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Old 15th August 2007, 08:52 PM   #1
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What is different about Siege Perilous?

Could someone explain to me all the differences between siege and the other shards... I know vaguely somethings, but I've heard all of them secondhand.
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Old 15th August 2007, 11:12 PM   #2
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Re: Siege isn't going away when UOKR is "activated"

source UO Siege Perilous

Quote:

II. The Bare Basics


You might have read on the UO website, Stratics pages or boards that Siege is the "Veteran" or "PvP" shard. While some aspects of these two titles are true, Siege isn't clearly defined as either anymore. Because of many major patches and changes on the production shards, there has been some "trickle down" coming from the production shards to Siege. With that, Siege is now considered to be an "Alternative" shard-- a different ruleset that gives a whole different playstyle alltogether. This ruleset isn't for everyone, especially for people who enjoy the extreme safety of Trammel, but it can be more alive, engaging, and rewarding for a lot of people. Some are quoted saying that Siege is the "Best form of UO you can play today".

Let's get down to basics.

Siege is an all Feluccan ruleset shard. What does that mean? It means that on whatever facet you're on (even Ilshenar, Malas, and Tokuno), you are attackable on sight by anyone. There is no Trammel facet here. In Siege's alternate history, the citizens and soldiers of Britannia defeated the forces of Minax at the battle of Trinsic, however with heavy casualties. This is different from what happened on the production shards, where the forces of Britain lost and were forced to retreat into Trammel. If you actually visit Trinsic on Siege, the whole city is littered with debris with some ruined buildings.

Where can you be safe? The only places where you are guaranteed a large degree of safety is in guard zones. Most of these guard zones encompass most towns and cities. While a red character can enter the guard zone, if they commit any crime of any sort they are prone to being guardwhacked on the spot, or having guards called upon them. Remember though, if you attack a red as a blue character in a guard zone first, there will be a two minute window where the red can fight in self defense, and guards will not come to your aid.

Due to the Siege ruleset, NPC vendor prices vary and is three times the normal production shard rate. You cannot sell wares or items to NPCs either. This is to encourage player-based economy. Because of this, the economy here is much more stable than the production shards.

Also remember, you cannot recall or sacred journey here. Have magery or get a mage friend if you want to travel around, using the gate travel spell. You could also take the scenic route as well, on mount or foot.

Unlike the production shards, Siege does not have insurance. However, it has something called a "Siege blessing". With your Siege blessing, you can bless ONE item. You may change this at any time, but be aware of what item you're going to bless. This is the closest you'll probably get to insurance, without any cost. So when you die you can still have that cool hat or special pitchfork in your backpack. You might have read some outdated information on PBDs (Personal Bless Deeds) being given to new players, but this was changed with a patch and replaced with the Siege bless. You can however get CBDs as BOD rewards, and can be only used on items without magical properties or high resists than the norm. The latter can be attempted currently, but there is a great chance you be paged on by another player and have it's blessing removed by a GM without any forewarning. If you heard any rumors about people running with fully blessed items, this is completely false. While there are a few people wearing some 7th Anniversary items like the Samurai helm and Ember leggings, you don't need them to compete. There are many people without these items and fight well without them. Some actually fight near naked as well! You will commonly see players running around with 1-2 powerful items but the majority will be GM armor pieces made by crafters. Most people wear something that they can afford to replace quickly without hassle. If you die several times the cost of replacing your armor is actually CHEAPER than paying the full total insurance fee on production shards. Especially if you're in a guild.
If you cant open the above link, to read the rest ,and want any more information ,please let me know and I will help more

/tabbitha
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Old 16th August 2007, 11:10 AM   #3
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Re: What is different about Siege Perilous?

Also Siege players have set up a guild called NEW, obviously for new SP players. Joining this guild gives you about 30 days worth of time where most, not all, SP players will not attack unless provoked. The guild also helps get you outfitted and a few coins in the bank.
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