Siege Perilous
Siege Perilous Shard | |
---|---|
Launched: | July 15, 1999 |
Time Zone: | Eastern US |
Maintenance Time: | 5:00AM EST |
IP Address: | 107.23.152.7 |
EM Website: | siege.uoem.net |
- For the new player guild of Siege Perilous, see: Newborn On Siege
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 creater 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 increases the challenge for its players. It has become commonly referred to as the Siege Ruleset, which is also duplicated on the Mugen shard for Japanese players.
General
- No Item Insurance
- No Trammel facet
- Felucca ruleset on all remaining facets (Ilshenar, Malas, etc.)
- Resource drops (such as the wood that comes from lumberjacking or the ore that comes from mining) are NOT doubled as they are with non-Siege/Mugen Felucca facets
- Each player can use a Siege Bless on one item at a time, 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 less than 70 points will gain as normal shards.
- Skill points for skills between 70 and 79.9 points will have a delay of 5 minutes between points gained.
- Skill points for skills between 80 and 89.9 will have a delay of 8 minutes between points gained.
- Skill points for skills between 90 and 99.9 will have a delay of 12 minutes between points gained.
- Skill points for skills between 100 and 109.9 will have a delay of 15 minutes between points gained.
- Skill points for skills between 110 and 120 will have a delay of 15 minutes between points gained.
- Players will be allowed to gain 15 stat points a 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
- No Recall or Sacred Journey spells
- The spells Blade Spirits and Energy Vortex have been weakened significantly
- Telekinesis will not work on trapped or locked chests
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.
Historically, the best places to meet were Moonglow, and Britain, specifically the West Britain Bank. 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 used to boast several player-run towns, which tended to be 'run' by guilds, or alliances of guilds. Historic ones such as House Lynn'Dannae near Cove, Iantown, Myth, Stonehaven and the frozen city of Wintermoor are no longer present or largely abandoned, but others such as Safe Haven and the friendly town of Wispwood Shire still exist. By far the largest player-town is Gilfane, located to the east of Skara Brae. 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. However, do not despair! The law-abiding folk on Siege far outnumber the evil ones and one is unlucky to meet a killer outside the obvious areas such as a champion spawn, Shame dungeon and the Blighted Grove, etc.
Ruleset
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.
Be sure to read all of the changes located in the above drop down box to familiarize yourself with this challenging world before creating your character. Future changes to Siege Perilous will be updated here.
Your Character
There will be only one character slot available per account.
To raise the level of difficulty suitable for the types of players attracted to a veteran shard, the rate at which you will gain in time-resource skills and all stats will be slower than on the standard shards. The Rate Over Time system (a.k.a. “ROT”) and daily caps will curb the unbalancing effects of macroing, since everyone will be subject to the same rules.
It’s useless to compare absolute values of skills and stats on Siege Perilous to those of other shards. The inherent value of skills and stats is relative to the rate at which they can be gained. The effectiveness of skills and stats is relative to what the others around you have. What could be considered a low skill level on the other shards, may be quite competitive on Siege Perilous. Furthermore, this system ensures that everyone will be subject to the same advancement curve, which creates a fair and level playing environment.
Using the training dummies for Stealing, Swordsmanship, Macefighting, Fencing, or Wrestling will stop producing gains in skill quicker than on other shards.
New characters on Siege Perilous will start out with the same equipment that new characters on normal shards start with. This applies to all character templates.
Townsfolk
The shopkeepers on Siege Perilous hoard their gold greedily and will not buy items from players. They are, however, more than happy to sell their wares…at three times the cost of other shards!
Faction pricing is in effect on Siege Perilous, so if you search every town, you are likely to find one that is set at, or below the normal price for items on other shards
They do not sell resources like logs, boards, shafts, wool, bolt of clothes, hide, leather, ore, ingots or feather.
Townspeople will also charge three times as much for hiring them.
NPCs won't train your skills.
Townspeople requesting escort will not travel with someone who is already escorting another, you may only have one escort at a time. They will not have any items on their persons and the only way they will part with their gold is if you actually bring them to their desired location. You must also wait 15 minutes between each escort.
Considering these differences and the ones noted under “Your Character”, it would be very wise to befriend, rather than to attack, your local tradesmen. A skilled blacksmith, alchemist, tailor, or scribe can be a very powerful ally.
Magic
Spellcasters adventuring in Siege Perilous should be wary of the changes to their trade. Most noticeably, the spell “recall” will not function.
You will not be able to mark runes in dungeons or Lost Land nor cast Gate while in a dungeon or Lost Land.
For those involved in faction or guild wars, it is vitally important to note that direct damage spells will work in towns.
Telekinesis will not work on trapped or locked chests.
Blessing and Item Insurance
Item Insurance does not work on Siege. However Siege does have Siege Bless.
Only a few items are blessed on Siege:
- Checks and commodity deeds.
- Rune, BOD and basic spell books.
- Most reward items.
- AoS clothes.
- Clothing Bless Deeds can bless clothing items that do not have magic mods.
- 'Newbied' clothes still exist, though are no longer created.
Breaking the Law
Adventurers of ill repute will quickly notice that Siege Perilous has different rules for murders.
Characters that hue red will not be attacked by guards when they venture into town. Healing a red character is a criminal offence, but will not get you guard whacked.
Criminals may travel the wilderness without worry of guards, as they will not patrol the wilderness areas.
Additionally:
There will be Wandering Healers willing to resurrect those that stray from the path of good. (only on the old Felucca facet)
The portal to the lawless town of Buccaneers’ Den is not present, but a moongate does exist.
Although you must still be in the Thieves Guild to steal from players, you will not be removed from the guild for collecting a murder count, nor are there any skill or time requirements to meet before joining.
The Hero/Evil system will be present on Siege Perilous as a part of factions.
Skills
In addition to the overall change in difficulty of skill increase, Siege Perilous also features changes to specific skills and items to create additional challenges.
Bards: In addition to playing music, the use of provocation and peacekeeping, will wear your instrument down, requiring that you replace it from time to time.
In addition to musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will also wear down with use.
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. (not sure if this still are correct)
Making leather armor will not require as much skill for Tailors as it does on other shards. (This has not worked for many years, OSI never fixed it)
Wearing leather armor will not cause any penalties to Stealth or Meditation. (not sure if this is correct)
Rogues will find it a bit easier to sneak up on their marks as the chance to be automatically revealed when near player-characters while stealthed has been reduced to one tile.
Failing while tinkering will use resources. Also, when a tinker fails at making a trap, he will always take damage.
When using the Taste Identification skill, there is a chance that the item will be consumed. The following skills will not unhide you when they are used: Snooping, Detect Hidden, Item Identification, Anatomy, Arms Lore, Animal Lore, Evaluate Intellect, Forensics Evaluation, and Poisoning.
Monsters and Players
Dark wisps: These creatures appear as "a wisp," but are a noticeably darker color than their light blue counterparts. These behave as monsters and will attack players on sight!
Siege Perilous contains the Ilshenar and Malas facets. Both do have Felucca (SP) ruleset. No Trammel ruleset on Siege at all.
One of the favorite expressions on Siege Perilous is that blue does not always mean innocent, and red does not always mean PK. Guild affiliation is a much more effective way to determine which side of the battle a person is on than hue is.
Factions
Factions is active on Siege Perilous, with a different ruleset than other shards.
The True Britannians and Council of Mages factions will be considered "Hero" factions. The Shadowlords and Minax factions will be considered "Evil" factions. All four factions will still be at war with one another, in addition to being integrated with the Hero/Evil system.
Killing faction characters who are in your own faction will incur a penalty. The killer in this case will lose 50% of his current kill points, lose 100% of the lifeforce accumulated, and be able to be reported as a murderer. An exception to this will be the killing of guild mates, thus allowing characters to spar with guild mates. Another exception is that if your character is attacked by another, you are allowed to defend yourself with impunity.
Faction characters will gain lifeforce equal to 20% of the life force of the character killed, and that character who was killed will lose an equal amount of lifeforce points.
Each Faction has its own allied monsters, which will, by default, ignore that specific Faction's members. These are:
Minax: Ogre Lords Council of Mages: Wisps True Britannians: Silver Serpents Shadowlords: Daemons
Summoned Daemons will behave in their normal manner towards Shadowlords members.
An enemy faction's monsters will appear in an orange hue.
Faction characters will gain lifeforce points and silver for each faction enemy monster which that character kills. All monsters give 30 silver, except wisps, which give 20 silver each. The amount of silver which the faction member receives will depend on the tithing rate which their commander has set at that point in time.
The maximum number of lifeforce attainable is 100 points.
Players will be able to spend lifeforce points toward special Hero/Evil powers. Players will be able to use a special phrase ("I invoke my good powers," for Hero characters, and "I invoke my evil powers," for Evil characters) to bring up a special menu through which they may control the following effects:
Colored Armor (5 lifeforce points; duration is permanent; turns an article of armor or clothing white for Hero, black for Evil) (items which have been turned "Hero" or "Evil" will only be equipable by someone in the appropriate faction.) While it was previously possible to obtain help from support staff to remove the hues, EA's current policy is to refuse to un-dye faction dyed items.
Detect Evil/Good (1 lifeforce point; duration is immediate; allows Hero character to scan the area for Evil, and Evil to scan for good)
Summon familiar (10 lifeforce points; duration is 30 minutes; allows character to summon a familiar to fight for the character, silver wolf for Hero or dark wolf for Evil)
Silver/Dark Steed (30 lifeforce points; duration is 30 minutes; creates a silver steed for Hero character to ride, or dark steed for Evil character)
Holy/Unholy Shield (40 lifeforce points; duration is 60 minutes; character is ignored by all monsters and faction guards while this power is active) (This has been a regular source of discontent on Siege, as it is generally used to attack non-faction members at Champion Spawns, thereby leaving those being attacked to contend with the spawned monsters AND the faction attackers.)
Evil characters will not automatically hue red, and any Evil character which kills a blue innocent may gain a murder count. The faction system hue will be in effect to handle aggression and flagging.
See Also
- Newborn on Siege - The Siege new player helper guild.
- Mugen - The Asian version of Siege.
- Siege Ruleset
External Links
- Siege Perilous Event Moderator Website
- UO.com Playguide on Siege Perilous - Note: some information is out of date
- Siege FAQ on UOForums
- UO Stratics Siege Perilous Forum - The most active forum pertaining to Siege Perilous
- July 15, 1999 UO House of Commons - A chat log with questions and answers on Siege.
- Barter Town - A player-run community on Siege Perilous.