Difference between revisions of "Siege Perilous Overview"

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Note that you can only set your guild's Alignment once per 7 days.
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===
===NPC Skill Training===

Revision as of 15:12, 3 May 2023

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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.

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.

Skillgain Changes

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 Siege's "Return over Time" 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. With this system, you can only gain a certain amount of skill points per day in skills over 70, and there is a 20 minute cooldown between gains that rises as skills get to 80 and 90. Plus you can only gain 6 total statistic points per day. For example, 1 strength, 2 dexterity and 3 intelligence.

Learn More on the Return Over Time (RoT) and Statistics pages.

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:

Weapon Enchantments:
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?

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

Take Back Sosaria Event

"An evil swarm of wretched gargoyles swooped in during the night and captured the various cities and towns. We have secured Britain, but the rest of our world has been completely overrun. I pray thee, citizens of Britannia, come join the war effort to defeat this evil presence and Take Back Sosaria!!"

- Errol Pantzike, First Lieutenant, Militia

Siege Perilous will launch with an event underway called “Taking Back Sosaria.”

The Taking Back Sosaria (TBS) event accomplishes two primary goals; 1. To shrink the usable map without introducing a custom map, and 2., provide the player base with a fun and enjoyable initial experience that encourages teamwork.

An army of wretched gargoyles have descended upon the land of Britannia. They have decided that there is no room for humans in the world. Currently, they enjoy ownership of all cities and towns, save for Britain which is still under the control of Lord British. Venturing to these captured towns as a lone individual is both difficult and treacherous.

Tips, Tricks, and Strategies: While these creatures are formidable, they are not without their weakness. The gargoyle guardians first appeared in zones within the cities. We have learned that if you take out a zone, the gargoyles do not return. This was the tactic we used for Britain. So, the strategy is to recapture cities zone by zone. We have further learned that these zones seem to run north to south. So, attacking from the east or west works best, then work your self N/S to capture the zone. Cities seemed to be split into maybe four or so zones. So a smaller city will have smaller zones. Your character will receive feedback in the form (N of M kills) for zone XYZ. If you take too long to capture a zone back, the guardians will respawn and you will then need to start over. It's important to team up as you don't want your hard work to go to waste!he guardians will respawn and you’ll need to start over.

Suggested Initial Strategy: Since Britain is clear of these loathsome creatures, I recommend staying close to Britain initially, then banding together to take back the other cities as you gain a foothold back into this cursed realm. Target each City and Town, one by one, until they have been taken back from the claws of the detestable gargoyle race.

It may be wise to take back interesting and/or important zones within the cities that may also be captured, for instance around banks, forges and such valuable resources.