Siege Perilous

Revision as of 12:29, 3 January 2008 by JC the Builder (Talk | contribs)

Siege medallion.jpg

Siege Perilous is a special ruleset shard that launched on July 15, 1999. The idea behind the shard was to create a more "difficult" and challenging shard for UO veterans. The main developer and created behind Siege was Runesabre.

Lore

Prepare yourselves brave travelers, for Siege Perilous truly will test your skills as a player. Aggressors who chose to alienate themselves from their fellow adventurers will find quickly it is a struggle to simply survive. Only those who can master the arts of teamwork, communication and trade, as well as combat, will prosper in this challenging world.

The true path to success on Siege Perilous is through making allies. As one cannot possibly have all of the skills necessary to obtain every resource essential to survival, setting up trade agreements with other players will often offer the best chance of prosperity. Those who shoot first and ask questions later could quickly find themselves alone and lacking in supplies.

Features

Siege offers new or different rules from other shards which increase player challenge.

General

  • No Item Insurance
  • No Trammel facet
  • Felucca ruleset on all remaining facets (Ilshenar, Malas, etc.)
  • Each player can use a Personal Bless on one item, activated via Contextual Menu
  • Character Transfer is prohibited to and from Siege
  • Murderers and criminals will not be able to kick/ban others from their home, nor will they be able to log out instantly
  • The title “Murderer” has been done away with, murderers will now show their karma/fame title

Skills & Stats

  • Rate Over Time skill gain
    • Skill points for skills under 70 points will gain as normal shards.
    • Skill points for skills between 70 and 79.9 points will gain a maximum of 3.6 points total per day, with a minimum of 5 minutes between point gained.
    • Skill points for skills between 80 and 98.9 points will gain a maximum of 2 points total per day, with a minimum of 10 minutes between point gained.
    • Skill points for skills 99.0 points and up will gain a maximum of 2 points total per day, with a minimum of 15 minutes between point gained.
  • Maximum of 6 stat point gains per day
  • Fishermen will notice a decrease in the rate that they find SOS bottles and will not be able to fish up treasure maps at all
  • Arms Lore gives a crafting bonus every 12.5 skill instead of 20 on production shards

Spells

Items

  • Musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will wear down and break with use
  • 7th Anniversary Items are not blessed

NPCs

  • Shopkeeper NPCs do not buy items from players
  • Shopkeeper NPCs charge 3x more for the items they sell
  • Shopkeeper NPCs do not sell any resources (Ingots, Cloth, etc.))
  • Hireling NPCs charge 3x more for their services
  • NPCs do not carry gold in their backpacks, preventing it from being stolen or looted on death

Hero/Evil System

  • [Details Forthcoming]

UOStuff

Commonly known as 'the hard shard', Siege Perilous has a ruleset that differs greatly from all other shards except Mugen. The Siege ruleset can take some time to get used to, particularly if a player has spent considerable time on a 'production' shard, but while the danger is greater, so too are the rewards.

A well-known guild has made Siege its home for many years, existing exclusively to help newcomers to this harsh, yet challenging land. This guild is Newborn On Siege, commonly known as [NEW]. Through common agreement with most of the major guilds and veteran players of Siege, this guild extends a player-enforced version of other shards 'young' status to its members, as well as offering training advice, information, equipment, and much, much more. Any player starting out on Siege is strongly advised to seek out the leaders of NEW, and spend their first month there, getting to know the shard in relative safety. More detail can be found here.

Historically, the best places to meet were Moonglow, and Britain, specifically the West Britain Bank (WBB). However, that changed when the Britain Invasion flooded Britain with lizardmen, Ogre Lord Generals, and other hordes of monsters, and most of the players who prefer town life moved to Luna. Siege boasts several player-run towns, which tend to be 'run' by guilds, or alliances of guilds. Historic ones such as House Lynn'Dannae near Cove, are no longer present, but others such as Safe Haven, the frozen city of Wintermoor, the friendly towns of Wispwood Shire and Iantown, and the newer villages of Myth and Stonehaven are currently thriving. One of Siege's strongest traits is the sense of community, and the towns are a result of this trait.

It is possible to play 'solo' on Siege, but it will not be an easy life. Even with the creation of Soulstones, it is extremely hard for one person to have access to all the skills they need, without interaction with others. Therefore, not only are guilds abundant on Siege Perilous, but they tend to appear, and fade away, quite regularly as friendships and alliances come and go.

For players, there is not one single spot on Siege Perilous which can truly be considered safe. You can be attacked in town, even though guards can be called if you are quick enough. You can be killed within your house, if the attackers find a weak point in the house design, such as a missing rear corner piece, or an open window. So, the primary rule of Siege is, quite simply, if you don't want to lose something, don't carry it with you. Unlike players, items can be kept safe, by means of secure containers within houses, or the player's bank box. But, once in your backpack, almost any item is fair game for killers, thieves, and opportunist looters, unless you choose to Siege Bless it, or are able to Faction Bless it.


See Also