Difference between revisions of "Siege Perilous Overview"

From GMN Wiki
Jump to navigation Jump to search
(Replace Main Page with clean, standard MediaWiki landing page; remove custom layout and inline CSS)
(Update Table to compare against OSI.)
 
Line 16: Line 16:
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.
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.


Compared to Angel Island, Siege Perilous allows mounts, with the trade-off that Recall (including scrolls) is disabled as part of the ruleset. Gate travel remains available.
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.
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.
''Note: Any launch-date or test-server availability details should be kept current, or moved to a dated announcement page.''


== Siege Perilous History ==
== 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 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 (pre-T2A) Ultima Online, before many later-era systems were introduced. Over time, the Siege ruleset developed a devoted following of players who appreciated its unique challenges and sense of community, and regard it as a classic UO experience for players looking for a more authentic and challenging version of the game.
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.


== Factions vs Alignment ==
== Alignment System ==
In the Publish 13.6 era, the original town control Factions system existed. However, it was determined that a complex town control system detracted from the early-days feel intended for this ruleset. In place of Factions is a simple, notoriety-based [[Alignment]] system.
Like Angel Island, Siege Perilous uses the [[Alignment]] system rather than the original OSI Factions or Hero/Evil mechanics.


Guildmasters can choose from 9 different alignments (e.g., Orc, Militia, Order, Chaos, Undead). If you are aligned, you are at war with the other 8 alignments, and their members are freely attackable anywhere in the game.
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.


Note: A guild’s alignment can only be changed once per 7 days.
A guild’s alignment may only be changed once every 7 days.


= The Siege Perilous Ruleset =
== The Siege Perilous Ruleset ==


== Character ==
=== Character ===
On Siege Perilous, you are limited to:
On Siege Perilous, you are limited to:
* 1 character
* 1 character


== NPCs ==
=== NPCs ===
* NPCs will no longer train characters.
* NPCs do not train characters.
* NPCs will not purchase items from players.
* NPCs do not purchase items from players.
* NPC prices are 3× higher on everything, except housing which is 10× the regular price.
* NPC prices are 3× normal, except housing which is 10× normal.
* The cost to hire an NPC is also higher than normal.
* Hireling fees are 3× normal.


== Skill Gain (RoT) ==
=== 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)]] to level the playing field so player skill matters more than character development speed.
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 over 70 gain at a limited rate, with a cooldown between gains (increasing further at 80 and 90).
* Skills above 70 gain at a limited rate, with increasing cooldowns at 80 and 90.
* You can only gain 6 total stat points per day (e.g., 1 STR, 2 DEX, 3 INT).
* Players may gain a maximum of 6 stat points per day.


Learn more: [[Return Over Time (RoT)]]
Learn more: [[Return Over Time (RoT)]]


== Magic ==
=== Magic ===
* Recall does not work as part of the Siege Perilous ruleset.
* Recall does not function.
* Mark does not work inside dungeons.
* Mark does not function inside dungeons.
* Gate does not work inside dungeons.
* Gate does not function inside dungeons.
* Telekinesis does not work on locked or trapped treasure chests.
* Telekinesis does not work on locked or trapped treasure chests.
* Magery works in town.
* Magery functions normally in towns.


== In-Game Justice System ==
=== In-Game Justice System ===
* Murderers may enter towns.
* Murderers may enter towns.
* Healing a murderer makes you a criminal, but town guards will not attack.
* Healing a murderer flags the healer criminal, but guards do not respond.
* Wandering Healers may spawn as murderers and will resurrect murderers.
* Wandering Healers may resurrect murderers.
* Thieves Guild members may commit murder without being kicked out of the guild, and there are no join requirements besides the 500 gold fee.
* Thieves Guild members are not expelled for murder and have no skill or time requirements to join.
 
== Skills ==
* Bard tools and various other tools wear down with use.
* Fishing yields fewer SOS bottles and does not allow fishing up treasure maps.
* Traps on treasure chests must be properly removed before opening.
* Failures for Tinkers and for identifying poison potions via Taste Identification can have dire consequences.
 
== Monsters ==
* Monsters that are also lower-level tameables will not drop loot.
 
= Factions and Hero/Evil =
 
Introduced in December 2000, the Faction System promotes organized player conflict through contextual interactions and mechanics intended to support a wide array of play styles.
 
== The Factions ==
There are four factions:
* '''Minax''': Followers of Minax seek revenge against Lord British and ally with various monsters and beasts.
* '''Council of Mages''': Rooted in Moonglow, the Council took up the banner of war after conflict and trials by those loyal to Lord British.
* '''The Shadowlords''': A faction within Minax, comprised largely of undead and would-be necromancers, threatening both good and evil.
* '''True Britannians''': Loyal to Lord British, opposing Minax and the Shadowlords, and resisting threats to the throne.
 
== Faction Strongholds ==
* '''Minax''': Fortress carved in Dragonhame Mountain, southeast of Skara Brae.
* '''Council of Mages''': Old Parliament Building in the southeast corner of Magincia.
* '''The Shadowlords''': Crypts in the Deep Forest, east of Yew Moongate.
* '''True Britannians''': Castle Britannia in the center of Britain.
 
== Joining a Faction ==
To join a faction, use the faction’s Join Stone at the entrance of their base.
 
== Kill Points ==
=== Earning Kill Points ===
* The killer takes 10% of the victim’s kill points (rounded down).
* If the victim has 0 kill points, the killer still receives 1 kill point; the victim gains 1 deficit point.
* If the victim has 6 deficit points (-6 kill points), the killer no longer receives kill points.
 
=== Kill Point Decay ===
Kill point decay may occur once every 47 hours.
* If you have killed an enemy factioner within the 47-hour window, you are “active” and do not decay.
* If inactive, you lose 10% of your kill points (rounded up).
* Lost kill points are redistributed among active factioners in the same faction.


=== Friendly Fire ===
=== Skills ===
Killing a member of your own faction results in a loss of 50% of your kill points.
* 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.


== Faction Ranks ==
=== Monsters ===
Kill points determine rank. The top 1% players with the most kill points attain the highest rank in their faction.
* Monsters that are also low-level tameables do not drop loot.


{| class="wikitable" style="margin:auto; text-align:center;"
== Differences Between OSI (Publish 13.6) and Siege Perilous ==
! Rank !! Score !! Minax !! Council of Mages !! Lord British !! Shadowlords
{| class="wikitable" style="text-align:center; margin:auto; width:75%;"
|+ '''Shard Rules Comparison'''
|-
|-
| 1 || Below 20% || Defiler || Mystic || Defender || Servant
! Feature !! OSI (Publish 13.6) !! Siege Perilous
|-
|-
| 2 || 20%–39% || Defiler || Mystic || Defender || Servant
| Accounts per IP || Paid / Unlimited || 1
|-
|-
| 3 || 40%–49% || Defiler || Mystic || Defender || Servant
| Characters per account || 1 || 1
|-
|-
| 4 || 50%–59% || Executioner || Diviner || Sentinel || Keeper of Lies
| Houses per account || 1 || 1
|-
|-
| 5 || 60%–69% || Executioner || Diviner || Sentinel || Keeper of Lies
| Stat cap || 225 || 225
|-
|-
| 6 || 70%–79% || Executioner || Diviner || Sentinel || Keeper of Lies
| Skill cap || 700 || 700
|-
|-
| 7 || 80%–89% || Warlord || Luminary || Crusader || Bringer of Sorrow
| Facets || Felucca only || Felucca only
|-
|-
| 8 || 90%–94% || Warlord || Luminary || Crusader || Bringer of Sorrow
| Mounts || Yes || Yes
|-
|-
| 9 || 95%–99% || Dread Knight || Archon of Principle || Knight of the Codex || Agent of Evil
| Recall || No || No
|-
| 10 || 99.1%–100% || Avenger of Mondain || Inquisitor of the Council || Knight of the Codex || Purveyor of Darkness
|}
 
== Temporary Stat Loss ==
When slain by an enemy factioner, you suffer temporary stat loss. All skills are reduced by 33%. After 20 minutes, skills return to normal.
 
== Town Conquest ==
There are 8 cities that can fall under faction control, each with a townstone and town pedestal:
* Britain
* Skara Brae
* Magincia
* Delucia
* Minoc
* Moonglow
* Trinsic
* Yew
 
== Faction System Murder Reprieve ==
The faction murder reprieve is a one-time reduction in murder counts when a murderer who has not previously received a reprieve first joins a faction. If the character becomes a murderer again, prior counts are restored.
 
Additional restrictions may apply (e.g., some factions may be inaccessible depending on murder status and logistics of reaching join stones).
 
== Hero/Evil ==
Around the target era (Publish 13.6), Factions and Hero/Evil were merged:
* True Britannians and Council of Mages are “Hero” factions.
* Shadowlords and Order of Minax are “Evil” factions.
 
Killing members of your own faction incurs penalties (kill points loss, lifeforce loss, and possible murder reporting), with exceptions for sparring with guildmates or self-defense.
 
Lifeforce accumulation:
* Gain lifeforce equal to 20% of the lifeforce of a killed character (victim loses the same amount).
* Gain 1 lifeforce per faction enemy monster killed.
* Maximum lifeforce is 100.
 
Players may spend lifeforce on Hero/Evil powers (armor coloration, detect alignment, summon familiar, special steeds, holy/unholy shield). Additional rules apply regarding hues, aggression, and flagging.
 
= Differences Between Angel Island and Siege Perilous =
{| class="wikitable" style="text-align:center; margin:auto; width:70%;"
|+ '''Shard Variations'''
|-
! Feature !! Angel Island !! Siege Perilous
|-
| Total accounts allowed || 3 || 1
|-
| Characters per account || 5 || 1
|-
| Mounts || No || Yes
|-
| Recall || Yes || No
|-
|-
| Gate travel || Yes || Yes
| Gate travel || Yes || Yes
Line 189: Line 100:
| Item insurance || No || No
| Item insurance || No || No
|-
|-
| Trammel facet || No || No
| Alignment / Factions || Factions || [[Alignment]]
|-
|-
| Factions || [[Kin System]] || Classic factions
| Resource drop rates || Halved || Halved
|-
|-
| Resource drops || Normal rate || Halved
| Skill & stat gains || [[Return Over Time (RoT)]] || [[Return Over Time (RoT)]]
|-
|-
| Skill and stat gains || Normal, difficulty-based || [[Return Over Time (RoT)]]
| NPC skill training || No (except [[Cartography]] and [[Lockpicking]] 0–10) || No (except [[Cartography]] and [[Lockpicking]] 0–10)
|-
|-
| NPC skill training || Yes || No (except [[Cartography]] and [[Lockpicking]] from 0–10)
| Animal taming difficulty || High-level creatures significantly harder || High-level creatures significantly harder
|-
|-
| Animal taming difficulty || Normal || High-level taming is significantly more difficult
| Blade Spirits / Energy Vortex || Weakened || Weakened
|-
|-
| Blade Spirits / Energy Vortex || Normal || Weakened
| Telekinesis on chests || No || No
|-
|-
| Telekinesis || Normal || Does not work on trapped or locked chests
| Item wear || Tools and weapons degrade || Tools and weapons degrade
|-
| Item wear || Normal || Many tools and weapons degrade with use
|-
|-
| NPC shopkeepers buy items || No || No
| NPC shopkeepers buy items || No || No
|-
|-
| NPC shopkeeper prices || Normal || 3×
| NPC shopkeeper prices || || 3×
|-
|-
| NPC resource sales || No || No
| NPC resource sales || No || No
|-
|-
| Hireling fees || Normal || 3×
| Hireling fees || || 3×
|-
|-
| Housing prices || Normal || NPC prices are 10× higher
| Housing prices || 10× || 10×
|-
|-
| [[Balanced Buyback System]] || Yes || No
| Murderers allowed in town || Yes || Yes
|-
|-
| Murderers allowed in town || No || Yes
| Healing murderers in town || Criminal only || Criminal only
|-
|-
| Healing murderers in town || Criminal flag + guards || Criminal flag only
| Poisoned arrows || No || No
|-
|-
| Instant logout / housing ban for reds & greys || Yes || No
| Thieves Guild restrictions || Minimal || Minimal
|-
|-
| Poisoned arrows || Yes || No
| [[Stealth]] mechanics || Reduced auto-reveal || Reduced auto-reveal
|-
|-
| Thieves Guild rules || Standard || No removal for murder counts; no skill/time requirements
| Weapon enchantments || Yes || Yes
|-
| [[Stealth]] mechanics || Normal || Reduced auto-reveal range
|-
| Weapon enchantments || No || Yes
|}
|}


= Take Back Sosaria Event =
== Donations ==
''“An evil swarm of wretched gargoyles swooped in during the night and captured the various cities and towns. 
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.
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 launches with an event called '''“Taking Back Sosaria.”'''
 
The event has two primary goals:
# Shrink the usable map without introducing a custom map
# Provide a fun initial experience that encourages teamwork
 
An army of gargoyles has captured most cities and towns, with Britain remaining under Lord British’s control. Venturing into captured towns alone is difficult and dangerous.
 
== Tips, Tricks, and Strategies ==
Gargoyle guardians appear in zones within cities. If you clear a zone, the gargoyles do not return—this is the strategy used to secure Britain.
 
Zones appear to run north-to-south. Attacking from east or west is recommended, then working north/south to finish the zone. Cities may be divided into several zones.


Players receive feedback in the form “(N of M kills)” for the current zone. If you take too long, guardians may respawn and progress resets—team up so effort is not wasted.
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.


== Suggested Initial Strategy ==
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.
Start near Britain, then band together to reclaim other cities as you establish a foothold. Target each city and town, reclaiming zones one by one, focusing on strategically important areas (banks, forges, and other valuable resources).

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.