Difference between revisions of "Siege Perilous Overview"

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Learn More on the [[Return Over Time (RoT)]] page.
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:
Burning - Magic Arrow
Clumsiness - Clumsy
Feeblemindness - Feeblemind
Weakness - Weaken
Wounding - Harm
Daemon's Breath - Fireball
Evil - Curse
Ghouls Touch - Paralyze
Mage's Bane - Mana Drain
Thunder - Lightning


==What is different between Angel Island and Siege Perilous?==
==What is different between Angel Island and Siege Perilous?==


{| class="wikitable" style="text-align: center; margin:auto; width:1000px;"
{| class="wikitable" style="text-align: center; margin:auto; width:70vw;"
|+ '''Shard Variations Chart:
|+ '''Shard Variations Chart:
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| '''[[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.
| '''[[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
|-
|}
|}

Revision as of 08:50, 26 March 2023

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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.

Angel Island: Siege Perilous is that very test. Those who survive it will achieve the holy grail; 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 merely survive.

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. You can currently log into the Siege Perilous test server to beta test the game for yourself! (Download link in sidebar.)

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.

As opposed to Angel Island, Siege Perilous does allow for the use of mounts, with the trade-off being that the recall spell (including scrolls) has been disabled. Players are still able to use gate travel.

Siege Perilous will launch with an event underway called “Taking Back Sosaria” which is currently active on the test shard.

Take 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)

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.

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:

Burning - Magic Arrow Clumsiness - Clumsy Feeblemindness - Feeblemind Weakness - Weaken Wounding - Harm Daemon's Breath - Fireball Evil - Curse Ghouls Touch - Paralyze Mage's Bane - Mana Drain Thunder - Lightning


What is different between Angel Island and Siege Perilous?

Shard Variations Chart:
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