Siege Ruleset

Siege Perilous

Prepare yourselves brave travelers, for Siege Perilous truly will test your skills as a player. Aggressors who chose to alienate themselves from their fellow adventurers will find quickly it is a struggle to simply survive. Only those who can master the arts of teamwork, communication and trade, as well as combat, will prosper in this challenging world.

The true path to success on Siege Perilous is through making allies. As one cannot possibly have all of the skills necessary to obtain every resource essential to survival, setting up trade agreements with other players will often offer the best chance of prosperity. Those who shoot first and ask questions later could quickly find themselves alone and lacking in supplies.

Be sure to read all of the changes located in the above drop down box to familiarize yourself with this challenging world before creating your character. Future changes to Siege Perilous will be updated here.

The Japanese shard named Mugen also uses the Siege Ruleset. The Korean shard Baekdu also used this ruleset but it was closed June 8, 2002.

Your Character

There will be only one character slot available per account.

To raise the level of difficulty suitable for the types of players attracted to a veteran shard, the rate at which you will gain in time-resource skills and all stats will be slower than on the standard shards. The “rate-over-time” system (a.k.a. “ROT”) and daily caps will curb the unbalancing effects of macroing, since everyone will be subject to the same rules.

It’s useless to compare absolute values of skills and stats on Siege Perilous to those of other shards. The inherent value of skills and stats is relative to the rate at which they can be gained. The effectiveness of skills and stats is relative to what the others around you have. What could be considered a low skill level on the other shards, may be quite competitive on Siege Perilous. Furthermore, this system ensures that everyone will be subject to the same advancement curve, which creates a fair and level playing environment.

Firstly, there will be intervals of time limiting the amount you can gain in skills and stats. The time per interval at which a skill can advance will lengthen as the skill raises. For stats, the interval will remain constant regardless of how high your stats are.

Secondly, both skills and stats will have daily caps on the total amount of points you can gain in them in a given day. For skills, this daily cap does not come into effect until you reach 70.0 in that skill. This daily cap is cumulative and affects the progress of all skills of 70.0 or higher. Gains in skills below 70.0 will not count towards the daily cap. For stats, the daily cap is set from the beginning and remains the same throughout the development of your character.

After you hit the daily cap, skills can still be used as normal, but no gains will be made on those skills above 70.0.

Ok, so what does all of this mean for advancing skills and stats on Siege Perilous?

Skill points for skills under 70 points will gain as normal shards.

Skill points for skills between 70 and 79.9 points will gain a maximum of 3.6 points total per day, with a minimum of 5 minutes between point gained.

Skill points for skills between 80 and 98.9 points will gain a maximum of 2 points total per day, with a minimum of 10 minutes between point gained.

Skill points for skills 99.0 points and up will gain a maximum of 2 points total per day, with a minimum of 15 minutes between point gained.

For stats (Strength, Dexterity, and Intelligence), the “rate-over-time” system works a bit differently. During any given day, the maximum total stat gain that can be achieved is 11 points (For example, a character may gain 5 points in Strength, 4 points in Dexterity, and 2 point in Intelligence, equaling 6 total points gained). Stats will advance at constant time-based intervals and the stat raised per interval will be determined by the skills that one uses.

Using the training dummies for Stealing, Swordsmanship, Macefighting, Fencing, or Wrestling will stop producing gains in skill quicker than on other shards.

New characters on Siege Perilous will start out with the same equipment that new characters on normal shards start with. This applies to all character templates. Please see Profession Templates for specific information on starting equipment.


The shopkeepers on Siege Perilous hoard their gold greedily and will not buy items from players. They are, however, more than happy to sell their wares…at three times the cost of other shards!

Faction pricing is in effect on Siege Perilous, so if you search every town, you are likely to find one that is set at, or below the normal price for itms on other shards

They do not sell resources like logs, boards, shaftes, wool, bolt of clothes, hide, leather, ore, ingots or feather.

Townspeople will also charge three times as much for hiring them. Player Vendors will charge 3x as much for their services.

NPC's won't train your skills.

Townspeople requesting escort will not travel with someone who is already escorting another, you may only have one escort at a time. They will not have any items on their persons and the only way they will part with their gold is if you actually bring them to their desired location. You must also wait 15 minutes between each escort.

Considering these differences and the ones noted under “Your Character”, it would be very wise to befriend, rather than to attack, your local tradesmen. A skilled blacksmith, alchemist, tailor, or scribe can be a very powerful ally.


Spellcasters adventuring in Siege Perilous should be wary of the changes to their trade. Most noticeably, the Recall spell will not function.

You will not be able to mark runes in dungeons or Lost Land nor cast the Gate Travel spell while in a dungeon or Lost Land.

For those involved in faction or guild wars, it is vitally important to note that direct damage spells will work in towns.

The Telekinesis spell will not work on a trapped or locked Treasure Chest.

Blessing and Item Insurance

Item Insurance does not exist/work on Siege Perilous at all. However Siege do have Siege Bless.

Only a few items are blessed on Siege, such as spellbooks, runebooks and some reward items.

The 7th AE items which were claimed at the time of release are blessed. Those combat items which have been claimed since mid-2006 are NOT blessed, but the decorative items are still blessed. There is a distinct possibility that the remaining combat items will be unblessed one day.

Clothing items received as Ultima Online: Age of Shadows "thank you" rewards are blessed.

A Clothing Bless Deed can bless only clothing items without magic properties.

'Newbie' clothes still exist, though they are no longer created.

Peerless resources are not blessed.

Breaking the Law

Adventurers of ill repute will quickly notice that Siege Perilous has different rules for murders.

Characters that hue red will not be attacked by guards when they venture into town. Healing a red character is a criminal offence, but will not get you guard whacked.

Criminals may travel the wilderness without worry of guards, as they will not patrol the wilderness areas.


There will be Wandering Healers willing to resurrect those that stray from the path of good. (only on the old Felucca facet)

The portal to the lawless town of Buccaneer's Den is not present, but a Moongate does exist.

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.

The Hero/Evil system will be present on Siege Perilous as a part of factions.


In addition to the overall change in difficulty of skill increase, Siege Perilous also features changes to specific skills and items to create additional challenges.

Bards: In addition to playing music, the use of provocation and peacekeeping, will wear your instrument down, requiring that you replace it from time to time.

In addition to musical instruments, fishing poles, herding crooks, scissors, axes used for lumberjacking, and other bladed objects will also wear down with use.

Fishermen will notice a decrease in the rate that they find SOS bottles and will not be able to fish up treasure maps at all. (not sure if this still are correct)

Those seeking swag from treasure chests are advised to have skill in “detect hidden” because all chests in dungeons, in the wilderness, and in towns will be trapped. Opening a chest without detecting the trap first could have deadly results.

Making leather armor will not require as much skill for Tailors as it does on other shards. (This has not worked for many years, OSI never fixed it)

Wearing leather armor will not cause any penalties to Stealth or Meditation. (not sure if this is correct)

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.

Failing while tinkering will use resources. Also, when a tinker fails at making a trap, he will always take damage.

When using the Taste Identification skill, there is a chance that the item will be consumed. The following skills will not unhide you when they are used: Snooping, Detect Hidden, Item Identification, Anatomy, Arms Lore, Animal Lore, Evaluate Intellect, Forensics Evaluation, and Poisoning.

Monsters and Players

Black wisps: These creatures appear as "a wisp," but are a noticeably darker color than their light blue counterparts. These behave as monsters and will attack players on sight!

Siege Perilous contains the Ilshenar and Malas facets. Both do have Felucca (SP) ruleset. No Trammel ruleset on Siege at all.

Siege Perilous is geared towards group PvP, with many large guilds of both PKs and Antis. One of the favorite expressions on Siege Perilous is that blue does not always mean innocent, and red does not always mean PK. Guild affiliation is a much more effective way to determine which side of the battle a person is on than hue is.


Siege Factions