Difference between revisions of "Siege Perilous Overview"

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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.”''
left:-178px;
top: -172px;">
[[File:wikitop4.png|link=]]
</div>


<div id=cf style="
'''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.
left:-192px;
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[[File:tchestbase2.gif|class=bottom|link=Main_Page]]
</div>


<div id=cf style="
== Core Rules ==
left:-58px;
* 1 character per person
top: -109px;">
* 700 skill cap
[[File:lit01.gif|class=bottom|link=Main_Page]]
* 225 stat cap
</div>
* Publish 13.6 (UO:R-era) combat mechanics


<div id=cf style="
== What Is Siege Perilous? ==
left:-145px;
Siege Perilous is a shard hosted by Adam Ant using a special ruleset where players are limited to '''one single character per person'''.
top: -98px;">
[[File:lit02.gif|class=bottom|link=Main_Page]]
</div>


<div id=cf style="
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.
left:-70px;
top: -123px;">
[[File:lit04.gif|class=bottom|link=Main_Page]]
</div>


<div id=cf style="
Siege Perilous allows mounts, with the trade-off that Recall (including scrolls) is disabled as part of the ruleset. Gate travel remains available.
left:-161px;
top: -109px;">
[[File:lit06.gif|class=bottom|link=Main_Page]]
</div>


<div id=cf style="
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.
left:-127px;
top: -83px;">
[[File:64.png|class=bottom|link=Main_Page]]
</div>


<div id=cf style="
== Siege Perilous History ==
left:-192px;
The name “Siege Perilous” references Arthurian legend and the idea that only the most worthy can succeed on a challenging server.
top: -121px;">
[[File:tchestlid2.gif|class=top|link=Main_Page]]
</div>


<div id=cf style="
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.
left:-114px;
top: -135px;">
[[File:wikilogo5.png|class=bottom|link=Main_Page]]
</div>


<div id=cf style="
== Alignment System ==
left:-182px;
Like Angel Island, Siege Perilous uses the [[Alignment]] system rather than the original OSI Factions or Hero/Evil mechanics.
top: -165px;">
[[File:aispwiki.png|class=bottom|link=Main_Page]]
</div>


<div id=menubutton style="
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.
left:-110px;
top: 383px;">
[[File:totoparrow2f.png|class=bottom|link=#top|Back to Top]]
[[File:totoparrow1f.png|class=top|link=#top|Back to Top]]
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<div id=menubutton style="
A guild’s alignment may only be changed once every 7 days.
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top: 400px;">
[[File:mainmenu02f.png|class=bottom|link=Main_Page]]
[[File:mainmenu01f.png|class=top|link=Main_Page]]
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<div id=menubutton style="
== The Siege Perilous Ruleset ==
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[[File:tobotarrow2.png|class=bottom|link=#footer|Bottom of Page]]
[[File:tobotarrow1.png|class=top|link=#footer|Bottom of Page]]
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<div id=menubutton style="
=== Character ===
left:-140px;
On Siege Perilous, you are limited to:
top: 450px;">
* 1 character
[[File:sbit.png|link=]]
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<div id=menubutton style="
=== NPCs ===
left:-90px;
* NPCs do not train characters.
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* NPCs do not purchase items from players.
[[File:sbit2.png|link=]]
* NPC prices are 3× normal, except housing which is 10× normal.
</div>
* Hireling fees are 3× normal.


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=== Skill Gain (RoT) ===
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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. '' <br>
<br>
 
'''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:
 
{| 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]]
 
==What all is different between Angel Island and Siege Perilous?==
 
{| class="wikitable" style="text-align: center; margin:auto; width:70vw;"
|+ '''Shard Variations Chart:
|-
|-
! !! '''Angel Island !! '''Siege Perilous
| Resource drop rates || Halved || Halved
|-
|-
| '''Total accounts allowed || || 1
| Skill & stat gains || [[Return Over Time (RoT)]] || [[Return Over Time (RoT)]]
|-
|-
| '''Total characters per account || 5 || 1
| NPC skill training || No (except [[Cartography]] and [[Lockpicking]] 0–10) || No (except [[Cartography]] and [[Lockpicking]] 0–10)
|-
|-
| '''Mounts || No || Yes
| Animal taming difficulty || High-level creatures significantly harder || High-level creatures significantly harder
|-
|-
| '''Recall || Yes || No
| Blade Spirits / Energy Vortex || Weakened || Weakened
|-
|-
| '''Gate Travel || Yes || Yes
| Telekinesis on chests || No || No
|-
|-
| '''Item Insurance || No || No
| Item wear || Tools and weapons degrade || Tools and weapons degrade
|-
|-
| '''Trammel Facet || No || No
| NPC shopkeepers buy items || No || No
|-
|-
| '''Factions || [[Kin System]] || Classic Factions
| NPC shopkeeper prices || ||
|-
|-
| '''Resource Drops || Normal Rate || Halved
| NPC resource sales || No || No
|-
|-
| '''Skills and Stat gains || Normal difficulty-based gains || [[Return Over Time (RoT)]]
| Hireling fees || ||
|-
|-
| '''NPC Skill Training || Yes || No ([[Cartography]] and [[Lockpicking]] gain from 0-10 normally on SP)
| Housing prices || 10× || 10×
|-
|-
| '''Animal Taming Skill Difficulty || No || Taming high level monsters (such as nightmares, wyrms, and dragons) will become twice as difficult.
| Murderers allowed in town || Yes || Yes
|-
|-
| '''Blade Spirits and Energy Vortex || Normal || Weakened
| Healing murderers in town || Criminal only || Criminal only
|-
|-
| '''Telekinesis|| Normal || Will not work on trapped or locked chests.
| Poisoned arrows || No || No
|-
|-
| '''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.
| Thieves Guild restrictions || Minimal || Minimal
|-
|-
| '''Shopkeeper buys items from players || No || No
| [[Stealth]] mechanics || Reduced auto-reveal || Reduced auto-reveal
|-
| '''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
|-
|-
| Weapon enchantments || Yes || Yes
|}
|}


=Take Back Sosaria Event=
== 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.
''"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 <br>
<br>
 
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.
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.
'''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.
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.
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.</p>

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.