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 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
| 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.