User:CaptainVindaloo/Sandbox

 '''This is the page I use to experiment and store early or temporary versions af articles, templates and whatever else. Feel free to edit and improve what I'm working on - for your own experiments, please create a new section. Alternatively, the global sandbox is open to all, and if you have an account, you can create your own sandbox. Thanks! CaptainVindaloo t c e 17:58, 30 November 2006 (UTC)'''

Modified Template:AFV for Videogames
This is a new template for WP:CVG that I had an idea for. Its a modified version of Template:AFV, repurposed for vehicles in Video games. I'm trying to make it look similar to the original template, to keep up the styling. '''DO NOT ATTEMPT TO ADD THIS AS A TEMPLATE TO AN ARTICLE! YOU WILL ONLY ADD THIS ENTIRE PAGE!''' CaptainVindaloo t c e 18:19, 9 June 2006 (UTC)

Special linkspam template for RuneScape fansites
These templates are specialized warnings to do with addition or alteration of the fansite link at RuneScape without discussion on the talk page. CaptainVindaloo t c e 18:37, 18 June 2006 (UTC)

rs-fan
Hello there. I'm sorry, but fansite link you added to RuneScape has been removed. It has been decided that only one fansite link, to the site with most traffic, is to be included in the article. This is due to to a controversy some time ago, after a very large collection of fansite links built up in the article. For more information, please see Wikipedia's, or the Meta-Wiki's rules on external links. If you would like to change the fansite link, please discuss it first at the article's discussion page. Thanks,

rs-fan2
Please refrain from replacing or adding fansite links to the RuneScape article on Wikipedia without discussing it first on the article talk page. It can be considered as spamming, and may get you blocked from editing. Thanks,

rs-fan3
Please stop replacing or adding unapproved fansite links to RuneScape. It is considered spam and you will be blocked from editing.

rs-fan4
This is your last warning. The next time you add an unauthorised fansite link to RuneScape, you will be blocked from editing Wikipedia.

rs-fan4 - alternative version using Image:RsNo.JPG
This is your last warning. The next time you add an unauthorised fansite link to RuneScape, you will be blocked from editing Wikipedia.

Stuff removed from RuneScape armour
'''This is stuff I removed from RuneScape armour whilst revamping it during its AfD debate. I'm keeping it here in case anyone wishes to re-add it to another article. I have not altered this in anyway, except for  ing a fair use image, so it may have some game-guide type information left in it. Make sure you remove this before you add it to an article. CaptainVindaloo t c e 15:38, 27 June 2006 (UTC)'''

Boots

 * Leather boots. These are the most common footwear even though they give only a small defence bonus.  They are the only boots available on F2P worlds.  They respawn in many places around RuneScape and can be crafted inexpensively and at low skill levels from tanned cowhides.
 * Coloured boots. These have the same effect on players' stats as leather boots; however, they are available in five colours, making them prized for aesthetic purposes.  They can be purchased in Canifis after completion of the Priest in Peril quest.
 * Metal boots. These provide the highest melee and ranged defences of all boots, but, as with all metal armour, they detract from magic attack and defence and are heavy. They can be obtained only by defeating slayer monsters, ranging from level 10 cave crawlers for bronze to level 80 necryaels for rune, or by purchasing them from another player. Rune boots give a +2 strength bonus and adamant boots give a +1 strength bonus.
 * Mystic boots. These are an integral part of the mystic robes set. They are restricted to members, with the blue boots available for purchase in the Magic Guild and the white and black boots only available as monster drops.
 * Ghostly boots. These add small bonuses to magic attack and defence.  They also make the player's feet semi-transparent.  These boots can only be obtained after completing the "Curse of Zaros" mini-quest.
 * Desert boots. These are used to help cool the body while travelling in the Kharidian Desert, thereby conserving water supplies.  They are also commonly worn for aesthetic purposes as they are the only pure-white boot in RuneScape.  They can be purchased from Shantay at the Shantay Pass, along with the rest of the desert robes set.
 * Slayer boots. These are also called insulated boots and must be worn to fight KillerWatts, a slayer monster.  They require level 37 slayer to wield and can be purchased from any of the five slayer masters.
 * Splitbark boots. These provide high melee and magic defence bonuses and a small magic attack bonus at the cost of a ranged attack penalty.  They can be obtained by taking special bark, fine cloth, and gp to the Wizard Tower south of Draynor.  They are part of an entire set of splitbark armour, but are often replaced by wizard boots.
 * Ranger boots. These give a high bonus to ranged attack and a small bonus to ranged defence.  They are highly prized as they can be obtained only by completing Treasure Trails or by purchasing them from another player.
 * Wizard Boots. These give high bonuses to magic attack and defence.  They can be obtained only by completing Treasure Trails or by purchasing them from another player.
 * Climbing boots. These are the only boots to give a bonus to melee strength besides rune and adamant.  They are obtained in the Death Plateau quest and are needed in order to complete the Troll Stronghold quest.
 * Snakeskin boots. These provide a small bonus to ranged attack and defence.  They can be crafted at medium skill levels from tanned snakeskins.  Due to their availability, they are often used in place of the much more expensive ranger boots.
 * Boots of lightness. These subtract 4kg from a player's weight when wielded.  They give no bonuses to attack or defence, but are useful when the player must run often or great distances, such as when training agility or runecrafting, as they lower the player's energy consumption rate.  They are obtained during the Temple of Ikov quest.
 * Gardening Boots. These have no special bonuses associated with them and are just used as decoration.

Gloves

 * Leather gloves. These offer a small defence bonus.  They are the most common gloves as they respawn in many locations in RuneScape and can be crafted from soft leather by players at level 1 crafting.
 * Coloured gloves. These provide the same defence bonus as leather gloves, but are available in five colours and are, therefore, prized for aesthetic reasons.  They can only be acquired by P2P players after completion of the Priest in Peril quest, but F2P players can purchase, trade, and wear them.
 * Metal Gloves. These provide relatively high melee and ranged defence bonuses as well as a melee attack bonus.  They are available in bronze, iron, steel, black, mithril, adamantite, rune, dragon, and barrows.  Metal gloves are only available to P2P players upon completion of certain stages of the Recipe For Disaster quest.  They are unlocked in the order above, and only the unlocked classes can be purchased from the Culinaromancer's Chest in the basement of Lumbridge Castle.
 * Vambraces. These provide bonuses to ranged attack and to magic defence.  They can be crafted by players from various leathers, including cowhide, snakeskin, and dragonhide.
 * Ghostly gloves. These add small bonuses to magic attack and defence.  They make the player's hands appear to be semi-transparent when worn.  They can only be obtained by members during the Curse of Zaros mini-quest as part of the ghostly set.
 * Ice gloves. These are equivalent to leather gloves in the bonuses they provide; however, they allow the wearer to pick up hot items, such as firebird feathers.  They can be obtained by members during the Hero's Quest by defeating the Ice Queen beneath White Wolf Mountain.  They are also useful, although not required, in the completion of the Clock Tower, Desert Treasure, and Recipe For Disaster quests.
 * Klank's gauntlets. These offer moderate defence bonuses as well as a bonus to the players strength.  They are obtained during the Underground Pass quest.  They can be replaced if lost by purchasing them from Klank after completion of the quest.
 * Steel gauntlets. These offer the same bonuses as Klank's gauntlets; however, they have the advantage of being able to be enchanted for a fee.  They can be obtained only by members after completion of the Family Crest quest.
 * Cooking gauntlets. These are steel gauntlets that have been enchanted by Caleb in Catherby.  When worn while cooking, they lower the percentage of food that is burnt, allowing the player to have more success at cooking higher level foods, such as lobsters, swordfish, or sharks, at lower cooking levels.
 * Chaos gauntlets. These are steel gauntlets that have been enchanted by Jonathon in the Jolly Boar Inn in Varrock.  When worn, they increase the power of a mage's bolt spells (wind, fire, water, earth) by 25%.
 * Goldsmith gauntlets. These are steel gauntlets that have been enchanted by the nobleman (aka Avan) in the Al-Kharid mine pit.  When worn, they allow players to gain more experience when smelting gold bars.

Capes

 * Highwayman's capes. Simply called capes, these give wearers a small boost in defence. They are obtained by killing highwaymen and are the only cape available in the F2P worlds. They are black when acquired, but can be dyed red, orange, yellow, green, blue, or purple. Members can also dye the capes pink after completion of the Hand in the Sand quest.
 * God Capes. Each of the three God Capes corresponds to one of the RuneScape gods. They can only be obtained by completing the Mage Arena mini-game and are not tradable. A player can only possess one god cape at a time, but can change from one to another by reentering the Mage Arena and praying at the appropriate statue.
 * Obsidian Capes. These provide high defence bonuses for capes. They can be purchased for Tokkul, the TzHaar currency, from the armour shop in TzHaar. They are occasionally dropped by defeated TzHaar monsters and can be purchased from other players.
 * Legend capes. These capes provide moderate defence bonuses. They are pure white and can only be purchased from the Legend's Guild after successful completion of the Legend's Quest.
 * Fremennik Cloaks. These provide low defence bonuses. They exist in several shades of solid colours and can be purchased in Rellekka after completing the Fremennik Trials quest.
 * Team Capes. While team capes provide a nominal defence bonus, their main purpose is to allow players to identify their teammates when pking in the Wilderness. Teammates who are not on the player's friends list appear as blue dots on the mini-map instead of the normal white colour; friends appear as green dots even with the cape. Team capes have the added advantage of moving the attack option off the default position, which prevents players from accidentally attacking their teammates. Team capes are available in twelve designs with five colours each and can be purchased from twelve merchants who travel through the Wilderness.
 * Fire Capes. These capes provide excellent defence bonuses. Fire capes have an animated lava pattern on the back. They can only be obtained by defeating TzTok-Jad, the strongest monster in the game.
 * Ghostly Cloaks, H.A.M. Cloaks, and Mourner's Capes. All offer nominal defence bonuses, but are usually worn as part of a set of clothing for decorative purposes.

Amulets
Amulets are worn around the player's neck, and only one amulet can be worn at a time. While they are not traditionally thought of as being part of armour, amulets can add significant attack and defence bonuses and must be considered when players are choosing armour for a task. Normal amulets in gold, sapphire, emerald, ruby, diamond, dragonstone, and onyx can be purchased from shops or crafted by players from gold bars and the appropriate gem. Normal amulets have no effect on player skills or stats when worn; however, removing or changing amulets changes the character's appearance noticeably.

Enchanted
All normal amulets except plain gold can be enchanted by players using the magic skill.
 * Amulets of Magic. These give several bonus points to magic, and are made with sapphires.
 * Amulets of Defence. These give bonus points to all defence stats, and contain emeralds.
 * Amulets of Strength. These give several bonus points to strength, and contain rubies.
 * Amulets of Power. These give some bonus points to all attack and defence stats, to strength, and to prayer. These amulets are made with diamonds.
 * Amulets of Glory. These amulets, made of dragonstone, give bonus points to all attack, defence, strength, and prayer stats. They hold four charges for teleportation to Edgeville, Al-Kharid, Draynor Village, or Karamja Island. Once all four charges have been exhausted, they can be recharged at the Hero's Guild southwest of Burthorpe.  A charged amulet of glory also increases a player's chance of finding gemstones while mining.
 * Amulets of Fury. Considered the best amulet in the game, these give excellent bonuses to all attack, defence, strength, and prayer stats. The amulet of fury has a distinctive appearance and requires cut onyx to create.

Special
Special amulets cannot be crafted by players. They usually have a specialized purpose and a distinctive appearance when worn.
 * Gnome amulets. These give the player more defence bonus points than defence amulets, but can only be obtained as a reward from the Tree Gnome Village quest.
 * Amulets of the Salve. These give nominal defence stats. When fighting undead creatures, players also receive a 15% bonus to attack and strength. They can be crafted during the Haunted Mine quest.
 * Amulets of accuracy. These give a few points to all attack stats. They are obtained as a reward for completion of the Imp Catcher quest.
 * Glarial's amulet. This amulet allows players to access the dungeon beneath the Baxtorian Waterfall during the Waterfall quest.
 * Amulets of catspeak. These allow wearers to understand the spoken language of cats. They are obtained during the Icthlarin's Little Helper quest and must be worn during the Rat Catcher and A Tail of Two Cats quests. During A Tail of Two Cats, they are used as a compass for locating Bob the Cat.
 * Amulets of ghostspeak. These allow wearers to speak with ghosts. This amulet is obtained from Father Urhney in the Lumbridge swamp during the Restless Ghost quest and is required for several other quests.
 * Camulets. These allow wearers to teleport directly to the temple in the Enakhra's Lament quest, and they also allow wearers to speak with camels.
 * Nature amulets. These alert farmers when their crops are diseased or fully grown and are made by stringing normal emerald amulets with spun magic tree roots instead of wool and enchanting them. They can be crafted after completion of the Nature Spirit quest and are not tradable.
 * Yin-Yang amulets. These give no bonuses or magical effects, but are interesting collector's items. They can be purchased from the Makeover Mage near Falador.
 * M'speak Amulets. These allow wearers to talk to and understand monkeys on Ape Atoll during and after the Monkey Madness quest.
 * Humanspeak Amulets. These were used in the Evil Bob random event but were deleted from the game after being deemed useless.

Barrows
The rare and expensive armour sets available in the Barrows mini-game provide very high bonuses to attack and defence, usually higher than all other armour in their respective types. They require level 70 defence to wear, as well as level 70 attack (Dharok, Guthan, Torag, and Verac), ranging (Karil), or magic (Ahrim) to wield the weapon. Dharok and Torag also require 70 strength to wield their weapon

Specials
Each set of Barrows armour has a passive set effect that is activated randomly when the full set is worn and the corresponding weapon is wielded.
 * The Ahrim set can randomly lower the opponent's strength when a damaging spell hits them.
 * The Dharok set allows players to cause more damage to an opponent as their hitpoints decrease. Players can use this to their advantage by keeping their hitpoints at a low level in order to hit higher and gain experience more quickly, which is known as Dharoking.
 * The Guthan set can occasionally heal the attacker by the amount of damage done to the opponent. For example, if the attacker hits the enemy for 11 hitpoints of damage, he or she will heal 11 hitpoints.
 * The Torag set can occasionally drain 20% of the opponent's energy, rendering the opponent unable to run as far. Full Torag's armour provides the highest melee defence bonus in RuneScape.
 * The Karil set will occasionally drain an opponent's agility levels. The effect can be used by PKers at the Wilderness Agility Course by trapping players between obstacles; however, it has very little other use. It has the same Range attack bonus as Black Dragonhide, but Higher Defence.
 * The Verac set occasionally allows players to hit an opponent as if the opponent had no defence or prayer bonuses, effectively ignoring the opponent's armour, defence, and prayers.

Degradation and repair
Over time (15 hours of battle time), Barrows armour decay to an unusable state. When recovered from the crypts of the brothers, they are fully functional; the description at this point would read, for example, Ahrim's top 100. They degrade in four stages, from 100 to 75, to 50, to 25, to 0, at which point the description would read, for example, Ahrim's top 0. Barrows items do not lose strength as they degrade; however, at 0, they lose all defence bonuses. Degraded Barrows armour can be repaired by Dunstan in Burthorpe, by Bob in Lumbridge, by the smith at the pest control mini-game, or by the Tindel Merchant in Port Khazard. These repairs are rather expensive. The armour can also be repaired in POHs on a repair bench. The price here is dependent upon the smithing level of the player making the repair, ranging from slightly cheaper at level 1 smithing to about half the cost at level 99 smithing. Repairs can be performed before the armour are completely degraded for proportionally reduced prices.

RuneScape subpages quick editing guide
The purpose of this template is to prevent the addition of fancruft into RuneScape subpages, a long time problem with the subpages [1] [2]. CaptainVindaloo t c e 17:21, 20 July 2006 (UTC)

Equipment section for RuneScape combat
This is a completely fresh equipment section for RuneScape combat, rather than a rewrite of crufty sections from RuneScape armour, and RuneScape weaponry. It has a different format, discussing materials and types, rather than just listing notable examples. It is designed to be more resistant to cruft, as any attempts to start listing types of armour again can be just reverted on sight for 'ignoring the fancruft rules', or something; as well as the usual talkpage fancruft guide, this version includes HTML commented notices asking editors not to start another armoury list. Images from the old articles can be reused, as well as free images from historical articles. Instead, this article will list materials and types rather than actual examples. This also includes a little historical material (for real life comparisons) and some basic chemistry. CaptainVindaloo t c e 18:00, 24 October 2006 (UTC)

Equipment
Like many modern fantasy-medieval setting videogames, RuneScape has a significant amount of armour, weapons and other combat equipment available to players. Corresponding to the combat triangle of Magic/Ranged/Melee fighting, this equipment is designed for Magic, Ranged or Melee fighters.

Melee
Melee equipment is usually made of Metal or an Alloy. Some of these metals are fictitious and/or magical in nature. In order from softest to hardest, these materials are: Any melee equipment available to players is made from one of these substances, with the exception of some special or Dragon items. Most armour consists of various pieces of Plate armour, in a few different shapes. Chainmail is also available.
 * Bronze (1:1 alloy of copper and tin)
 * Iron (elemental non-alloy)
 * Steel (alloy of iron and a small amount of carbon from coal)
 * Black (undefined material)
 * Mithril (fictional alloy of mithril ore and carbon)
 * Adamantite (fictional alloy of adamant ore and carbon)
 * Runite (fictional alloy of runite ore and carbon)
 * Dragon (fictional magical metal)
 * Platebody - torso and arm plate armour.
 * Chainbody - torso chainmail armour.
 * Plateleg - plate armour protecting the entire leg.
 * Large Helmet - grille visored helmet with plumes, most similar to the Bascinet design in appearence.
 * Medium Helmet - open faced helmet, similar to those worn by Greek Hoplite soldiers.
 * Gauntlets.
 * Boots in leather or metal.

Weapons are a mix of medieval styled weapons from around the globe, in any of the above materials.
 * Daggers.
 * Swords.
 * Available as:
 * Shortsword.
 * Longsword.
 * Two-handed sword.


 * Broad-bladed Scimitars.
 * Spiked Maces.
 * Warhammers.
 * Battle axes.
 * Spears.
 * Halberds.
 * Claws (gloves with blades extending from the fingers).
 * A number of unique/special weapons.
 * Pickaxes and Hatchets are intended as tools for Mining and Woodcutting respectively, but can be used as a weapon.

Ranged
Archery equipment is made of lighter materials than melee gear, to enable an archer to move and fire his or her weapon effectively. Materials for armour include Leather; either soft or hardleather, softleather can be augmented with metal studs; or the hide of various types of Dragons.

Weaponry is comprised of Bows and Crossbows. Bows are made of different types of wood and come in short and long variants. Crossbows are made of wood, with metal fittings. Arrows and Crossbow bolts can be tipped with metal, gemstones or even be magical.

Magic
Magical equipment is comprised of Robes made from simple cloth. Their protection against physical attack - if any - is derived from magical enchantment. A mage relies on being able to kill an opponent faster than an opponent can kill the mage. A mage's abilities can be enhanced with a magical staff - which can be used as a quarterstaff in melee if necessary.