Difference between revisions of "Siege Perilous Overview"

From GMN Wiki
Jump to navigation Jump to search
(Update Table to compare against OSI.)
 
(47 intermediate revisions by 2 users not shown)
Line 1: Line 1:
=Siege Perilous Beta Open Now!=
= Siege Perilous Overview =


''The truest test that a player can undergo is one in which their true character is weighed and measured. '' <br>
''“The truest test of a player is one in which their true character is weighed and measured.''


''Angel Island: Siege Perilous is that very test. Those who survive it will achieve the holy grail; success in a truly skill based environment. 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 merely survive. In order to prosper, one must forge allies, communicate and trade with others.''
'''Siege Perilous is that test.''' Those who survive it pursue a truly skill-based environment where success requires forging allies, communicating, and trading with others. Players who choose to make trouble for others will quickly find themselves in logistical peril, and may struggle to survive.


----
== Core Rules ==
* 1 character per person
* 700 skill cap
* 225 stat cap
* Publish 13.6 (UO:R-era) combat mechanics


==What is Siege Perilous?==  
== What Is Siege Perilous? ==
Siege Perilous is a shard hosted by Adam Ant using a special ruleset where players are limited to '''one single character per person'''.


Siege Perilous is a shard 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.)
On the test shard, players may have access to test functionality such as setting skills or stats via speech commands (e.g., “set swords 100”). See [[Commands]] for more information.


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.
Siege Perilous allows mounts, with the trade-off that Recall (including scrolls) is disabled as part of the ruleset. Gate travel remains available.


As opposed to Angel Island, Siege Perilous does allow for the use of 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 systems are configured to be era-accurate to Publish 13.6. Siege Perilous uses UO:R mechanics such as [[Special Moves]] (e.g., Crushing Blow, Paralyzing Blow), and includes bonuses to certain spells if you have Inscription or Poisoning.


Siege Perilous will launch with an event underway called '''“Taking Back Sosaria”''' which is currently active on the test shard.  
== Siege Perilous History ==
The name “Siege Perilous” references Arthurian legend and the idea that only the most worthy can succeed on a challenging server.


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 while also encouraging teamwork.
The Siege ruleset is designed as a throwback to early Ultima Online, before many later-era systems were introduced. Over time, Siege developed a devoted following of players who valued its high-risk environment, forced specialization, and strong community interdependence.
The event is centered around both Factions and Ethics. For those not familiar with these terms, Factions is really sort of a shard sponsored guild. There are four such guilds: Minax, Council of Mages, True Britannians, and Shadowlords. Each of these factions has a stronghold. For instance, the stronghold for True Britannians is at the entrance to Lord British’s castle, just a stones throw from West Britain Bank.
Ethics is a system of ethical alignment with either good or evil, Hero / Evil respectively.


In classical Origin Systems fashion, each of the Factions had a faction-aligned creature:
== Alignment System ==
Like Angel Island, Siege Perilous uses the [[Alignment]] system rather than the original OSI Factions or Hero/Evil mechanics.


* Minax: Ogre Lords
Guildmasters may choose an alignment for their guild, placing them in a permanent state of war with other alignments. Aligned players are freely attackable by opposing alignments anywhere in the world.


* Council of Mages: Wisps
A guild’s alignment may only be changed once every 7 days.


* True Britannians: Silver Serpents
== The Siege Perilous Ruleset ==


* Shadowlords: Daemons (not summoned daemons)
=== Character ===
On Siege Perilous, you are limited to:
* 1 character


===The Event:===
=== NPCs ===
* NPCs do not train characters.
* NPCs do not purchase items from players.
* NPC prices are 3× normal, except housing which is 10× normal.
* Hireling fees are 3× normal.


These faction-aligned creatures have collectively decided that there is no room for humans in the factions. They are currently enjoying ownership of all cities and towns except for Britain, which is still under the control of Lord British. Venturing to these towns as a lone individual is both difficult and treacherous. <br>
=== Skill Gain (RoT) ===
Character development is intentionally constrained to fit the one-character ruleset and prevent rapid build-swapping via macroing. Siege uses [[Return Over Time (RoT)]].


These faction-aligned creatures guard each of the strongholds jealously, and will attack any player trying to enter. Fortunately, the signup stones for all of these factions are just outside the stronghold and as such is reasonably safe.
* Skills above 70 gain at a limited rate, with increasing cooldowns at 80 and 90.
Do be aware though, that the faction-aligned creatures have commissioned gargoyles to protect the larger areas outside of the strongholds.
* Players may gain a maximum of 6 stat points per day.
'''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. <br>


Your character will receive feedback in the form (N of M kills) for zone XYZ. So for instance, if there are 30 creatures protecting that zone, you will know by the display your progress. If you take too long to capture a zone back, the guardians will respawn and you’ll need to start over. But even having to start over, your work will not be in vein as killing these creatures earns faction silver and Life Force.
Learn more: [[Return Over Time (RoT)]]


'''Suggested initial strategy:''' Since Britain is clear of these loathsome creatures, with the exception of the creatures in British’s castle, I recommend joining True Britannians initially, then banding with your faction mates to take back that faction stronghold. Once accomplished, the faction stronghold will once again belong to humans, and Britain will be free. <br>
=== Magic ===
* Recall does not function.
* Mark does not function inside dungeons.
* Gate does not function inside dungeons.
* Telekinesis does not work on locked or trapped treasure chests.
* Magery functions normally in towns.


The next goal, would be to target each of the strongholds, one by one, until those too have been given back to the people. <br>
=== In-Game Justice System ===
* Murderers may enter towns.
* Healing a murderer flags the healer criminal, but guards do not respond.
* Wandering Healers may resurrect murderers.
* Thieves Guild members are not expelled for murder and have no skill or time requirements to join.


At this point, True Britannians may start defecting to other factions. At any point of this crusade, interesting and/or important zones withing the cities may also be captured, for instance around banks, forges and such valuable resources. <br>
=== Skills ===
* Bard tools and other tools degrade with use.
* Fishing yields fewer SOS bottles and cannot recover treasure maps.
* Traps on treasure chests must be removed before opening.
* Failures in Tinkering and Taste Identification can have severe consequences.


==What is different between Angel Island and Siege Perilous?==
=== Monsters ===
* Monsters that are also low-level tameables do not drop loot.


{| class="wikitable" style="text-align: center; margin:auto; width:1000px;"
== Differences Between OSI (Publish 13.6) and Siege Perilous ==
|+ '''Shard Variations Chart:
{| class="wikitable" style="text-align:center; margin:auto; width:75%;"
|+ '''Shard Rules Comparison'''
|-
|-
! !! '''Angel Island !! '''Siege Perilous
! Feature !! OSI (Publish 13.6) !! Siege Perilous
|-
|-
| '''Mounts || No || Yes
| Accounts per IP || Paid / Unlimited || 1
|-
|-
| '''Item Insurance || No || No
| Characters per account || 1 || 1
|-
|-
| '''Trammel Facet || No || No
| Houses per account || 1 || 1
|-
|-
| '''Factions || [[Kin System]] || Regular Factions
| Stat cap || 225 || 225
|-
|-
| '''Resource Drops || Normal Rate || Halved
| Skill cap || 700 || 700
|-
|-
| '''Reds/Greys can insta-log or ban thee in housing || Yes || No
| Facets || Felucca only || Felucca only
|-
|-
| '''Skills and Stat gains || Normal difficulty-based gains || [[Return Over Time (RoT)]]
| Mounts || Yes || Yes
|-
|-
| '''NPC Skill Training || Yes || No ([[Cartography]] and [[Lockpicking]] gain from 0-10 normally on SP)
| Recall || No || No
|-
|-
| '''Travel Spells || Normal || No Recall
| Gate travel || Yes || Yes
|-
|-
| '''Changes to  Blade Spirits and Energy Vortex || None || Weakened
| Item insurance || No || No
|-
|-
| '''Telekinesis|| Normal || Will not work on trapped or locked chests.
| Alignment / Factions || Factions || [[Alignment]]
|-
|-
| '''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.
| Resource drop rates || Halved || Halved
|-
|-
| '''Shopkeeper buys items from players || No || No
| Skill & stat gains || [[Return Over Time (RoT)]] || [[Return Over Time (RoT)]]
|-
|-
| '''Shopkeeper prices|| Normal || 3x
| NPC skill training || No (except [[Cartography]] and [[Lockpicking]] 0–10) || No (except [[Cartography]] and [[Lockpicking]] 0–10)
|-
|-
| '''Shopkeeper Resource sales || No || No
| Animal taming difficulty || High-level creatures significantly harder || High-level creatures significantly harder
|-
|-
| '''Hireling fees || Normal || 3x
| Blade Spirits / Energy Vortex || Weakened || Weakened
|-
|-
| '''Town NPC gold drops|| None || None
| Telekinesis on chests || No || No
|-
|-
| '''Total accounts allowed || || 1
| Item wear || Tools and weapons degrade || Tools and weapons degrade
|-
|-
| '''Total characters per account || 5 || 1
| NPC shopkeepers buy items || No || No
|-
|-
| '''[[Balanced Buyback System]] (NPC Consignment) || Yes || Yes
| NPC shopkeeper prices || ||
|-
|-
| '''Murderers allowed in town || No || Yes
| NPC resource sales || No || No
|-
|-
| '''Heal murderers in town? || Criminal flag and guard whack || Criminal flag but no guard whack
| Hireling fees || ||
|-
|-
| '''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.
| Housing prices || 10× || 10×
|-
|-
| '''[[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.
| Murderers allowed in town || Yes || Yes
|-
|-
| '''NPC skill training || Yes || No
| Healing murderers in town || Criminal only || Criminal only
|-
|-
| '''Animal Taming Skill Difficulty || No || Taming high level monsters (such as nightmares, wyrms, and dragons) will become twice as difficult.
| Poisoned arrows || No || No
|-
|-
| '''Housing Prices || Normal || The cost of house deeds when purchased from NPC shopkeepers on [[Siege Perilous]] will be 10x the prices seen on "normal" shards.
| Thieves Guild restrictions || Minimal || Minimal
|-
| [[Stealth]] mechanics || Reduced auto-reveal || Reduced auto-reveal
|-
| Weapon enchantments || Yes || Yes
|}
|}
== Donations ==
The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.
All shards are provided freely to players, with no expectation of remuneration of any kind. There are no gift shops, no in-game tokens, and no monetized advantages.
Every player participates on equal footing at all times. Progress, power, and success are determined solely by gameplay within the world, not by external contributions.

Latest revision as of 08:48, 4 January 2026

Siege Perilous Overview

“The truest test of a player is one in which their true character is weighed and measured.”

Siege Perilous is that test. Those who survive it pursue a truly skill-based environment where success requires forging allies, communicating, and trading with others. Players who choose to make trouble for others will quickly find themselves in logistical peril, and may struggle to survive.

Core Rules

  • 1 character per person
  • 700 skill cap
  • 225 stat cap
  • Publish 13.6 (UO:R-era) combat mechanics

What Is Siege Perilous?

Siege Perilous is a shard hosted by Adam Ant using a special ruleset where players are limited to one single character per person.

On the test shard, players may have access to test functionality such as setting skills or stats via speech commands (e.g., “set swords 100”). See Commands for more information.

Siege Perilous allows mounts, with the trade-off that Recall (including scrolls) is disabled as part of the ruleset. Gate travel remains available.

Combat-related systems are configured to be era-accurate to Publish 13.6. Siege Perilous uses UO:R mechanics such as Special Moves (e.g., Crushing Blow, Paralyzing Blow), and includes bonuses to certain spells if you have Inscription or Poisoning.

Siege Perilous History

The name “Siege Perilous” references Arthurian legend and the idea that only the most worthy can succeed on a challenging server.

The Siege ruleset is designed as a throwback to early Ultima Online, before many later-era systems were introduced. Over time, Siege developed a devoted following of players who valued its high-risk environment, forced specialization, and strong community interdependence.

Alignment System

Like Angel Island, Siege Perilous uses the Alignment system rather than the original OSI Factions or Hero/Evil mechanics.

Guildmasters may choose an alignment for their guild, placing them in a permanent state of war with other alignments. Aligned players are freely attackable by opposing alignments anywhere in the world.

A guild’s alignment may only be changed once every 7 days.

The Siege Perilous Ruleset

Character

On Siege Perilous, you are limited to:

  • 1 character

NPCs

  • NPCs do not train characters.
  • NPCs do not purchase items from players.
  • NPC prices are 3× normal, except housing which is 10× normal.
  • Hireling fees are 3× normal.

Skill Gain (RoT)

Character development is intentionally constrained to fit the one-character ruleset and prevent rapid build-swapping via macroing. Siege uses Return Over Time (RoT).

  • Skills above 70 gain at a limited rate, with increasing cooldowns at 80 and 90.
  • Players may gain a maximum of 6 stat points per day.

Learn more: Return Over Time (RoT)

Magic

  • Recall does not function.
  • Mark does not function inside dungeons.
  • Gate does not function inside dungeons.
  • Telekinesis does not work on locked or trapped treasure chests.
  • Magery functions normally in towns.

In-Game Justice System

  • Murderers may enter towns.
  • Healing a murderer flags the healer criminal, but guards do not respond.
  • Wandering Healers may resurrect murderers.
  • Thieves Guild members are not expelled for murder and have no skill or time requirements to join.

Skills

  • Bard tools and other tools degrade with use.
  • Fishing yields fewer SOS bottles and cannot recover treasure maps.
  • Traps on treasure chests must be removed before opening.
  • Failures in Tinkering and Taste Identification can have severe consequences.

Monsters

  • Monsters that are also low-level tameables do not drop loot.

Differences Between OSI (Publish 13.6) and Siege Perilous

Shard Rules Comparison
Feature OSI (Publish 13.6) Siege Perilous
Accounts per IP Paid / Unlimited 1
Characters per account 1 1
Houses per account 1 1
Stat cap 225 225
Skill cap 700 700
Facets Felucca only Felucca only
Mounts Yes Yes
Recall No No
Gate travel Yes Yes
Item insurance No No
Alignment / Factions Factions Alignment
Resource drop rates Halved Halved
Skill & stat gains Return Over Time (RoT) Return Over Time (RoT)
NPC skill training No (except Cartography and Lockpicking 0–10) No (except Cartography and Lockpicking 0–10)
Animal taming difficulty High-level creatures significantly harder High-level creatures significantly harder
Blade Spirits / Energy Vortex Weakened Weakened
Telekinesis on chests No No
Item wear Tools and weapons degrade Tools and weapons degrade
NPC shopkeepers buy items No No
NPC shopkeeper prices
NPC resource sales No No
Hireling fees
Housing prices 10× 10×
Murderers allowed in town Yes Yes
Healing murderers in town Criminal only Criminal only
Poisoned arrows No No
Thieves Guild restrictions Minimal Minimal
Stealth mechanics Reduced auto-reveal Reduced auto-reveal
Weapon enchantments Yes Yes

Donations

The Angel Island family of shards does not accept donations, sell in-game items, or offer any form of pay-to-play or pay-to-win mechanics.

All shards are provided freely to players, with no expectation of remuneration of any kind. There are no gift shops, no in-game tokens, and no monetized advantages.

Every player participates on equal footing at all times. Progress, power, and success are determined solely by gameplay within the world, not by external contributions.