It's unspecified to what extent but presumably the range of Delete Field has increased significantly.

## Trivia

* In Volume 7, it was revealed that Delete Field belonged to someone else before being bestowed to Saji by Azazel.
Book Two: The Sword of Fate

## Synopsis

One year after the events of Young Wizards: Rise of the Demons three of the members of the Young Wizards are out on a mission in the crumbling, sun-burnt ruins of the once-magnificent city of Istanbul when suddenly it is sabotaged and they are taken by an army of Darklings. Meanwhile the other members of the team: Tom, Tomos, Rachel, Andi, Willis and Fred are on a well-deserved break in the gorgeous city of Venice. That is, until the holiday is completely trashed by the trecherous and infamous Paige Ross, one of the group's bitterest foes. Paige arrives with a warning, telling the group that the Demons have yet another way of taking over the world and annihilating all of Wizardarian civilisation: by finding a mysterious Darkling relic supposedly even more powerful than the first Space Bridge which she only refers to as 'It.' What this weapon is she mentions not, but she does tell them the intentions of the Demons. To start a Third Great War.
Whilst fighting Paige and a beastly Kraken in the city, which cause such devastation, the team unintentionally reveal themselves to the world of humans, which is an atrocious crime on their part. But that is only the start of their adventures. With blood skirmishes, monstrous foes, brutal dictators, changing character relations that threaten to break the secure bonds made in the first book, and stubborn, cruel humans the Young Wizards must battle their way to find the weapon Paige spoke of, before the world itself is plummeted into darkness...
Editing The Wiki

Don't be worried, the editor is very easy. You don't need to know anything about making a web page. If you can format a Microsoft Word document, you can do this. It is possible to edit on ones phone, but it is easier on a desktop computer.

**How To Add Your Character To The Wiki**

1. Go to the 'Participant Characters' page.
2. Edit. (on phone, looks like pencil next to the page heading. On desktop website it is a button which has an image of a pencil with the word edit.)
3. Add your character name in the correct spot (alphabetical order, under correct racial sub heading, preserving the dot points)
4. Highlight the name
5. Turn it into a hyperlink using the button in the editor, look a bit like the eternity symbol, next to the "Italic" option. If you hover over them, it tells you what they are on the desktop site. This on the desktop site brings up dialogue box where you can link to an existing page on the Wiki, if you've already made your character, OR you can create a new page. Either option is fine.
6. The highlighted text should be a different colour now, either red or an aqua. It doesn't matter which.
7. Save changes.
8. On the page, after leaving the editor, click on the red hyperlink for your characters' name
9. Edit this page. You can add as much stuff as you want. Experiment!

Pro Tip:  You can copy the formatting of someone elses page. The info boxes are a neat thing to have, but the format is really up to you.
Suou Himejima

**Suou Himejima is** the current head of the Himejima Clan.

## Personality

As the Head of the Himejima Clan, Suou is extremely dutiful toward his clan and the system of Shintoism, willing to execute even Shuri, his niece for her love toward Barakiel and later hunted down Akeno for being a half-fallen angel descendent of their clan. He also exiled other members who didn't receive the blessing of the Shinto Gods such as Hanezu Himejima, then his own sister, Ageha for practicing Buddhist magic.

Suou is also dedicated towards Shintoism as he prefers to resolve supernatural threats without cooperating with other factions such as Grau Zauberer and Grigori. However, despite all this, he is capable of compromising as he agreed to spare Akeno after reaching an agreement with the Gremory Clan.

## History

In the past, he exiled Hanezu Himejima who didn't receive the blessing of the Shinto Gods and his older sister for using Buddhist magic. Suou later had his own niece executed and soon hunted down Akeno Himejima.

## Abilities and Powers

**Flame Manipulation:** As a member of the Himejima Clan, who've been blessed by the Shinto God of Fire, Suou can create and manipulate flames.

**Expert Magician:** As the Head of Himejima, Suou is capable of using Shinto Magic, powerful enough to disperse Akeno's Holy Lightning.

## Trivia

* His first name Suou (朱凰) means "Vermillion Pheonix", in reference to their sacred beast.
	+ His surname Himejima (姫島) means "Princess Island".
Abyss Team

## Origin

### Origin

Founded by Satanael after he left the Grigori and took along his students from the Satanael Class, forming the Abyss Team

**Abyss Team** (アビス・チーム, *Abisu Chīmu*), also known as both **Nephilim Abyss** and **Those who Fell into the Abyss**, is an organization composed of individuals with ferocious Sacred Gears. The founder and current leader of the Abyss Team is a former Cadre named Satanael.

## History

After Satanael betrayed the Grigori, he took his students from the Satanael Class who held Sacred Gears, which were particularly ferocious and negative compared to others to form the Abyss Team.

## Members

 Unnamed Male
 Unnamed Woman
 Unnamed Male
 Unnamed Male
 Unnamed Male
Techdata.dat Entry Listing

* 0x00 - Stim Packs
* 0x01 - Lockdown
* 0x02 - EMP Shockwave
* 0x03 - Spider Mines
* 0x04 - Scanner Sweep
* 0x05 - Tank Siege Mode
* 0x06 - Defensive Matrix
* 0x07 - Irradiate
* 0x08 - Yamato Gun
* 0x09 - Cloaking Field
* 0x0A - Personnel Cloaking
* 0x0B - Burrowing
* 0x0C - Infestation
* 0x0D - Spawn Broodlings
* 0x0E - Dark Swarm
* 0x0F - Plague
* 0x10 - Consume
* 0x11 - Ensnare
* 0x12 - Parasite
* 0x13 - Psionic Storm
* 0x14 - Hallucination
* 0x15 - Recall
* 0x16 - Stasis Field
* 0x17 - Archon Warp
* 0x18 - Restoration
* 0x19 - Disruption Web
* 0x1A - Unused Tech26
* 0x1B - Mind Control
* 0x1C - Dark Archon Meld
* 0x1D - Feedback
* 0x1E - Optical Flare
* 0x1F - Maelstorm
* 0x20 - Lurker Aspect
* 0x21 - Unused Tech 33
* 0x22 - Healing
* 0x23 - Unused Tech 35
* 0x24 - Unused Tech 36
* 0x25 - Unused Tech 37
* 0x26 - Unused Tech 38
* 0x27 - Unused Tech 39
* 0x28 - Unused Tech 40
* 0x29 - Unused Tech 41
* 0x2A - Unused Tech 42
* 0x2B - Unused Tech 43
* 0x2C - [None]
Scy'kadia

Scy'kadia is a large, well-populated continent, split between multiple realms - the majority of which are dominated or influenced by Humans. The major realms of Scy'kadia are:

Arkhos, Thaedia, Frael, Vylkland, Kraken Reach Isles, Mureth, Lo'Quai, Thunder Peaks, Green Fang Forest, Fey Ring Isles, Crosslands, Isle Of Sulphur and The Weft.

Scy'kadia, as with the entirety of Geth, is steeped in Magic. The ratio of magical to technological achievement differs from realm to realm, based on religious and cultural factors.
Factions

As alliances form, so too do factions - teams of adventurers working together, united by a common cause or uncommon circumstance. Below are the factions currently accounted for in Guardian Vale:

* [37th Regiment Of Foot|The 37th Regiment Of Foot]
* Honest Vale Trading Co.
* Blood Eagles Mercenary Company
* [Blue Lotus|The Blue Lotus]
* [of the Kraken|Brotherhood Of The Kraken]
* [Chosen Of Shadow|The Chosen Of Shadow]
* Heralds of the Narga
* [Company|Raven Company]
* [Smiling Dragons|The Smiling Dragons]
* [Wardens of the Vale|The Wardens of the Vale]
* The Grinning Blades
Geth

Scy'kadia is a continent set upon the world of Geth.

Geth is a planet not too dissimilar from our own - assuming our world more closely resembled the folklore of it's existing nations - it is orbited by a single sun & three small moons; the Ghost, Blood, & Dragon moons respectively.

The Elves believe that Magic - which they call Taeyaloo - is Geth's living soul.
Young Wizards Wiki

## Welcome

Welcome to the Young Wizards Wiki, an encyclopedic resource and community gathering spot for followers of the 'Young Wizards' pentalogy of adventure and mythological books currently being written by British author Tom Keegan Williams. The series is centred around a group of teenage heroes of a highly advanced race from the Kolcexian galaxy who have the ability to control magic, a powerful force of nature that comes in many different forms. These books follow these heroes' adventures as they fight to save the Earth whilst keeping there existence a secret from the human population.

## 'Young Wizards' Book List

Book One: Rise of the Demons

Book Two: The Sword of Fate

Book Three: The Demons' Lair

Book Four: Return of the Hero

Book Five: Call to War

## Spin Offs

The Secret Six: Rebirth

Squad Bravo
Ruin

When the ancient Weftyril first gifted Magic with sentience, they inadvertently allowed for the birth of demons. Swiftly realising their folly, the Weftyril then sacrificed their civilisation to forge a shadowy realm set apart from Geth. The demonic hordes that had come to plague mortal-kind were forced within by the concerted efforts of Gods and mortals both. They called this prison realm Ruin.

The Narga, also called Demon Lords, are able to shape their prison, bending it to their whims until nothing but a nightmarish hellscape remains. Those rare few who have dared to peer into Ruin speak of horrors uncountable; towers of flesh and bone, oceans of blood, the souls of lost mortals screaming by the thousands as they are dragged to the pleasure palaces of demonic masters...

Demons continue to find ways of escaping their prison, but rarely in large enough numbers to seriously threaten Geth... that is where their mortal agents come into play.
Divine Holds

Each of Scy'kadia's greater gods - barring Zorg the devoured - lay claim to an astral realm of their own devising. These realms, known as Holds, are sanctuaries for the souls of slain devotees, protecting them from demonic predation in Nether.

Celestial servants of the gods also dwell in the Holds, awaiting their master's commands.

The landscape of each Hold is reflective of it's god's aspects; thus a soul within Balrof's Hold is likely to witness sweeping fields forever trod by glorious armies, whilst a visitor to Gowlur's Hold would possibly see unending beautiful forests filled with vaguely elemental Celestials.

The eight Holds are oft called - though they possess other names:

Battle Home (Hold of Balrof), The Bright Hold (Hold of Lianda), The Eternal Glades (Hold of Gowlur), Delving Deep (Hold of The Twins), The Maze (Hold of Rilien), Halls Of Sight (Hold of Voy'himloc), The Boneway (Hold of Kree), Thunder Forge (Hold of Fundun).
Tavern Town

A collection of trader tents sitting atop an old Weftyril ruin, the Tavern itself submerged beneath, this essentially neutral camp is presided over by Jo'v, The Taverner.

All adventurers are welcome within Tavern town, so long as they follow three simple rules: no fighting, no thieving, & no unsolicited bardic acts... lest Jo'v bend his nefarious will to their detriment.

Tavern Town is a great starting point for those fresh to The Weft, as here you can often find the latest rumours, contracts, & advice from seasoned mercenaries or treasure seekers. Here also, you will general find Vendors for all kinds of nifty items; barring Holy or Accursed.
Mortal Realms

The known realms of Scy'kadia - those accesible to non-magical mortals - are many and varied. They can consist of forested feudal kingdoms, island strongholds, icy steppes, scorching deserts... therefore, to gain further (and more detailed insight) into each fantastical locale, visit our files page - https://www.facebook.com/groups/scykadia/files/ - and read the file entitled Compendium Scholastica! Within it's pages you will also find further details of the races themselves and Scy'kadia's history.
Camp of Light

The Camp Of Light is a gathering point for divine servants & those who seek justice. Stereotypically considered a congregation of heroes & peacekeepers, this camp acts as both refuge & staging point for those willing to sacrifice in the pursuit of what is right or lawful.

Whatever form their personal version of right or lawful happens to take... obviously ideas differ.

The will of all eight active Scy'kadian Greater Gods is filtered down to the members of this camp via the visions of Haruki, also known as The Sentinel, allowing adventurers to intercede on behalf of their chosen deities.

Other noteable authorities within the camp are Andariel Ingridsen, Herald and Defender of Light, and Astrid Orleath, Oracle of Light.

Vendors of Holy Items are found almost exclusively within The Camp Of Light.
Arthur Tack

Arthur Tack is Julie's boyfriend. He shows a superhuman resistance to her abrasive personality and has an endless supply of pet names for her. Works for PBS and has a hatred for NPR as a result. As big of a WASP as you can get, right down to the alcoholism. Prepares exotic food at home.

## Biography

Use this section to give greater details about the character's life.

## Nicknames for Julie

act break
act break

America Runs on Dunkin’

Bank Holiday

bankpen

Bell Sleeve

bellbottom

blu ray

brass brad

Candles

Certs Roll

chinese new year

cinnamon challenge

Clickbait

Corncob

credit sequence

Dad Bod

Dressing on the side

dry run

Ductape

extended relief

eyeshadow pallatte

Farm to Table

Fraternity Paddle

Funnel

game change

Hair Ribbon

Hydrox

Kiddush Cup

Kleenex

Lady Foot Locker

Last Looks

Lava Lamp

Lightbulb

loophole

loose change

Lozenge

lunchables

Mannequin Leg

Mouse Pad

nickname

noodles

Ottoman

Pageview

paintchip

Pen Cap

Pencils

Pollen Count

Porcupine

Pumpkin Seed

Pushpin

put pilot

red band trailer

Rental Agreement

Rubber Plant

scene partner

Senate Floor

Shrug

Signature Cocktail

snapple facts

Speed Round

Spinach

Splenda

Spray Cheese

String Cheese

Tambourine

Tapshoe

terms of service

Thin Mint

Timestamp

Vitamix

Waterbug

Wifflebat

## Arthur at work (PBS)

At the end of Season 3, Episode 9, Arthur quits his job at PBS.

## Behind the scenes

It is speculated Arthur's nicknames correspond to Julie's actions, following the Meisner technique.

1. ↑ https://en.wikipedia.org/wiki/Meisner\_technique
Camp of Shadow

The Camp Of Shadow is a place where the followers of the nine Demon Lords gather. There they are free to plot & pursue whatever corrupt whim their hearts desire. Though considered a dangerous site, oft inhabited by feral brutes & treacherous witches, the camp continues to call out to those in search of ultimate freedom...

Or ruinous power...

The Demon Lords themselves are represented by a woman known as Gideon, The Voice Of Ruin. Through her unearthly intuitions, dedicated cultists of the Narga can glean the wishes of their chosen demonic master or mistress, making it easier to gain favour & rewards via the accomplishment of diabolical tasks.

Vendors of Accursed Items are found almost exclusively within The Camp Of Shadow.
Guardian Vale

Guardian Vale is where most Scy'kadian events are currently set.

A valley on the verge of The Weft, dominated by a single conspicuous hill, Guardian Vale is one of the newest staging points for adventurers seeking to plunder the spoils of the ancient Weftyril Empire. The area is mired in conflict as many factions vie for control of it's valuable resources and tactically favourable locales.

Most of the worst spell-touched monsters roaming The Weft seem hesitant to enter Guardian Vale, and many believe this fortunate boon of safety to be a result of the hill itself... rumour has it that a powerful and ancient entity was once bound directly beneath the hill. Perhaps the same wards keeping this being dormant are responsible for the unusual calm afforded to the Vale...
Nether

Nether is not a realm in truth. Nor is it accessible to the average mortal. It is a place wedged between the corporeal world and Ruin, where restless spirits are forced to roam. There are three known ways for a spirit to leave Nether:

Plucked away by Celestials of a God, anchored to the corporeal plane via sorcery, or dragged through the barrier into Ruin, to be made sport for demonic entities...

Nether acts as a buffer - a protective veil - keeping the beings of Ruin from spilling into the mortal realms. Alas, on occasion tears can be opened, acting as gateways, bypassing this defensive plane.
Qlippoth Faction

* Apophis †
* Aži Dahāka †
* Grendel
* Ladon
* Yamata no Orochi †
* Niðhöggr

## Origin

### Origin

Created to invade the *other world* of ExE, by reviving and using the Beast of Apocalypse, 666 (Trihexa)

### Dissolved

Light Novel Volume 21

**Qlippoth** (クリフォト, *Kurifoto*) was an organization that was under Rizevim Livan Lucifer, which had the main purpose to invade other world using the Evil Dragons. For that goal, they sought to defeat the Great Red which protects the Dimensional Gap by reviving the legendary beast, 666 (Trihexa).

## Summary

The Qlippoth was first known when Rizevim reveals himself to be a part of the people experimenting on the Sephiroth Graal during the Vampire Civil War. He eventually transformed the Vampires of the Tepes Faction into Evil Dragons to serve as his army.

Rizevim later leads his army and successfully steals Agreas from the Underworld, using Agreas as his base and a place to keep 666.

Following the attack on Heaven  (again led by Rizevim due to mischief), Rizevim began to hasten his plans for reviving 666. After being beaten by Issei and killed by Fafnir, Rizevim uses his own soul to revive the 666 while Apophis and Aži Dahāka betrayed Rizevim, taking over his place as the leader of Qlippoth.

Under the new leadership of the two Evil Dragons, Qlippoth began to attack various places and myths causing havoc even in the Human world. Qlippoth, however, eventually met its end as an organization after both Apophis and Aži Dahāka were defeated in battle while 666 was sealed in the Isolation Barrier Field.

## Purpose

The group functions as an terrorist cell with the purpose of defeating Great Red which protects the Dimensional Gap, so that they can invade the other world of ExE and cause destruction there with the army of Evil Dragons. To combat Great Red, it set about reviving the legendary Imperial Beast, 666 (Trihexa).

## Members

### Former Members

 Crom Cruach | The strongest Evil Dragon, also known as the **Crescent Circle Dragon**.
 Lilith | Ophis' spawn and Rizevim's former personal bodyguard till his death

## Allies

 Hexennacht | A collection of Stray Magicians; who were expelled by the Magicians Council and various other Magician organizations.
 Diehauser Belial | The Champion of the Rating Games and number 1 ranked player. He allied with Qlippoth to get revenge on the Old Devils for the death of his cousin, but betrayed Rizevim.

## Trivia

* ***Qliphoth/Qlippoth/Qlifot*** or ***Kelipot*** (Hebrew: קְלִיפּוֹת, the different English spellings are used in the alternative Kabbalistic traditions[1] of Hermetic Qabalah and Jewish Kabbalah respectively), literally "Peels", "Shells" or "Husks" (from singular: קְלִפָּה *qlippah* "Husk"),[2] are the representation of evil or impure spiritual forces in Jewish mysticism, the polar opposites of the holy Sefirot.
* Vali Lucifer was distrubed that Rizevim shared his dream of defeating Great Red, as due to despising his grandfather, Vali wanted to differentiate himself from him and his father.
Team Vajra

## Origin

### Origin

They are the team members of the team formed by Indra to compete in the Azazel Cup

### Created

Light Novel Volume 22

**Team Vajra** is the team formed by Indra to participate in the international Rating Game that is called the Azazel Cup to win the price of seeking war against Shiva.

## Plot

In Volume 22, Team Vajra participated in the opening ceremony of the Azazel Cup.

In True Volume 2, Team Vajra began their first match in the main stage against Team Asura led by Mahabali at a unknown stadium. During the match, Indra used his legendary weapon Vajra to summon his very powerful lightning to strike the field that causes cracks began to appear all over the stadium. Indra began to fight against Mahabali in the sky and was strucked his sword, severing his arm in the process, but he electrocuted Mahabali’s body with his Vajra. He praised Mahabali for giving him a fight and later enhanced his Vajra with his large amount of godly aura to launch the strongest lightning on Mahabali, thus winning the match. After defeating Mahabali, Indra considered it a checkmate of the tournament rules and picked up his severed arm to reattach it to his body and tells his opponent that they will fight next time, pleasing Mahabali as he retires.

## Matches

### Main Stage

* Azazel Cup: Team Vajra vs Team Asura
* Azazel Cup: Team Vajra vs Team Imperial Purpure

## Current Members

Known members of Team Vajra

 **Vaiśravaṇa** | N/A
 **Virūdhaka** | N/A
 **Dhrtarāstra** | N/A
 **Virūpaksa** | N/A
 **Arjuna** | N/A

## Trivia

* The team is named after Indra’s weapon Vajra.
Chosen Four

*"There were gods who lived above us, over the Moon. They have protected us from the scorching magma that is our own sun. Sophia, Goddess of Water, JoJo, the Windbreaker, and Magic, the Colossus. Only by entering the sun's core and weakening it in collaboration were they able to defend the Earth. However, the sun will return to engulf our world, and as such, the gods have chosen four with the potential to make things right, where they could not."*

The **Chosen Four** is a team compiled of the next generation of incredibly powerful beings that guard the moon and the Cloudy Moon Resort itself, including stopping the Sun from destroying the Earth, according to the prophecy. The Chosen Four team was created by Sophia, JoJo and Magic, the CMR gods at the time. The Four are hand-picked by Sophia for certain qualities, whether that they be kindhearted, charismatic, strong, or even ruthless.
Quo

Quo, also known as Marshmallow, is, at his core, a lone wolf. He's mostly had to look after himself majority of his life, around until he discovered the Lazypurple servers, and began to open himself out towards others. Quo's seen and fought through all the major events on Earth this past 5 years, ranging from Regal to GLaD0S and everything in between. He is now currently involved with the Cloudy Moon Reserves, driven by a purpose to help others and find himself, in a way.
Making a Trainable Civilian

1. Open up FireGraft. Go to *File > New*.
2. Go to the tab *Button Sets*.
3. Now, click *Add* and then find *Train Unit* and click it.
4. Find the *Civilian* on the list, click it, and click *OK*.
5. When the *Value Between 1-9* box appears, click *2*. [ The value corresponds to the button on the HUD. Value 2 is next to the SCV. ]
6. Go to the *Dat Requirements* tab.
7. Find the *Civilian* and click on it.
8. Check the *Used* checkbox and then click *Opcode*.
9. Right click on the requirement box and click *Add*.
10. Select *Current unit is...* It will be by Opcode
11. Now, add another requirement by right-clicking.
12. Click *Parameters*, then find *Command Center* and add it.
13. Make another requirement under Opcode that is *Is Not Constructing Add-On*.
14. Make another Opcode requirement that is *Is Not Lifted Off*.
15. Save, if you want add an MPQ to it. You can now edit the EXE is saves as with WinMPQ if you want to edit it.

Congratulations, you have a Civilian-training Command Center.
Disabled Sprite Effects

Units placed as sprites in StarForge or Scmdraft 2 have a "Disabled" flag. Checking this flag can cause unusual things to happen to units.
Below is a list of units and the effects the disabled flag has on them. Crashes occur in approximately half of the units.
All non-unit disabled sprites (ID 228 or higher) do nothing or crash.

## Old Reference

Many of these are now incorrect, or have been verified otherwise. It is best to try it out for yourself. The unique thing about unit sprites is that when placed disabled, then enabled via trigger, they create a rock sprite, and their collision box is completely removed, so that other units can walk over them (not vice versa though).

To accomplish this, you must place the sprite, disabled. Via triggers, enable it once, then order it to move to a different location. Ensure the player does not look at the units while they are being enabled.

Some of the units listed as crashing above will actually work, so long as you order the unit first. The onscreen image is what is being disabled/enabled, so any unit sharing that image (all the ghosts except Sarah Kerrigan) will have the same result.

### Non-crashing disabled unit sprites

**Terran**

* SCV
* Marine
* Firebat
* Ghost
* Civilian

**Zerg**

* Larva (Can produce any Zerg unit except Infested Terran and Heroes)
* Drone
* Zergling
* Hydralisk
* Broodling
* Scourge

**Protoss**

* Dark Templar

### Crashing disabled unit sprites

There are three types of crashes: Those that crash when you look at it, those that crash when you start the game, and those that crash when you see it on the minimap. The types of crashes haven't been fully researched, since it really doesn't matter.

**Terran**

* Sarah Kerrigan
* Goliath
* Siege Tank (Siege Mode)
* Siege Tank (Tank Mode)
* Battlecruiser (see note)
* Dropship (look) (see note)
* Science Vessel (look) (see note)
* Wraith (look) (see note)
* Valkyrie

**Zerg**

* Mutalisk
* Queen (look)
* Ultralisk
* Lurker
* Infested Terran
* Infested Kerrigan
* Devourer
* Guardian
* Overlord

**Protoss**

* High Templar
* Archon
* Dark Archon
* Reaver
* Scarab
* Probe
* Zealot
* Dragoon
* Arbiter
* Carrier
* Corsair
* Scout
* Interceptor
* Observer
* Shuttle

Terran air is finicky, and can't display the upwards frame. There is a pretty good chance that the unit will be created such that an illegal frame is viewed, and the map will crash. If not, the unit is angled 45 degrees towards the bottom, always, which means if you tell the unit to fly up, it will look like it's traveling up and left or right. If you try to travel down in the lowermost 90 degrees, the game will attempt to display an illegal frame and crash. Battlecruisers do not crash when looked at, but other terran air does.
Making Weapons Go Through Targets

Tutorial by: Lord\_Agamemnon

## Requirements

* DatEdit
* IceCC

## Tutorial

All right, this tutorial will teach you how to make a weapon that aims at its target, passes through, and hurts everything it hits along the way. This is an effect you may have seen in various places, such as Terran Doom (the Valkyries' attack.)

### The DatEdit part

In units.dat:

* Find the unit you want to have the attack. Give that attack to the unit. Was that so hard?

In weapons.dat:

* Find the weapon you want to do this. Change its behavior to "Goes to max. range," missile type to "normal," and range to however far you want it to go. \*Change explosion to one of the "splash" types and the splash radii to whatever you choose. Now you should be set.

### The ICECC part

(I'm going to write this in **IceCC 1.3** code, since that's what I know.)

1. Decompile the iscript. I'll assume you know how to do this.
2. Find the entry for the weapon graphic that you want. I'll use Venom as the example.
3. Look at this code:

```
# 507 Unknown507 (thingy\ep2Fire.grp)
.headerstart
IsId            257
Type            2
Init            VenomInit
Death           VenomDeath
GndAttkInit     VenomGndAttkInit
AirAttkInit     [NONE]
.headerend
# ----------------------------------------------------------------------------- #

VenomInit:
playfram        0x00 # frame set 0
wait            1
sigorder        1
goto            VenomGndAttkInit

VenomGndAttkInit:
wait            125
goto            VenomGndAttkInit

VenomDeath:
domissiledmg
imgol           508 0 0 # Unknown508 (thingy\etgHit.grp)
wait            1
end

```

Now, here's something noteworthy about weapon animations. The "GndAttkInit" script actually is the one that displays when they're moving. So we look at this portion of the script. Obviously we'll need a domissiledmg command in there, and we'll need to reduce that "wait 125" to a smaller value, say, 1. This will make the weapon do a LOT of hits, so tune your damage down accordingly!

So we've added that in and changed the "wait" command. That part should look like this:

```
VenomGndAttkInit:
wait            5
              domissiledmg
goto            VenomGndAttkInit

```

Maybe for the heck of it you'll want to throw in an overlay to show on top of it; that's pretty easy and just requires one more like with the imgol command. If the overlay you're using has a domissiledmg command in its script, however, remove the one from Venom. If you don't, it'll hit even more!

Now compile your iscript and put it and the modified weapons.dat into an MPQ. Run it. If all goes well, you should have "scraping" weapons that go through their targets, damaging all they touch!
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Vulture Spider Mine

Each Terran Vulture is trained with three Spider Mines. Spider Mines cannot be refilled unless done by triggers. Once Spider Mines are placed, players with no vision with the owner of the Spider Mines cannot see the Spider Mines unless a detector is nearby. Spider Mines can attack nearby enemy units even if they don't have vision of them. You can't manually control Spider Mines but they attack any enemy units that come into range of it. Once Spider Mines hit their target, they deal explosive damage to surrounding units.

### Non-obvious spells that can affect a Spider Mine

* Blind
* Irradiate
* Defense Matrix
* Plague
* Ensnare (only if the mine is not burrowed)
* Stasis Field (only if the mine is not burrowed)
* Hallucinate
* Restore
* What's surprising is that we can't use Mind Control or Lockdown on them.

### How to make a Spider Mine unburrowed in-game

Spider mines created for P12 (neutral) will stay unburrowed in game. Alternatively you can create a pure-sprite if you only want to see the image of an unburrowed mine.

You can also set any player to 'Neutral' in the 'Map Properties' window of SCMDraft to obtain such an effect.

### Spider mine attacking

Spider mines are listed as being "detectors", but they do not actually reveal nearby cloaked units (not even ghosts or dark templars). Spider mines attack based on proximity rather than vision, allowing them to attack cloaked units without actually detecting or seeing them -- hence their "detector" status.

One interesting side-effect of this is that spider mines belonging to Players 9-11 will still attack enemies of those players (though no other unit belonging to those players can), because spider mines do not rely on having vision to attack.
Running StarCraft Mods

In this tutorial you will learn how to run the mods, also known as customs. It's quite simple. Obviously you'll need to download your custom first, and extract it out of its ZIP file if it came in one. The customs we host will have a recommended patch number displayed on their pages. If you don't have the recommended patch version, the custom may or may not run properly. In that case, try downgrading or upgrading to the recommended patch version.

### Step 1: The Two Main Methods

There are two main ways an author can distribute their custom.

Have a look at what you downloaded. Look for a file with an EXE extension or an MPQ extension. This file is your custom file.

#### EXE Method

If your custom has an EXE extension, all you need to do is double click the EXE. The custom automatically executes StarCraft with all the changes contained in the custom.

#### MPQ Method

If your custom has an MPQ extension, you will need MPQDraft to run this custom. You can find MPQDraft in the SEN DLDB.

### Step 2: Loading the Mod

MPQDraft doesn't need to install itself, so once you've downloaded it, just run MPQDraft.exe. Click on 'Load MPQ Patch'.

### Step 3: Selecting StarCraft as the Component

Select the program StarCraft, and the component StarCraft, as shown in this diagram. Then click next.

### Step 4: Selecting the MPQ

Click 'Browse for MPQs.' I'm sure you will be familiar with the open file dialog box that comes up. Use that dialog box to select the MPQ custom file that you downloaded, and click next to continue.

### Step 5: Loading the Mod

Click finish. StarCraft will run with all the changes included in the custom.
Automatic Doors

The Installation tileset's door doodads can be opened and closed with the Set Doodad State action. When a door is disabled it opens and becomes walkable. When a door is enabled it closes and become a barrier.

In many maps, doors will open when a ground unit comes near them, and close when the unit moves away. In fact, when ordering a units to the far side of a door, they will expect the door to open for them, and walk up to it, rather than trying to find a path around the door. Doors, however, will not open and close automatically; triggers must be created for this to occur.

The first step in creating an automatic door is to place the door and create a location over it. You may want to set the location to ground-only to prevent air units from opening the door.

If you place the door as a doodad, it will belong to Player 12, and you will need to reference Player 12 or All Players in your Set Doodad State action. If you place the door as a unit, take note of which player owns it or use All Players.

Simply disabling the door when a unit is near and enabling it when the unit leaves may not be good enough. This can cause the door to behave very strangely, particularly if you are using Hyper Triggers. To prevent this problem, we will use a switch for each door. The switch will keep track of whether the door is open or closed at any given moment, so we don't accidentally enable or disable it needlessly.

*StarCraft* Trigger [template]
Description
Door Opening
Players

* All Players

Conditions

* 'Door 1' is Cleared.
* All Players brings at least 1 [men] to 'Door 1'.

Actions

* Set 'Door 1'.
* Disable doodad state for Left Upper Level Door for All Players at 'Door 1'.
* Preserve trigger.

*StarCraft* Trigger [template]
Description
Door Closing
Players

* All Players

Conditions

* 'Door 1' is Set.
* All Players brings exactly 0 [men] to 'Door 1'.

Actions

* Clear 'Door 1'.
* Enable doodad state for Left Upper Level Door for All Players at 'Door 1'.
* Preserve trigger.
Upgrades.dat Entry Listing

* 0X00 - Terran Infantry Armor
* 0X01 - Terran Vehicle Plating
* 0X02 - Terran Ship Plating
* 0X03 - Zerg Carapace
* 0X04 - Zerg Flyer Caparace
* 0X05 - Protoss Armor
* 0X06 - Protoss Plating
* 0X07 - Terran Infantry Weapons
* 0X08 - Terran Vehicle Weapons
* 0X09 - Terran Ship Weapons
* 0X0A - Zerg Melee Attacks
* 0X0B - Zerg Missile Attacks
* 0X0C - Zerg Flyer Attacks
* 0X0D - Protoss Ground Weapons
* 0X0E - Protoss Air Weapons
* 0X0F - Protoss Plasma Shields
* 0X10 - U-238 Shells
* 0X11 - Ion Thrusters
* 0X12 - Burst Lasers (Unused)
* 0X13 - Titan Reactor (SV +50)
* 0X14 - Ocular Implants
* 0X15 - Moebius Reactor (Ghost +50)
* 0X16 - Apollo Reactor (Wraith +50)
* 0X17 - Colossus Reactor (BC +50)
* 0X18 - Ventral Sacs
* 0X19 - Antennae
* 0X1A - Pneumatized Carapace
* 0X1B - Metabolic Boost
* 0X1C - Adrenal Glands
* 0X1D - Muscular Augments
* 0X1E - Grooved Spines
* 0X1F - Gamete Meiosis (Queen +50)
* 0X20 - Metasynaptic Node (Defiler +50)
* 0X21 - Singularity Charge
* 0X22 - Leg Enhancements
* 0X23 - Scarab Damage
* 0X24 - Reaver Capacity
* 0X25 - Gravitic Drive
* 0X26 - Sensor Array
* 0X27 - Gravitic Boosters
* 0X28 - Khaydarin Amulet (HT +50)
* 0X29 - Apial Sensors
* 0X2A - Gravitic Thrusters
* 0X2B - Carrier Capacity
* 0X2C - Khaydarin Core (Arbiter +50)
* 0X2D - Unused Upgrade45
* 0X2E - Unused Upgrade46
* 0X2F - Argus Jewel (Corsair +50)
* 0X30 - Unused Upgrade48
* 0X31 - Argus Talisman (DA +50)
* 0X32 - Unused Upgrade50
* 0X33 - Caduceus Reactor (Medic +50)
* 0X34 - Chitinous Plating
* 0X35 - Anabolic Synthesis
* 0X36 - Charon Booster
* 0X37 - Unused Upgrade 55
* 0X38 - Unused Upgrade 56
* 0X39 - Unused Upgrade 57
* 0X3A - Unused Upgrade 58
* 0X3B - Unused Upgrade 59
* 0X3C - GLOBAL UPGRADE (unused 60)
* 0X3D - [None]
Nuclear Missile Damage

The Nuclear Strike does a minimum of 500 damage or (2/3 \* Max HP) damage, the greater amount of damage is dealt.

Because Nuclear Strike does explosive damage, unit size matters when finding the damage dealt.

The point where the nuke hits is the white square, the receding colors from there are different levels of damage.

**White & Red Areas: Inflicts 500 damage, or (2/3 \* Max HP), depending on which is more.**

* Small sized units will take 50% damage from the nuke when they have over 1500 max HP (-1/3 HP)
* Medium sized units will take 75% damage from the nuke when they have over 1000 max HP (-1/4 HP)
* Large sized units will take 100% damage from the nuke when they have over 750 max HP (-2/3 HP)

**Yellow Area: Inflicts 250 damage, or (1/3 \* Max HP), depending on which is more.**

* Small sized units will take 50% damage from the nuke when they have over 1500 max HP (-1/6 HP)
* Medium sized units will take 75% damage from the nuke when they have over 1000 max HP (-1/4 HP)
* Large sized units will take 100% damage from the nuke when they have over 750 max HP (-1/3 HP)

**Green Area: Inflicts 125 damage or (1/6 \* Max HP), depending on which is more.**

* Small sized units will take 50% damage from the nuke when they have over 1500 max HP (-1/12 HP)
* Medium sized units will take 75% damage from the nuke when they have over 1000 max HP (-1/8 HP)
* Large sized units will take 100% damage from the nuke when they have over 750 max HP (-1/6 HP)

#### Notes:

* Armor does effect Nuke damage, therefore a fully upgraded and armored unit can take 0.5 damage from a nuke.
* When a Nuclear Missile hits a shielded target with more than 758 total hit points, it will take shields into account when calculating 'two thirds' of its hit points.
* Units with more than 98313 hit points may take less damage than units with less hit points. This is because the most damage that any given single attack without upgrades can do is 65,535, and anything higher than that will 'loop' around, or start back at 1. This is why in the "Kill the 800,000 Health Unit" games, the unit may survive more than two nuclear strikes.
Bring

**Bring** cannot be used to detect Map Revealers. When a unit is killed using 'Kill Unit' or 'Kill Unit At Location' it can still be detected for the remainder of the trigger cycle with Bring. When a unit is removed using Remove Unit or Remove Unit At Location it cannot be detected with Bring.

## Command

Command can be used to detect Map Revealers. When a unit is killed using 'Kill Unit' or 'Kill Unit At Location' it can still be detected for the remainder of the trigger cycle with Command. When a unit is removed using 'Remove Unit' or 'Remove Unit At Location' it can still be detected for the remainder of the trigger cycle with Command.