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| | = Siege Perilous Overview = |
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| | ''“The truest test of a player is one in which their true character is weighed and measured.”'' |
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| | '''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. |
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| | == Core Rules == |
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| | * 1 character per person |
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| | * 700 skill cap |
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| | * 225 stat cap |
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| | * Publish 13.6 (UO:R-era) combat mechanics |
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| | == What Is Siege Perilous? == |
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| | Siege Perilous is a shard hosted by Adam Ant using a special ruleset where players are limited to '''one single character per person'''. |
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| | 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. |
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| | Siege Perilous allows mounts, with the trade-off that Recall (including scrolls) is disabled as part of the ruleset. Gate travel remains available. |
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| | 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. |
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| | == Siege Perilous History == |
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| | The name “Siege Perilous” references Arthurian legend and the idea that only the most worthy can succeed on a challenging server. |
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| [[File:tchestlid2.gif|class=top|link=Main_Page]]
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| | 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. |
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| [[File:wikilogo5.png|class=bottom|link=Main_Page]]
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| | == Alignment System == |
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| | Like Angel Island, Siege Perilous uses the [[Alignment]] system rather than the original OSI Factions or Hero/Evil mechanics. |
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| | 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. |
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| [[File:totoparrow2f.png|class=bottom|link=#top|Back to Top]]
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| [[File:totoparrow1f.png|class=top|link=#top|Back to Top]]
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| | A guild’s alignment may only be changed once every 7 days. |
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| | == The Siege Perilous Ruleset == |
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| [[File:tobotarrow2.png|class=bottom|link=#footer|Bottom of Page]]
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| | === Character === |
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| | On Siege Perilous, you are limited to: |
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| | * 1 character |
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| | === NPCs === |
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| | * NPCs do not train characters. |
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| | * NPCs do not purchase items from players. |
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| | * NPC prices are 3× normal, except housing which is 10× normal. |
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| | * Hireling fees are 3× normal. |
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| {{#css:
| | === 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)]]. |
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| | * 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. |
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| #p-Quick_Navigation-label {
| | Learn more: [[Return Over Time (RoT)]] |
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| | === Magic === |
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| | * Recall does not function. |
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| | * Mark does not function inside dungeons. |
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| | * Gate does not function inside dungeons. |
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| | * Telekinesis does not work on locked or trapped treasure chests. |
| | * Magery functions normally in towns. |
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| #n-Download-the-Game a {
| | === In-Game Justice System === |
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| | * Murderers may enter towns. |
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| | * Healing a murderer flags the healer criminal, but guards do not respond. |
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| | * Wandering Healers may resurrect murderers. |
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| | * Thieves Guild members are not expelled for murder and have no skill or time requirements to join. |
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| | === Skills === |
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| | * Bard tools and other tools degrade with use. |
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| | * Fishing yields fewer SOS bottles and cannot recover treasure maps. |
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| | * Traps on treasure chests must be removed before opening. |
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| | * Failures in Tinkering and Taste Identification can have severe consequences. |
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| | === Monsters === |
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| | * Monsters that are also low-level tameables do not drop loot. |
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| #n-Install-Guide a {
| | == Differences Between OSI (Publish 13.6) and Siege Perilous == |
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| | {| class="wikitable" style="text-align:center; margin:auto; width:75%;" |
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| | |+ '''Shard Rules Comparison''' |
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| =Siege Perilous Public Beta Open Now!=
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| ''The truest test of a player is one in which their true character is weighed and measured. '' <br>
| |
| | |
| '' '''Angel Island: Siege Perilous is that very test.''' Those who survive it will achieve the holy grail; 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 merely survive.''
| |
| | |
| ==What is Siege Perilous?== | |
| | |
| 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.)
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| 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.
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| 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.
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| Siege Perilous will launch with an event underway called '''“Taking Back Sosaria”''' which is currently active on the test shard.
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| ===Take Back Sosaria===
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| 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.
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| 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.
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| Ethics is a system of ethical alignment with either good or evil, Hero / Evil respectively.
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| In classical Origin Systems fashion, each of the Factions had a faction-aligned creature:
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| * Minax: Ogre Lords
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| * Council of Mages: Wisps
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| * True Britannians: Silver Serpents
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| * Shadowlords: Daemons (not summoned daemons)
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| 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>
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| 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.
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| Do be aware though, that the faction-aligned creatures have commissioned gargoyles to protect the larger areas outside of the strongholds.
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| '''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>
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| 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.
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| '''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>
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| 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>
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| 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>
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| ===Return Over Time (RoT)===
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| 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.
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| Learn More on the [[Return Over Time (RoT)]] page.
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| ===Weapon Enchantments=== | |
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| 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:
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| {| class="wikitable" style="text-align: center; | |
| |+ '''Weapon Enchantments: | |
| |- | | |- |
| !'''Enchantment !! '''Effect | | ! Feature !! OSI (Publish 13.6) !! Siege Perilous |
| |- | | |- |
| | '''Burning || Magic Arrow | | | Accounts per IP || Paid / Unlimited || 1 |
| |- | | |- |
| | '''Clumsiness || Clumsy | | | Characters per account || 1 || 1 |
| |- | | |- |
| | '''Feeblemindness || Feeblemind | | | Houses per account || 1 || 1 |
| |- | | |- |
| | '''Weakness || Weaken | | | Stat cap || 225 || 225 |
| |- | | |- |
| | '''Wounding || Harm | | | Skill cap || 700 || 700 |
| |- | | |- |
| | '''Daemon's Breath || Fireball | | | Facets || Felucca only || Felucca only |
| |- | | |- |
| | '''Evil || Curse | | | Mounts || Yes || Yes |
| |- | | |- |
| | '''Ghouls Touch || Paralyze | | | Recall || No || No |
| |- | | |- |
| | '''Mage's Bane || Mana Drain | | | Gate travel || Yes || Yes |
| |- | | |- |
| | '''Thunder || Lightning | | | Item insurance || No || No |
| |- | | |- |
| |} | | | Alignment / Factions || Factions || [[Alignment]] |
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| ==What is different between Angel Island and Siege Perilous?==
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| {| class="wikitable" style="text-align: center; margin:auto; width:70vw;"
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| |+ '''Shard Variations Chart:
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| |-
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| ! !! '''Angel Island !! '''Siege Perilous
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| |-
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| | '''Total accounts allowed || 3 || 1
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| |-
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| | '''Total characters per account || 5 || 1
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| |-
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| | '''Mounts || No || Yes
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| |-
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| | '''Recall || Yes || No
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| |-
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| | '''Gate Travel || Yes || Yes
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| |-
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| | '''Item Insurance || No || No
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| |-
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| | '''Trammel Facet || No || No
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| |-
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| | '''Factions || [[Kin System]] || Classic Factions
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| |-
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| | '''Resource Drops || Normal Rate || Halved
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| |-
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| | '''Skills and Stat gains || Normal difficulty-based gains || [[Return Over Time (RoT)]]
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| |-
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| | '''NPC Skill Training || Yes || No ([[Cartography]] and [[Lockpicking]] gain from 0-10 normally on SP)
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| |- | | |- |
| | '''Animal Taming Skill Difficulty || No || Taming high level monsters (such as nightmares, wyrms, and dragons) will become twice as difficult. | | | Resource drop rates || Halved || Halved |
| |- | | |- |
| | '''Blade Spirits and Energy Vortex || Normal || Weakened | | | Skill & stat gains || [[Return Over Time (RoT)]] || [[Return Over Time (RoT)]] |
| |- | | |- |
| | '''Telekinesis|| Normal || Will not work on trapped or locked chests. | | | NPC skill training || No (except [[Cartography]] and [[Lockpicking]] 0–10) || No (except [[Cartography]] and [[Lockpicking]] 0–10) |
| |- | | |- |
| | '''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. | | | Animal taming difficulty || High-level creatures significantly harder || High-level creatures significantly harder |
| |- | | |- |
| | '''Shopkeeper buys items from players || No || No | | | Blade Spirits / Energy Vortex || Weakened || Weakened |
| |- | | |- |
| | '''Shopkeeper prices|| Normal || 3x | | | Telekinesis on chests || No || No |
| |- | | |- |
| | '''Shopkeeper Resource sales || No || No | | | Item wear || Tools and weapons degrade || Tools and weapons degrade |
| |- | | |- |
| | '''Hireling fees || Normal || 3x | | | NPC shopkeepers buy items || No || No |
| |- | | |- |
| | '''Housing Prices || Normal || NPC prices are 10x higher. | | | NPC shopkeeper prices || 3× || 3× |
| |- | | |- |
| | '''[[Balanced Buyback System]] (NPC Consignment) || Yes || No | | | NPC resource sales || No || No |
| |- | | |- |
| | '''Murderers allowed in town || No || Yes | | | Hireling fees || 3× || 3× |
| |- | | |- |
| | '''Heal murderers in town? || Criminal flag and guard whack || Criminal flag but no guard whack | | | Housing prices || 10× || 10× |
| |- | | |- |
| | '''Reds/Greys can insta-log or ban thee in housing || Yes || No | | | Murderers allowed in town || Yes || Yes |
| |- | | |- |
| | '''Poisoned Arrows || Yes || No | | | Healing murderers in town || Criminal only || Criminal only |
| |- | | |- |
| | '''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. | | | Poisoned arrows || No || No |
| |- | | |- |
| | '''[[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. | | | Thieves Guild restrictions || Minimal || Minimal |
| |- | | |- |
| | '''Weapon Enchantments || No || Yes | | | [[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. |
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:
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 |
3× |
3×
|
| NPC resource sales |
No |
No
|
| Hireling fees |
3× |
3×
|
| 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.