Difference between revisions of "Siege Perilous Overview"
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= | ==What all is different between Angel Island and Siege Perilous?== | ||
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'' | |+ '''Shard Variations Chart: | ||
'' | |- | ||
! !! '''Angel Island !! '''Siege Perilous | |||
- | |- | ||
| '''Total accounts allowed || 3 || 1 | |||
|- | |||
| '''Total characters per account || 5 || 1 | |||
|- | |||
| '''Mounts || No || Yes | |||
|- | |||
| '''Recall || Yes || No | |||
|- | |||
''' | | '''Gate Travel || Yes || Yes | ||
|- | |||
| '''Item Insurance || No || No | |||
''' | |- | ||
| '''Trammel Facet || No || No | |||
|- | |||
| '''Factions || [[Kin System]] || Classic Factions | |||
|- | |||
| '''Resource Drops || Normal Rate || Halved | |||
|- | |||
| '''Skills and Stat gains || Normal difficulty-based gains || [[Return Over Time (RoT)]] | |||
|- | |||
| '''NPC Skill Training || Yes || No ([[Cartography]] and [[Lockpicking]] gain from 0-10 normally on SP) | |||
|- | |||
| '''Animal Taming Skill Difficulty || No || Taming high level monsters (such as nightmares, wyrms, and dragons) will become twice as difficult. | |||
|- | |||
| '''Blade Spirits and Energy Vortex || Normal || Weakened | |||
|- | |||
| '''Telekinesis|| Normal || Will not work on trapped or locked chests. | |||
|- | |||
| '''Item wear || Normal || Musical instruments, fishing poles, herding crooks, scissors, axes used for [[Lumberjacking]], and other bladed objects will wear down and break with use. | |||
|- | |||
| '''Shopkeeper buys items from players || No || No | |||
|- | |||
| '''Shopkeeper prices|| Normal || 3x | |||
|- | |||
| '''Shopkeeper Resource sales || No || No | |||
|- | |||
| '''Hireling fees || Normal || 3x | |||
|- | |||
| '''Housing Prices || Normal || NPC prices are 10x higher. | |||
|- | |||
| '''[[Balanced Buyback System]] (NPC Consignment) || Yes || No | |||
|- | |||
| '''Murderers allowed in town || No || Yes | |||
|- | |||
| '''Heal murderers in town? || Criminal flag and guard whack || Criminal flag but no guard whack | |||
|- | |||
| '''Reds/Greys can insta-log or ban thee in housing || Yes || No | |||
|- | |||
| '''Poisoned Arrows || Yes || No | |||
|- | |||
| '''Thieves Guild|| Normal rules / requirements || 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. | |||
|- | |||
| '''[[Stealth]] Skill Mechanics || Normal || 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. | |||
|- | |||
| '''Weapon Enchantments || No || Yes | |||
|- | |||
|} |
Revision as of 21:14, 30 April 2023
Siege Perilous Public Beta Open Now!
The truest test of a player is one in which their true character is weighed and measured.
Siege Perilous is that very test. Those who survive it will achieve the "holy grail" of MMORPG's; success in a truly skill based environment. In order to prosper one must forge allies, communicate and trade with others. Those who desire to make trouble for others will quickly find themselves in great logistical peril, and as a result may find themselves struggling to survive.
What is Siege Perilous?
Siege Perilous is a shard hosted by Adam Ant that uses a special ruleset in which players are only able to log onto one single character per person. You can currently log into the Siege Perilous test server to beta test the game for yourself! (Download link in sidebar.)
The shard will officially launch on May 6th at 11am EST.
On Test Siege Perilous you are able to use the test functionality, which includes the ability to set your skills or stats by simply saying "set swords 100" for example. See Commands for more information on test functionality.
As opposed to Angel Island, Siege Perilous allows players to ride their mounts, with the trade-off being that the recall spell (including scrolls) has been disabled. Players are still able to use gate travel.
Combat related aspects of the game have been set to be era accurate to Publish 13.6. Siege Perilous uses UO:R era mechanics such as the Special Moves Crushing Blow or Paralyzing Blow, as well as bonuses to certain spells if you have Inscription or Poisoning.
Siege Perilous History
The name "Siege Perilous" was chosen as a reference to the Arthurian legend and the idea that only the most virtuous and worthy players could succeed on this challenging server. The Siege ruleset was designed to be a throwback to the early (pre-t2a) days of Ultima Online, before many of the game's more complex features had been introduced.
The origins of the Siege Perilous shard can be traced back to the early days of Ultima Online's development, when the game was still in its beta testing phase. The developers wanted to create a more hardcore, old-school experience for players who craved a greater challenge. The idea was to create a server where players would have to rely on their true character and skills, rather than relying on overpowered gear or exploits.
Over time, the Siege Perilous ruleset developed a devoted following of players who appreciated its unique challenges and sense of community, and regard it as a classical UO experience for players who are looking for a more authentic and challenging version of the game.
Factions vs Alignment
In the Pub 13.6 era, the original Town Control Factions system was in place. However, it was determined that a complex town control system detracted from the early days feel that was intended for the ruleset. In place of Factions is a simple, notoriety based Alignment system. Guildmasters can choose from 9 different Alignments, such as Orc, Milita, Order, Chaos, Undead etc. If you are Aligned then you are at war with the other 8 Alignments, and all of their members will be freely attackable anywhere in the game.
Note that you can only set your guild's Alignment once per 7 days.
Starting Equipment
Starting equipment for new characters on Siege Perilous:
- Clothing, as normal (“newbie items”)
- 1 dagger (“newbie items”)
- 100 gold coins
- 25 ingots
- 1 shovel
- 1 bag, with 10 of each reagent
- 1 katana
- 1 journal
- 1 candle
NPC Skill Training
NPCs will no longer be able to train characters.
Taming Changes
Hiding will no longer be possible while taming; invisible characters who begin taming will be revealed. Taming high level monsters is twice as difficult, in that the chance to even begin taming them is halved. The chance to successfully tame once taming begins is still the same.
Prices
NPC vendor's goods are now 3x the regular cost. Housing purchased from NPC's is also 10x the normal cost.
Return Over Time (RoT)
On Siege Perilous, there have been changes to character development in order to balance the ruleset. Characters are limited to one account with only one character, and as a result, the rate of skill and stat gain must also be limited to inhibit players from quickly changing their builds using macros. The underlying point of this system is to level the playing field so that the players ability to play the game matters more than their ability to develop their character.
Learn More on the Return Over Time (RoT) page.
Weapon Enchantments
Weapon enchantments have returned to Siege Perilous. These weapons are filled with potent magic, often releasing some as they strike their targets. Here is a list of them and what they do:
Enchantment | Effect |
---|---|
Burning | Magic Arrow |
Clumsiness | Clumsy |
Feeblemindness | Feeblemind |
Weakness | Weaken |
Wounding | Harm |
Daemon's Breath | Fireball |
Evil | Curse |
Ghouls Touch | Paralyze |
Mage's Bane | Mana Drain |
Thunder | Lightning |
What all is different between Angel Island and Siege Perilous?
Angel Island | Siege Perilous | |
---|---|---|
Total accounts allowed | 3 | 1 |
Total characters per account | 5 | 1 |
Mounts | No | Yes |
Recall | Yes | No |
Gate Travel | Yes | Yes |
Item Insurance | No | No |
Trammel Facet | No | No |
Factions | Kin System | Classic Factions |
Resource Drops | Normal Rate | Halved |
Skills and Stat gains | Normal difficulty-based gains | Return Over Time (RoT) |
NPC Skill Training | Yes | No (Cartography and Lockpicking gain from 0-10 normally on SP) |
Animal Taming Skill Difficulty | No | Taming high level monsters (such as nightmares, wyrms, and dragons) will become twice as difficult. |
Blade Spirits and Energy Vortex | Normal | Weakened |
Telekinesis | Normal | Will not work on trapped or locked chests. |
Item wear | Normal | Musical instruments, fishing poles, herding crooks, scissors, axes used for Lumberjacking, and other bladed objects will wear down and break with use. |
Shopkeeper buys items from players | No | No |
Shopkeeper prices | Normal | 3x |
Shopkeeper Resource sales | No | No |
Hireling fees | Normal | 3x |
Housing Prices | Normal | NPC prices are 10x higher. |
Balanced Buyback System (NPC Consignment) | Yes | No |
Murderers allowed in town | No | Yes |
Heal murderers in town? | Criminal flag and guard whack | Criminal flag but no guard whack |
Reds/Greys can insta-log or ban thee in housing | Yes | No |
Poisoned Arrows | Yes | No |
Thieves Guild | Normal rules / requirements | 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. |
Stealth Skill Mechanics | Normal | 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. |
Weapon Enchantments | No | Yes |