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Revision as of 14:49, 5 February 2023
For information about the new Siege Perilous shard, click here
Legend:
indicates content is exclusive to Angel Island
indicates content is exclusive to Siege Perilous
Siege Perilous Beta Open Now!
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.
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 while also encouraging teamwork. 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:
- Minax: Ogre Lords
- Council of Mages: Wisps
- True Britannians: Silver Serpents
- Shadowlords: Daemons (not summoned daemons)
The Event:
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.
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. Do be aware though, that the faction-aligned creatures have commissioned gargoyles to protect the larger areas outside of the strongholds.
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. 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.
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.
The next goal, would be to target each of the strongholds, one by one, until those too have been given back to the people.
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.
What is different between Angel Island and Siege Perilous?
Angel Island | Siege Perilous | |
---|---|---|
Item Insurance | No | No |
Trammel Facet | No | No |
Factions | Kin System | Regular Factions |
Resource Drops | Normal Rate | Halved |
Reds/Greys can insta-log or ban thee in housing | Yes | No |
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) |
Travel Spells | Normal | No Recall |
Changes to Blade Spirits and Energy Vortex | None | 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 |
Town NPC gold drops | None | None |
Total accounts allowed | 3 | 1 |
Total characters per account | 5 | 1 |
Balanced Buyback System (NPC Consignment) | Yes | Yes |
Murderers allowed in town | No | Yes |
Heal murderers in town? | Criminal flag and guard whack | Criminal flag but no guard whack |
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. |
NPC skill training | Yes | No |
Animal Taming Skill Difficulty | No | Taming high level monsters (such as nightmares, wyrms, and dragons) will become twice as difficult. |
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. |