Siege Perilous Overview
Siege Perilous Overview
The truest test of a player is one in which their true character is weighed and measured.
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.
- 1 Character per person only.
- 700 Skill Cap
- 225 Stat Cap
- Pub 13.6 combat mechanics (UOR)
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 as part of the Siege Perilous Ruleset. 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.
The Siege Perilous Ruleset
Character
On Siege Perilous, you are limited to:
- 1 character
NPCs
- NPCs will no longer be able to train characters.
- They will not purchase items from players and their prices are 3x higher on everything, except housing which is 10x the regular price.
- The cost to hire an NPC is also 3x higher than normal.
Skillgain
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 Siege's "Return over Time" 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.
- You can only gain a certain amount of skill points per day in skills over 70, and there is a 20 minute cooldown between gains that rises as skills get to 80 and 90.
- You can only gain 6 total statistic points per day. For example, 1 strength, 2 dexterity and 3 intelligence.
Learn More on the Return Over Time (RoT) page.
Magic
As noted, there have been some changes to the way Magery works:
- Recall spell does not work as part of the Siege Perilous Ruleset.
- Mark spell does not work inside dungeons.
- Gate spell does not work inside dungeons.
- Telekenesis does not work on locked or trapped treasure chests.
- Magery works in town.
In Game Justice System
- Murderers may enter towns.
- Healing a murderer will make you a criminal, but the town guards will look the other way and not attack you.
- Wandering Healers may spawn as Murderers and will resurrect murderers.
- Members of the Thieves Guild may commit murder without being kicked out of the guild, nor are there any join requirements besides the 500 gold to join.
Skills
The Siege Perilous ruleset features some changes to the way skills operate:
- Bard tools and a variety of other tools will wear down with use.
- Fishers will notice a decrease in SOS bottles and will not be able to fish up treasure maps.
- Traps on treasure chests must be properly removed before opening.
- Failures for Tinkers and those identifying poison potions using the taste identification skill will have dire consequences.
Monsters
- Monsters that are also lower level tameables will not drop loot.
What all is different between Angel Island and Siege Perilous?
Angel Island | Siege Perilous | |
---|---|---|
Total accounts allowed | 3 | 1 |
Total characters per account | 5 | 1 |
Mounts | No | Yes |
Recall | Yes | No |
Gate Travel | Yes | Yes |
Item Insurance | No | No |
Trammel Facet | No | No |
Factions | Kin System | Classic Factions |
Resource Drops | Normal Rate | Halved |
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) |
Animal Taming Skill Difficulty | No | Taming high level monsters (such as nightmares, wyrms, and dragons) will become twice as difficult. |
Blade Spirits and Energy Vortex | Normal | 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 |
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 |
Take Back Sosaria Event
"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
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.
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. 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.